﻿
quickbuild_BackupPowerRoom							 Backup Power Room
object_TimeWarpCalculator	 TimeWarp Calculator

#mutator_name_slowdeliveries             Slow Deliveries (NOT SUPPORTED)
#mutator_tooltip_slowdeliveries          This mutator is NOT SUPPORTED by CombiPack, since too many things depend on teleportation. 

execution_stagetooltip_start            You have scheduled the execution of this inmate, and must now follow the official procedure.\n\nPLEASE MAKE SURE YOU HAVE LOADED THE CHIEF FOR EXECUTION MOD ABOVE COMBIPACK.

weathermap_temperature_text             *C°C / *F°F
weathermap_temperature_c                *C°C
weathermap_temperature_f                *F°F
interface_landbuylabel                          *Xm × *Ym. Total area *Am². *C

tooltip_Init_TimeWarpA									 \nInitializing, please wait...
tooltip_Init_TimeWarpB									 \nCalculating TimeWarpFactor.\nThis takes 1 game minute...\n\n Start at: *A   End at: *B\n Current minute: *C\n Time Passed: *D\n\n Map size (before expansion): calculating...\n Time Warp Factor: calculating...\n Slow Time Mutator: calculating...
tooltip_Init_TimeWarpC									 \nBenchmark completed. Results:\n\n Start at: *A   End at: *B\n Current minute: *C\n Time Passed: *D\n\n Map size (before expansion): *E\n Time Warp Factor: *F\n Slow Time Mutator: *G\n\nWaiting some more...
tooltip_ReadyForAction									 \nReady for action, click me!

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#
#  Begin menu tools
#
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object_ObjMenuMods										 MODS >>>
buildtoolbar_popup_obj_ObjMenuMods						 This is only a Menu Separator
object_StaffMenuMods									 MODS >>>
buildtoolbar_popup_staff_StaffMenuMods					 This is only a Menu Separator
object_UtsMenuMods										 MODS >>>
buildtoolbar_popup_obj_UtsMenuMods						 This is only a Menu Separator
object_ObjMenuDuper										 DUPER -->
buildtoolbar_popup_obj_ObjMenuDuper						 This is only a Menu Separator
object_ObjMenuRadiator									 RADIATOR -->
buildtoolbar_popup_obj_ObjMenuRadiator					 This is only a Menu Separator
object_ObjMenuSmallStuff								 SMALL -->
buildtoolbar_popup_obj_ObjMenuSmallStuff				 This is only a Menu Separator
object_ObjMenuYoga										 YOGA -->
buildtoolbar_popup_obj_ObjMenuYoga						 This is only a Menu Separator
object_StaffMenuYoga									 YOGA -->
buildtoolbar_popup_staff_StaffMenuYoga					 This is only a Menu Separator
object_ObjMenuCemetery									 CEMETERY -->
buildtoolbar_popup_staff_ObjMenuCemetery				 This is only a Menu Separator
object_StaffMenuCemetery								 CEMETERY -->
buildtoolbar_popup_staff_StaffMenuCemetery				 This is only a Menu Separator
object_ObjMenuCemet										 CEMETERY -->
buildtoolbar_popup_staff_ObjMenuCemet					 This is only a Menu Separator
object_ObjMenuAntiTunnelToilets							 TOILETS -->
buildtoolbar_popup_obj_ObjMenuAntiTunnelToilets			 This is only a Menu Separator
object_ObjMenuFireBrigade								 FIRE BRIGADE -->
buildtoolbar_popup_obj_ObjMenuFireBrigade				 This is only a Menu Separator
object_StaffMenuFireBrigade								 FIRE BRIGADE -->
buildtoolbar_popup_staff_StaffMenuFireBrigade			 This is only a Menu Separator
object_ObjMenuVendingMachines							 VENDING -->
buildtoolbar_popup_obj_ObjMenuVendingMachines			 This is only a Menu Separator
object_StaffMenuVendingMachines							 VENDING -->
buildtoolbar_popup_staff_StaffMenuVendingMachines		 This is only a Menu Separator
object_UtsMenuVendingMachines							 VENDING -->
buildtoolbar_popup_obj_UtsMenuVendingMachines			 This is only a Menu Separator
object_ObjMenuVisitorDoors								 VISITOR -->
buildtoolbar_popup_obj_ObjMenuVisitorDoors				 This is only a Menu Separator
object_ObjMenuStaffDoors								 STAFF -->
buildtoolbar_popup_obj_ObjMenuStaffDoors				 This is only a Menu Separator
object_ObjMenuSolitaryDoors								 SOLITARY -->
buildtoolbar_popup_obj_ObjMenuSolitaryDoors				 This is only a Menu Separator
object_ObjMenuJailDoors									 JAIL -->
buildtoolbar_popup_obj_ObjMenuJailDoors					 This is only a Menu Separator
object_ObjMenuStaffFences								 FENCE -->
buildtoolbar_popup_obj_ObjMenuStaffFences				 This is only a Menu Separator
object_ObjMenuRoadObjects								 ROAD -->
buildtoolbar_popup_obj_ObjMenuRoadObjects				 This is only a Menu Separator
object_ObjMenuExoticObjects								 EXOTIC -->
buildtoolbar_popup_obj_ObjMenuExoticObjects				 This is only a Menu Separator
object_ObjMenuNumbersLetters							 NUMBERS LETTERS -->
buildtoolbar_popup_obj_ObjMenuNumbersLetters			 This is only a Menu Separator
object_ObjMenuPrisonerForestry							 FORESTRY -->
buildtoolbar_popup_obj_ObjMenuPrisonerForestry			 This is only a Menu Separator
object_StaffMenuPrisonerForestry						 FORESTRY -->
buildtoolbar_popup_staff_StaffMenuPrisonerForestry		 This is only a Menu Separator
object_ObjMenuManufactury								 COTTON -->
buildtoolbar_popup_obj_ObjMenuManufactury				 This is only a Menu Separator
object_StaffMenuManufactury								 COTTON -->
buildtoolbar_popup_staff_StaffMenuManufactury			 This is only a Menu Separator
object_ObjMenuBarbery									 BARBER -->
buildtoolbar_popup_obj_ObjMenuBarbery					 This is only a Menu Separator
object_StaffMenuBarbery									 BARBER -->
buildtoolbar_popup_staff_StaffMenuBarbery				 This is only a Menu Separator
object_ObjMenuLimoGarage								 BARBER -->
buildtoolbar_popup_staff_ObjMenuLimoGarage				 This is only a Menu Separator
object_ObjMenuBasketBall								 BASKETBALL -->
buildtoolbar_popup_obj_ObjMenuBasketBall				 This is only a Menu Separator
object_ObjMenuBasketBall3								 BASKETBALL -->
buildtoolbar_popup_obj_ObjMenuBasketBall3				 This is only a Menu Separator
object_StaffMenuBasketBall								 BASKETBALL -->
buildtoolbar_popup_staff_StaffMenuBasketBall			 This is only a Menu Separator
object_StaffMenuBasketBall3								 BASKETBALL -->
buildtoolbar_popup_staff_StaffMenuBasketBall3			 This is only a Menu Separator
object_ObjMenuBoxing									 BOXING -->
buildtoolbar_popup_obj_ObjMenuBoxing					 This is only a Menu Separator
object_ObjMenuEvac										 EVAC -->
buildtoolbar_popup_obj_ObjMenuEvac						 This is only a Menu Separator
object_ObjMenuSmartPhones								 SMART PHONES -->
buildtoolbar_popup_obj_ObjMenuSmartPhones				 This is only a Menu Separator
object_StaffMenuSmartPhones								 SMART PHONES -->
buildtoolbar_popup_staff_StaffMenuSmartPhones			 This is only a Menu Separator
object_ObjMenuRecycling									 RECYCLING -->
buildtoolbar_popup_obj_ObjMenuRecycling					 This is only a Menu Separator
object_ObjMenuGarden									 GARDEN -->
buildtoolbar_popup_obj_ObjMenuGarden					 This is only a Menu Separator
object_StaffMenuGarden									 GARDEN -->
buildtoolbar_popup_staff_StaffMenuGarden				 This is only a Menu Separator
object_ObjMenuSauna										 SAUNA -->
buildtoolbar_popup_obj_ObjMenuSauna						 This is only a Menu Separator
object_ObjMenuServer									 SERVER -->
buildtoolbar_popup_obj_ObjMenuServer					 This is only a Menu Separator
object_UtsMenuServer									 SERVER -->
buildtoolbar_popup_uts_UtsMenuServer					 This is only a Menu Separator
object_ObjMenuMoneyLaundry								 MONEY LAUNDRY -->
buildtoolbar_popup_obj_ObjMenuMoneyLaundry				 This is only a Menu Separator
object_ObjMenuChinook									 CHINOOK -->
buildtoolbar_popup_obj_ObjMenuChinook					 This is only a Menu Separator
object_ObjMenuMetroStations								 METRO -->
buildtoolbar_popup_obj_ObjMenuMetroStations				 This is only a Menu Separator
object_ObjMenuMetro										 METRO -->
buildtoolbar_popup_staff_ObjMenuMetro					 This is only a Menu Separator
object_ObjMenuDemolition								 DEMOLITION -->
buildtoolbar_popup_obj_ObjMenuDemolition				 This is only a Menu Separator
object_ObjMenuBorderChanger								 PLOTTER / EDITOR -->
buildtoolbar_popup_staff_ObjMenuBorderChanger			 This is only a Menu Separator
object_ObjMenuOffice									 OFFICE -->
buildtoolbar_popup_obj_ObjMenuOffice					 This is only a Menu Separator
object_ObjMenuMedicalWard								 INFIRMARY -->
buildtoolbar_popup_obj_ObjMenuMedicalWard				 This is only a Menu Separator
object_ObjMenuLights									 LIGHTS -->
buildtoolbar_popup_obj_ObjMenuLights					 This is only a Menu Separator
object_DoorMenuAdvRoads									 ADVANCED ROADS -->
buildtoolbar_popup_obj_DoorMenuAdvRoads					 This is only a Menu Separator
object_ObjMenuAdvRoads									 ADVANCED ROADS -->
buildtoolbar_popup_obj_ObjMenuAdvRoads					 This is only a Menu Separator
object_ObjMenuTotalChaos								 TOTAL CHAOS -->
buildtoolbar_popup_staff_ObjMenuTotalChaos				 This is only a Menu Separator
object_ObjMenuCreativeTrainer							 CREATIVE TRAINER -->
buildtoolbar_popup_staff_ObjMenuCreativeTrainer			 This is only a Menu Separator
object_ObjMenuDevTools									 DEV TOOLS -->
buildtoolbar_popup_staff_ObjMenuDevTools				 This is only a Menu Separator
object_ObjMenuControlBooth								 CONTROL BOOTH -->
buildtoolbar_popup_obj_ObjMenuControlBooth				 This is only a Menu Separator
object_ObjMenuRoadSensor								 ROAD SENSOR -->
buildtoolbar_popup_obj_ObjMenuRoadSensor				 This is only a Menu Separator
object_ObjMenuTeslaMatic								 TESLA MATIC -->
buildtoolbar_popup_obj_ObjMenuTeslaMatic				 This is only a Menu Separator
object_ObjMenuTeslaMatic3								 TESLA MATIC -->
buildtoolbar_popup_obj_ObjMenuTeslaMatic3				 This is only a Menu Separator
object_ObjMenuIsolator									 ISOLATOR -->
buildtoolbar_popup_obj_ObjMenuIsolator					 This is only a Menu Separator
object_ObjMenuSorter									 SORTER -->
buildtoolbar_popup_uts_ObjMenuSorter					 This is only a Menu Separator
object_ObjMenuAirco										 AIRCO -->
buildtoolbar_popup_obj_ObjMenuAirco						 This is only a Menu Separator
object_ObjMenuCallOut									 CALLOUT -->
buildtoolbar_popup_staff_ObjMenuCallOut					 This is only a Menu Separator
object_ObjMenuChapel									 CHAPEL -->
buildtoolbar_popup_obj_ObjMenuChapel					 This is only a Menu Separator
object_ObjMenuLuther									 LUTHER -->
buildtoolbar_popup_staff_ObjMenuLuther					 This is only a Menu Separator
object_StaffMenuServer									 SERVER -->
buildtoolbar_popup_staff_StaffMenuServer				 This is only a Menu Separator
object_StaffMenuTeslaMatic								 TESLA MATIC -->
buildtoolbar_popup_staff_StaffMenuTeslaMatic			 This is only a Menu Separator
object_StaffMenuTeslaMatic3								 TESLA MATIC -->
buildtoolbar_popup_staff_StaffMenuTeslaMatic3			 This is only a Menu Separator
room_RoomDivider1										 -->
buildtoolbar_popup_room_RoomDivider1					 This is only a Menu Separator
room_RoomDivider2										 -->
buildtoolbar_popup_room_RoomDivider2					 This is only a Menu Separator
room_RoomDivider3										 -->
buildtoolbar_popup_room_RoomDivider3					 This is only a Menu Separator
room_RoomDivider4										 -->
buildtoolbar_popup_room_RoomDivider4					 This is only a Menu Separator
room_RoomDivider5										 -->
buildtoolbar_popup_room_RoomDivider5					 This is only a Menu Separator
room_RoomDivider6										 -->
buildtoolbar_popup_room_RoomDivider6					 This is only a Menu Separator
room_RoomDivider7										 -->
buildtoolbar_popup_room_RoomDivider7					 This is only a Menu Separator
room_RoomDivider8										 -->
buildtoolbar_popup_room_RoomDivider8					 This is only a Menu Separator
room_RoomDivider9										 -->
buildtoolbar_popup_room_RoomDivider9					 This is only a Menu Separator
room_RoomDivider10										 -->
buildtoolbar_popup_room_RoomDivider10					 This is only a Menu Separator
room_RoomDivider11										 -->
buildtoolbar_popup_room_RoomDivider11					 This is only a Menu Separator
room_RoomDivider12										 -->
buildtoolbar_popup_room_RoomDivider12					 This is only a Menu Separator
room_RoomDivider13										 -->
buildtoolbar_popup_room_RoomDivider13					 This is only a Menu Separator
room_RoomDivider14										 -->
buildtoolbar_popup_room_RoomDivider14					 This is only a Menu Separator
room_RoomDivider15										 -->
buildtoolbar_popup_room_RoomDivider15					 This is only a Menu Separator
room_RoomDivider16										 -->
buildtoolbar_popup_room_RoomDivider16					 This is only a Menu Separator
room_RoomDivider17										 -->
buildtoolbar_popup_room_RoomDivider17					 This is only a Menu Separator
room_RoomDivider18										 -->
buildtoolbar_popup_room_RoomDivider18					 This is only a Menu Separator
room_RoomDivider19										 -->
buildtoolbar_popup_room_RoomDivider19					 This is only a Menu Separator
room_RoomDivider20										 -->
buildtoolbar_popup_room_RoomDivider20					 This is only a Menu Separator
room_RoomDivider21										 -->
buildtoolbar_popup_room_RoomDivider21					 This is only a Menu Separator
room_RoomDivider22										 -->
buildtoolbar_popup_room_RoomDivider22					 This is only a Menu Separator
room_RoomDivider23										 -->
buildtoolbar_popup_room_RoomDivider23					 This is only a Menu Separator
room_RoomDivider24										 -->
buildtoolbar_popup_room_RoomDivider24					 This is only a Menu Separator
room_RoomDivider25										 -->
buildtoolbar_popup_room_RoomDivider25					 This is only a Menu Separator
room_RoomDivider26										 -->
buildtoolbar_popup_room_RoomDivider26					 This is only a Menu Separator
room_RoomDivider27										 -->
buildtoolbar_popup_room_RoomDivider27					 This is only a Menu Separator
room_RoomDivider28										 -->
buildtoolbar_popup_room_RoomDivider28					 This is only a Menu Separator
room_RoomDivider29										 -->
buildtoolbar_popup_room_RoomDivider29					 This is only a Menu Separator
room_RoomDivider30										 -->
buildtoolbar_popup_room_RoomDivider30					 This is only a Menu Separator
room_RoomDivider31										 -->
buildtoolbar_popup_room_RoomDivider31					 This is only a Menu Separator
room_RoomDivider32										 -->
buildtoolbar_popup_room_RoomDivider32					 This is only a Menu Separator
room_RoomDivider33										 -->
buildtoolbar_popup_room_RoomDivider33					 This is only a Menu Separator
room_RoomDivider34										 -->
buildtoolbar_popup_room_RoomDivider34					 This is only a Menu Separator
room_RoomDivider35										 -->
buildtoolbar_popup_room_RoomDivider35					 This is only a Menu Separator
room_RoomDivider36										 -->
buildtoolbar_popup_room_RoomDivider36					 This is only a Menu Separator
room_RoomDivider37										 -->
buildtoolbar_popup_room_RoomDivider37					 This is only a Menu Separator
room_RoomDivider38										 -->
buildtoolbar_popup_room_RoomDivider38					 This is only a Menu Separator
room_RoomDivider39										 -->
buildtoolbar_popup_room_RoomDivider39					 This is only a Menu Separator

quickbuild_RoomDivider25								 -->
quickbuild_RoomDivider26								 -->
quickbuild_RoomDivider27								 -->
quickbuild_RoomDivider28								 -->
quickbuild_RoomDivider29								 -->
quickbuild_RoomDivider30								 -->
quickbuild_RoomDivider31								 -->
quickbuild_RoomDivider9									 -->
quickbuild_RoomDivider19								 -->
quickbuild_RoomDivider8									 -->
quickbuild_RoomDivider4									 -->
quickbuild_RoomDivider13								 -->
quickbuild_RoomDivider16								 -->
quickbuild_RoomDivider18								 -->
quickbuild_RoomDivider32								 -->
quickbuild_RoomDivider36								 -->
quickbuild_RoomDivider38								 -->

material_MenuLimoWall									 -->
material_MenuWater										 -->
material_MenuTiles										 -->
material_MenuCarpet										 -->
material_MenuWood										 -->
material_MenuMosaic										 -->
material_MenuStone										 -->
material_MenuDeploy										 -->
material_MenuCemetery									 -->
material_MenuCompost									 -->
material_MenuChinook									 -->
material_MenuCurb										 -->
material_MenuRailways									 -->

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#  End menu tools
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#  Begin VisitorTable
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object_VisitorTableWhite								 Visitor Table (White)
buildtoolbar_popup_obj_VisitorTableWhite				 A white visitor table with Gorilla Glass between the visitors and the prisoner.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

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#  Begin VisitorTable
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#######################################################
#
#  Begin Lights
#
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object_InvisibleLightSpawner							 Invisible Light
buildtoolbar_popup_obj_InvisibleLightSpawner			 Ensure you can see your prisoners at all times of the day without seeing a light.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_DefaultLight										 Light
object_DefaultLightSpawner								 Light
buildtoolbar_popup_obj_DefaultLightSpawner				 Preferably for indoor usage.\nWill spawn an invisible light as well.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_LightBulb										 Light bulb
object_LightBulbSpawner									 Light bulb
buildtoolbar_popup_obj_LightBulbSpawner					 Can be used indoors and outdoors (on walls).\nWill spawn an invisible light as well.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_TLLight											 TL Light
object_TLLightSpawner									 TL Light
buildtoolbar_popup_obj_TLLightSpawner					 Preferably for indoor usage.\nWill spawn an invisible light as well.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_OutdoorLight										 Outdoor Light
object_OutdoorLightSpawner								 Outdoor Light
buildtoolbar_popup_obj_OutdoorLightSpawner				 Can only be used outdoors.\nWill spawn an invisible light as well.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_GardenLight										 Outdoor Light
object_GardenLightSpawner								 Outdoor Light
buildtoolbar_popup_obj_GardenLightSpawner				 Can only be used outdoors.\nWill spawn an invisible light as well.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_WallLightSpawner									 Wall Light
buildtoolbar_popup_obj_WallLightSpawner					 A bunker style light to place on walls.\n\nYou can SELL unwanted lights.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_DoubleFloodLightSpawner							 Double Flood Light
buildtoolbar_popup_obj_DoubleFloodLightSpawner			 Can only be used outdoors.\nWill change into double Flood Lights.\n\nUse this to spawn 2 or more Flood Lights onto the same floor tile.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
tooltip_button_MakeDoubleFloodLight						 CREATE
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#
#  End Lights
#
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#######################################################
#
#  Begin Playable Arcade Cabinet
#
#######################################################

object_ArcadeCabinetMod									 Arcade Cabinet
buildtoolbar_popup_obj_ArcadeCabinetMod					 You can play a game of Snake, Pong or Space Invaders when you click me!

arcade_title            ARCADE 2000
arcade_game_snake       Snake
arcade_game_pong        Pong
arcade_game_Invaders    Invaders
arcade_left             <-
arcade_right            ->
arcade_centre           X
arcade_up               /\
arcade_down             \/

arcade_snake_pressbutton	 Press circle button to start.
arcade_snake_gamestarting	 Game Starting: *X
arcade_snake_gameover		 Game Over. Press circle button to restart.
arcade_snake_gamewon		 You win! Press circle button to restart.

arcade_pong_pressbutton		 Press circle button to start.
arcade_pong_gamestarting	 Game Starting: *X
arcade_pong_gameover		 Game Over. Press circle button to restart.
arcade_pong_scoreboard		 *X                  *Y

arcade_invaders_pressbutton	 Press circle button to start.
arcade_invaders_gamestarting Game Starting: *X
arcade_invaders_gameover	 Game Over. Press circle button to restart.
arcade_invaders_gamewon		 You win! Press circle button to restart.
arcade_invaders_scoreboard	 Kills *X   Level *Y   Health *Z

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#
#  End Playable Arcade Cabinet
#
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#######################################################
#
#  Begin Behavioural Therapy for Psychologist
#
#######################################################

room_Therapy											 Therapy
buildtoolbar_popup_room_Therapy							 Used by a Psychologist to give the Behavioural Therapy reform program.
reformprogram_BehaviouralTherapy						 Behavioural Therapy
reformprogram_BehaviouralTherapy_text					 Since the Psychologist now works at Headquarters and doesn't require an Office, you will need to schedule this therapy session in a Therapy room. You should use it instead of the default Behavioral Therapy program.
reformprogram_Therapy									 Program disabled
reformprogram_Therapy_text								 Please use the other Behavioural Therapy program for the Psychologist which is scheduled in a Therapy room.

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#  End Behavioural Therapy for Psychologist
#
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#######################################################
#
#  Begin Prison Fire Brigade
#
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room_PrisonFireBrigade2									 Prison Fire Brigade
buildtoolbar_popup_room_PrisonFireBrigade2				 The Prison Fire Brigade will hang out in this room when they have nothing to do.\n\nYou can place up to 26 Water Tanks on the map, with 4 firemen per Water Tank to fight fires.\n\nEach fireman needs his own Fireman Locker.\n\nPlace 4-8 Fireman Showers, that should be enough.\n\nHire a Fire Brigade Chief, he takes care of hiring/sacking firemen.

room_WaterTankArea2										 Water Tank Area
buildtoolbar_popup_room_WaterTankArea2					 You can mark the tiles surrounding a Water Tank with this room to make it a require a sector. This way you can mark this spot as Staff-Only and set it to Access-Only as well. This room is not required, but just a nice zoning tool in case you need it.

quickbuild_PrisonFireBrigade2							 Fire Brigade 2.0

object_WaterTank2										 Water Tank 2.0
buildtoolbar_popup_obj_WaterTank2						 Place up to 26 Water Tanks in your prison.\n\nEach Water Tank requires a Crew Manager (the 4th fireman) to be able to run in AUTO mode.\n\nWater Tanks have an effective range of 75 square tiles. Draw a square of 75 tiles with the Planning Tools and place the Water Tank in the centre of it.\n\nIn case of a fire, the nearest Water Tank to that fire will be deployed.\n\nWhen there is a fire out of reach of all Water Tanks, you can switch over to MANUAL control to override the range.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_WaterTankSearcher2								 Water Tank 2.0

object_FiremanLocker2									 Fireman Locker 2.0
buildtoolbar_popup_obj_FiremanLocker2					 A locker for the Prison Fire Brigade room. Each Prison Fireman needs his own locker.

object_FiremanShowerHead2								 Fireman Shower 2.0
buildtoolbar_popup_obj_FiremanShowerHead2				 Firemen get dirty and need a shower after work. Place at least 4 showers in the Prison Fire Brigade room.

object_PrisonFireAlarm2									 Prison FireAlarm 2.0
buildtoolbar_popup_obj_PrisonFireAlarm2					 A horn which creates an alarm sound, use it in the Prison Fire Brigade room.

object_PrisonFireman2Chief								 Fire Brigade Chief
buildtoolbar_popup_staff_PrisonFireman2Chief			 This chief handles hiring/sacking firemen. You can use his button to populate empty FireBrigade Lockers.\n\nUse the Prison Fire Brigade Call-Out from the Emergencies menu when there is a fire.\n\nOnly 1 Fire Brigade Chief is allowed on the map.

object_PrisonFiremanT1M1								 Prison Fireman
object_PrisonFiremanT1M2								 Prison Fireman
object_PrisonFiremanT1M3								 Prison Fireman
object_PrisonFiremanT1M4								 Prison Fireman Crew Manager

object_PrisonFiremanT2M1								 Prison Fireman
object_PrisonFiremanT2M2								 Prison Fireman
object_PrisonFiremanT2M3								 Prison Fireman
object_PrisonFiremanT2M4								 Prison Fireman Crew Manager

object_PrisonFiremanT3M1								 Prison Fireman
object_PrisonFiremanT3M2								 Prison Fireman
object_PrisonFiremanT3M3								 Prison Fireman
object_PrisonFiremanT3M4								 Prison Fireman Crew Manager

object_PrisonFiremanT4M1								 Prison Fireman
object_PrisonFiremanT4M2								 Prison Fireman
object_PrisonFiremanT4M3								 Prison Fireman
object_PrisonFiremanT4M4								 Prison Fireman Crew Manager

object_PrisonFiremanT5M1								 Prison Fireman
object_PrisonFiremanT5M2								 Prison Fireman
object_PrisonFiremanT5M3								 Prison Fireman
object_PrisonFiremanT5M4								 Prison Fireman Crew Manager

object_PrisonFiremanT6M1								 Prison Fireman
object_PrisonFiremanT6M2								 Prison Fireman
object_PrisonFiremanT6M3								 Prison Fireman
object_PrisonFiremanT6M4								 Prison Fireman Crew Manager

object_PrisonFiremanT7M1								 Prison Fireman
object_PrisonFiremanT7M2								 Prison Fireman
object_PrisonFiremanT7M3								 Prison Fireman
object_PrisonFiremanT7M4								 Prison Fireman Crew Manager

object_PrisonFiremanT8M1								 Prison Fireman
object_PrisonFiremanT8M2								 Prison Fireman
object_PrisonFiremanT8M3								 Prison Fireman
object_PrisonFiremanT8M4								 Prison Fireman Crew Manager

object_PrisonFiremanT9M1								 Prison Fireman
object_PrisonFiremanT9M2								 Prison Fireman
object_PrisonFiremanT9M3								 Prison Fireman
object_PrisonFiremanT9M4								 Prison Fireman Crew Manager

object_PrisonFiremanT10M1								 Prison Fireman
object_PrisonFiremanT10M2								 Prison Fireman
object_PrisonFiremanT10M3								 Prison Fireman
object_PrisonFiremanT10M4								 Prison Fireman Crew Manager

object_PrisonFiremanT11M1								 Prison Fireman
object_PrisonFiremanT11M2								 Prison Fireman
object_PrisonFiremanT11M3								 Prison Fireman
object_PrisonFiremanT11M4								 Prison Fireman Crew Manager

object_PrisonFiremanT12M1								 Prison Fireman
object_PrisonFiremanT12M2								 Prison Fireman
object_PrisonFiremanT12M3								 Prison Fireman
object_PrisonFiremanT12M4								 Prison Fireman Crew Manager

object_PrisonFiremanT13M1								 Prison Fireman
object_PrisonFiremanT13M2								 Prison Fireman
object_PrisonFiremanT13M3								 Prison Fireman
object_PrisonFiremanT13M4								 Prison Fireman Crew Manager

object_PrisonFiremanT14M1								 Prison Fireman
object_PrisonFiremanT14M2								 Prison Fireman
object_PrisonFiremanT14M3								 Prison Fireman
object_PrisonFiremanT14M4								 Prison Fireman Crew Manager

object_PrisonFiremanT15M1								 Prison Fireman
object_PrisonFiremanT15M2								 Prison Fireman
object_PrisonFiremanT15M3								 Prison Fireman
object_PrisonFiremanT15M4								 Prison Fireman Crew Manager

object_PrisonFiremanT16M1								 Prison Fireman
object_PrisonFiremanT16M2								 Prison Fireman
object_PrisonFiremanT16M3								 Prison Fireman
object_PrisonFiremanT16M4								 Prison Fireman Crew Manager

object_PrisonFiremanT17M1								 Prison Fireman
object_PrisonFiremanT17M2								 Prison Fireman
object_PrisonFiremanT17M3								 Prison Fireman
object_PrisonFiremanT17M4								 Prison Fireman Crew Manager

object_PrisonFiremanT18M1								 Prison Fireman
object_PrisonFiremanT18M2								 Prison Fireman
object_PrisonFiremanT18M3								 Prison Fireman
object_PrisonFiremanT18M4								 Prison Fireman Crew Manager

object_PrisonFiremanT19M1								 Prison Fireman
object_PrisonFiremanT19M2								 Prison Fireman
object_PrisonFiremanT19M3								 Prison Fireman
object_PrisonFiremanT19M4								 Prison Fireman Crew Manager

object_PrisonFiremanT20M1								 Prison Fireman
object_PrisonFiremanT20M2								 Prison Fireman
object_PrisonFiremanT20M3								 Prison Fireman
object_PrisonFiremanT20M4								 Prison Fireman Crew Manager

object_PrisonFiremanT21M1								 Prison Fireman
object_PrisonFiremanT21M2								 Prison Fireman
object_PrisonFiremanT21M3								 Prison Fireman
object_PrisonFiremanT21M4								 Prison Fireman Crew Manager

object_PrisonFiremanT22M1								 Prison Fireman
object_PrisonFiremanT22M2								 Prison Fireman
object_PrisonFiremanT22M3								 Prison Fireman
object_PrisonFiremanT22M4								 Prison Fireman Crew Manager

object_PrisonFiremanT23M1								 Prison Fireman
object_PrisonFiremanT23M2								 Prison Fireman
object_PrisonFiremanT23M3								 Prison Fireman
object_PrisonFiremanT23M4								 Prison Fireman Crew Manager

object_PrisonFiremanT24M1								 Prison Fireman
object_PrisonFiremanT24M2								 Prison Fireman
object_PrisonFiremanT24M3								 Prison Fireman
object_PrisonFiremanT24M4								 Prison Fireman Crew Manager

object_PrisonFiremanT25M1								 Prison Fireman
object_PrisonFiremanT25M2								 Prison Fireman
object_PrisonFiremanT25M3								 Prison Fireman
object_PrisonFiremanT25M4								 Prison Fireman Crew Manager

object_PrisonFiremanT26M1								 Prison Fireman
object_PrisonFiremanT26M2								 Prison Fireman
object_PrisonFiremanT26M3								 Prison Fireman
object_PrisonFiremanT26M4								 Prison Fireman Crew Manager

object_FiremanAreaCovered								 Covered Firemen Area
tooltip_CoveredFireArea									 This area is covered by firemen
object_FiremanTLAreaCovered								 TopLeft Fireman range
object_FiremanTRAreaCovered								 TopRight Fireman range
object_FiremanBLAreaCovered								 BottomLeft Fireman range
object_FiremanBRAreaCovered								 BottomRight Fireman range

object_HoseIcon											 Hose

object_FireStarter										 Fire Starter
buildtoolbar_popup_obj_FireStarter						 Spawn a fire at the position where you place me down.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

tooltip_caption_FireAlarm2Delete						 Remove
tooltip_caption_FireAlarm2Toggle						 === Fire Alarm ===
tooltip_button_FireAlarm2Toggle							 *F
tooltip_PrisonFireAlarm2								 \nFIRE ALARM =*F=\nTOTAL TANKS: *T\n\n\nScans for fires within range of your Water Tanks.
tooltip_PrisonFireAlarm2FireFound						 \nFIRE ALARM =*F=\nTOTAL TANKS: *T\nFIRE NEAR TANK: *A\n\nCall the Prison Fire Brigade from the Emergencies menu!
tooltip_AlarmLight										 \nFIRE ALARM: *F

tooltip_init_WaterTank									 \nWaiting for new team members...
tooltip_button_ChiefPopulate							 Populate
tooltip_button_ShowHideRange							 Show/Hide: *Xm²
tooltip_button_ToggleAutoManual							 *X
tooltip_separatorAutoManual									=== Navigation ===
tooltip_button_AUTO										 AUTO
tooltip_button_MANUAL									 MANUAL
tooltip_button_-MANUAL-									 -MANUAL-

tooltip_WaterTank										 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nMy team exists of *M member(s)\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_Watertank_FiremenAvailableAuto					 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nPrison FireBrigade active\n*D Fires detected\n*M Firemen on route to grab hose\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_Watertank_FiremenAvailableManual				 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nPrison FireBrigade active\nFire detection disabled\n*M Firemen on route to grab hose\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_Watertank_FiremenDeployedNr						 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nPrison FireBrigade active\n*M Firemen deployed\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_Watertank_FiremenAutoWaitForReturn				 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nPrison FireBrigade active\n*D Fires detected\n*M Firemen deployed\n*R back at WaterTank\n*K killed in action\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_Watertank_FiremenManualWaitForReturn			 \n\nUnit: *H\nFire Alarm: *F\nNavigation: *N\nTeam: *T\n\nPrison FireBrigade active\nFire detection disabled\n*M Firemen deployed\n*R back at WaterTank\n*K killed in action\n\n\nFIRE ALARM\nWhen idle, the WaterTank sends a signal to the Prison FireAlarm at the Fire Brigade room. If both are set to ON, you get notified when you need to do a Call-Out.\nOnly works if Navigation is set to -MANUAL- or AUTO.\n\nNAVIGATION AUTO\n - Call-Out only works when fires are in range.\n - Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNAVIGATION MANUAL\n - Call-Out stays until cancelled.\n - Firemen are controlled by player so they can go anywhere you like.\n\nNAVIGATION -MANUAL-\n - Tank Init or Members < 4 or Crew Manager died.\n - The Prison Fire Brigade Chief hires a new one.\n - When the Crew Manager grabs a Hose, it re-enables AUTO mode.

tooltip_PrisonFireman2									 \nBelongs to *W\nTeam *T\nMember *M\nRank *R

tooltip_RealFiremanQueued								 \n\nWaiting for Grab Hose job to complete
tooltip_RealFiremanActive								 \nBelongs to *W\nTeam *T\nMember *M\nRank *R

tooltip_LockerInUse										 Locker in use\nBelongs to *W\nTeam *T\nMember *M
tooltip_LockerNotInUse									 Locker empty


interfacecallout_PrisonFirebrigade2						 Prison Fire Brigade 2.0

objective_Grant_FireBrigade2							 Prison Fire Brigade 2.0
objective_Grant_FireBrigade2_description				 Protect your prison from fires with the Prison Fire Brigade\n\nBuild up to 26 WaterTanks to cover various areas in the prison, and hire up to 16 Prison Firemen to fight fires.\n\nUse the Prison Fire Brigade CallOut from the Emergencies menu when a fire occurs.
objective_Grant_FireBrigade2_WaterTankNumber			 Draw a square of 75 tiles with the Planning Tools and place a Water Tank in the centre. This area will be covered by the firemen.
objective_Grant_FireBrigade2_FireBrigadeRoom			 Place a Fire Brigade QuickBuild, or build a Prison Fire Brigade room somewhere near the WaterTank.
objective_Grant_FireBrigade2_LockerNumber				 Place 4 Fireman Lockers.
objective_Grant_FireBrigade2_ShowerNumber				 Place 4 Fireman Showers.
objective_Grant_FireBrigade2_FiremenNumber				 Hire 1 Fire Brigade Chief after Tank, Showers and Lockers have been constructed. You can use his button to populate empty FireBrigade Lockers.
objective_Grant_FireBrigade2_FireStarter				 Start a fire within range of the WaterTank and CallOut for Prison FireBrigade.

job_custom_FiremanTurnOnShowerT1M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT1M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT1M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT1M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT2M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT2M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT2M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT2M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT3M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT3M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT3M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT3M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT4M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT4M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT4M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT4M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT5M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT5M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT5M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT5M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT6M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT6M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT6M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT6M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT7M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT7M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT7M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT7M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT8M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT8M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT8M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT8M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT9M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT9M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT9M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT9M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT10M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT10M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT10M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT10M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT11M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT11M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT11M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT11M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT12M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT12M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT12M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT12M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT13M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT13M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT13M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT13M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT14M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT14M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT14M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT14M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT15M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT15M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT15M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT15M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT16M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT16M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT16M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT16M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT17M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT17M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT17M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT17M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT18M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT18M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT18M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT18M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT19M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT19M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT19M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT19M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT20M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT20M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT20M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT20M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT21M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT21M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT21M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT21M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT22M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT22M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT22M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT22M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT23M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT23M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT23M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT23M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT24M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT24M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT24M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT24M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT25M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT25M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT25M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT25M4						 Turn Shower on

job_custom_FiremanTurnOnShowerT26M1						 Turn Shower on
job_custom_FiremanTurnOnShowerT26M2						 Turn Shower on
job_custom_FiremanTurnOnShowerT26M3						 Turn Shower on
job_custom_FiremanTurnOnShowerT26M4						 Turn Shower on

job_custom_FiremanShowerT1M1							 Take Shower
job_custom_FiremanShowerT1M2							 Take Shower
job_custom_FiremanShowerT1M3							 Take Shower
job_custom_FiremanShowerT1M4							 Take Shower

job_custom_FiremanShowerT2M1							 Take Shower
job_custom_FiremanShowerT2M2							 Take Shower
job_custom_FiremanShowerT2M3							 Take Shower
job_custom_FiremanShowerT2M4							 Take Shower

job_custom_FiremanShowerT3M1							 Take Shower
job_custom_FiremanShowerT3M2							 Take Shower
job_custom_FiremanShowerT3M3							 Take Shower
job_custom_FiremanShowerT3M4							 Take Shower

job_custom_FiremanShowerT4M1							 Take Shower
job_custom_FiremanShowerT4M2							 Take Shower
job_custom_FiremanShowerT4M3							 Take Shower
job_custom_FiremanShowerT4M4							 Take Shower

job_custom_FiremanShowerT5M1							 Take Shower
job_custom_FiremanShowerT5M2							 Take Shower
job_custom_FiremanShowerT5M3							 Take Shower
job_custom_FiremanShowerT5M4							 Take Shower

job_custom_FiremanShowerT6M1							 Take Shower
job_custom_FiremanShowerT6M2							 Take Shower
job_custom_FiremanShowerT6M3							 Take Shower
job_custom_FiremanShowerT6M4							 Take Shower

job_custom_FiremanShowerT7M1							 Take Shower
job_custom_FiremanShowerT7M2							 Take Shower
job_custom_FiremanShowerT7M3							 Take Shower
job_custom_FiremanShowerT7M4							 Take Shower

job_custom_FiremanShowerT8M1							 Take Shower
job_custom_FiremanShowerT8M2							 Take Shower
job_custom_FiremanShowerT8M3							 Take Shower
job_custom_FiremanShowerT8M4							 Take Shower

job_custom_FiremanShowerT9M1							 Take Shower
job_custom_FiremanShowerT9M2							 Take Shower
job_custom_FiremanShowerT9M3							 Take Shower
job_custom_FiremanShowerT9M4							 Take Shower

job_custom_FiremanShowerT10M1							 Take Shower
job_custom_FiremanShowerT10M2							 Take Shower
job_custom_FiremanShowerT10M3							 Take Shower
job_custom_FiremanShowerT10M4							 Take Shower

job_custom_FiremanShowerT11M1							 Take Shower
job_custom_FiremanShowerT11M2							 Take Shower
job_custom_FiremanShowerT11M3							 Take Shower
job_custom_FiremanShowerT11M4							 Take Shower

job_custom_FiremanShowerT12M1							 Take Shower
job_custom_FiremanShowerT12M2							 Take Shower
job_custom_FiremanShowerT12M3							 Take Shower
job_custom_FiremanShowerT12M4							 Take Shower

job_custom_FiremanShowerT13M1							 Take Shower
job_custom_FiremanShowerT13M2							 Take Shower
job_custom_FiremanShowerT13M3							 Take Shower
job_custom_FiremanShowerT13M4							 Take Shower

job_custom_FiremanShowerT14M1							 Take Shower
job_custom_FiremanShowerT14M2							 Take Shower
job_custom_FiremanShowerT14M3							 Take Shower
job_custom_FiremanShowerT14M4							 Take Shower

job_custom_FiremanShowerT15M1							 Take Shower
job_custom_FiremanShowerT15M2							 Take Shower
job_custom_FiremanShowerT15M3							 Take Shower
job_custom_FiremanShowerT15M4							 Take Shower

job_custom_FiremanShowerT16M1							 Take Shower
job_custom_FiremanShowerT16M2							 Take Shower
job_custom_FiremanShowerT16M3							 Take Shower
job_custom_FiremanShowerT16M4							 Take Shower

job_custom_FiremanShowerT17M1							 Take Shower
job_custom_FiremanShowerT17M2							 Take Shower
job_custom_FiremanShowerT17M3							 Take Shower
job_custom_FiremanShowerT17M4							 Take Shower

job_custom_FiremanShowerT18M1							 Take Shower
job_custom_FiremanShowerT18M2							 Take Shower
job_custom_FiremanShowerT18M3							 Take Shower
job_custom_FiremanShowerT18M4							 Take Shower

job_custom_FiremanShowerT19M1							 Take Shower
job_custom_FiremanShowerT19M2							 Take Shower
job_custom_FiremanShowerT19M3							 Take Shower
job_custom_FiremanShowerT19M4							 Take Shower

job_custom_FiremanShowerT20M1							 Take Shower
job_custom_FiremanShowerT20M2							 Take Shower
job_custom_FiremanShowerT20M3							 Take Shower
job_custom_FiremanShowerT20M4							 Take Shower

job_custom_FiremanShowerT21M1							 Take Shower
job_custom_FiremanShowerT21M2							 Take Shower
job_custom_FiremanShowerT21M3							 Take Shower
job_custom_FiremanShowerT21M4							 Take Shower

job_custom_FiremanShowerT22M1							 Take Shower
job_custom_FiremanShowerT22M2							 Take Shower
job_custom_FiremanShowerT22M3							 Take Shower
job_custom_FiremanShowerT22M4							 Take Shower

job_custom_FiremanShowerT23M1							 Take Shower
job_custom_FiremanShowerT23M2							 Take Shower
job_custom_FiremanShowerT23M3							 Take Shower
job_custom_FiremanShowerT23M4							 Take Shower

job_custom_FiremanShowerT24M1							 Take Shower
job_custom_FiremanShowerT24M2							 Take Shower
job_custom_FiremanShowerT24M3							 Take Shower
job_custom_FiremanShowerT24M4							 Take Shower

job_custom_FiremanShowerT25M1							 Take Shower
job_custom_FiremanShowerT25M2							 Take Shower
job_custom_FiremanShowerT25M3							 Take Shower
job_custom_FiremanShowerT25M4							 Take Shower

job_custom_FiremanShowerT26M1							 Take Shower
job_custom_FiremanShowerT26M2							 Take Shower
job_custom_FiremanShowerT26M3							 Take Shower
job_custom_FiremanShowerT26M4							 Take Shower

job_custom_ChangeFiremanClothesT1M1						 Change Clothes
job_custom_ChangeFiremanClothesT1M2						 Change Clothes
job_custom_ChangeFiremanClothesT1M3						 Change Clothes
job_custom_ChangeFiremanClothesT1M4						 Change Clothes

job_custom_ChangeFiremanClothesT2M1						 Change Clothes
job_custom_ChangeFiremanClothesT2M2						 Change Clothes
job_custom_ChangeFiremanClothesT2M3						 Change Clothes
job_custom_ChangeFiremanClothesT2M4						 Change Clothes

job_custom_ChangeFiremanClothesT3M1						 Change Clothes
job_custom_ChangeFiremanClothesT3M2						 Change Clothes
job_custom_ChangeFiremanClothesT3M3						 Change Clothes
job_custom_ChangeFiremanClothesT3M4						 Change Clothes

job_custom_ChangeFiremanClothesT4M1						 Change Clothes
job_custom_ChangeFiremanClothesT4M2						 Change Clothes
job_custom_ChangeFiremanClothesT4M3						 Change Clothes
job_custom_ChangeFiremanClothesT4M4						 Change Clothes

job_custom_ChangeFiremanClothesT5M1						 Change Clothes
job_custom_ChangeFiremanClothesT5M2						 Change Clothes
job_custom_ChangeFiremanClothesT5M3						 Change Clothes
job_custom_ChangeFiremanClothesT5M4						 Change Clothes

job_custom_ChangeFiremanClothesT6M1						 Change Clothes
job_custom_ChangeFiremanClothesT6M2						 Change Clothes
job_custom_ChangeFiremanClothesT6M3						 Change Clothes
job_custom_ChangeFiremanClothesT6M4						 Change Clothes

job_custom_ChangeFiremanClothesT7M1						 Change Clothes
job_custom_ChangeFiremanClothesT7M2						 Change Clothes
job_custom_ChangeFiremanClothesT7M3						 Change Clothes
job_custom_ChangeFiremanClothesT7M4						 Change Clothes

job_custom_ChangeFiremanClothesT8M1						 Change Clothes
job_custom_ChangeFiremanClothesT8M2						 Change Clothes
job_custom_ChangeFiremanClothesT8M3						 Change Clothes
job_custom_ChangeFiremanClothesT8M4						 Change Clothes

job_custom_ChangeFiremanClothesT9M1						 Change Clothes
job_custom_ChangeFiremanClothesT9M2						 Change Clothes
job_custom_ChangeFiremanClothesT9M3						 Change Clothes
job_custom_ChangeFiremanClothesT9M4						 Change Clothes

job_custom_ChangeFiremanClothesT10M1					 Change Clothes
job_custom_ChangeFiremanClothesT10M2					 Change Clothes
job_custom_ChangeFiremanClothesT10M3					 Change Clothes
job_custom_ChangeFiremanClothesT10M4					 Change Clothes

job_custom_ChangeFiremanClothesT11M1					 Change Clothes
job_custom_ChangeFiremanClothesT11M2					 Change Clothes
job_custom_ChangeFiremanClothesT11M3					 Change Clothes
job_custom_ChangeFiremanClothesT11M4					 Change Clothes

job_custom_ChangeFiremanClothesT12M1					 Change Clothes
job_custom_ChangeFiremanClothesT12M2					 Change Clothes
job_custom_ChangeFiremanClothesT12M3					 Change Clothes
job_custom_ChangeFiremanClothesT12M4					 Change Clothes

job_custom_ChangeFiremanClothesT13M1					 Change Clothes
job_custom_ChangeFiremanClothesT13M2					 Change Clothes
job_custom_ChangeFiremanClothesT13M3					 Change Clothes
job_custom_ChangeFiremanClothesT13M4					 Change Clothes

job_custom_ChangeFiremanClothesT14M1					 Change Clothes
job_custom_ChangeFiremanClothesT14M2					 Change Clothes
job_custom_ChangeFiremanClothesT14M3					 Change Clothes
job_custom_ChangeFiremanClothesT14M4					 Change Clothes

job_custom_ChangeFiremanClothesT15M1					 Change Clothes
job_custom_ChangeFiremanClothesT15M2					 Change Clothes
job_custom_ChangeFiremanClothesT15M3					 Change Clothes
job_custom_ChangeFiremanClothesT15M4					 Change Clothes

job_custom_ChangeFiremanClothesT16M1					 Change Clothes
job_custom_ChangeFiremanClothesT16M2					 Change Clothes
job_custom_ChangeFiremanClothesT16M3					 Change Clothes
job_custom_ChangeFiremanClothesT16M4					 Change Clothes

job_custom_ChangeFiremanClothesT17M1					 Change Clothes
job_custom_ChangeFiremanClothesT17M2					 Change Clothes
job_custom_ChangeFiremanClothesT17M3					 Change Clothes
job_custom_ChangeFiremanClothesT17M4					 Change Clothes

job_custom_ChangeFiremanClothesT18M1					 Change Clothes
job_custom_ChangeFiremanClothesT18M2					 Change Clothes
job_custom_ChangeFiremanClothesT18M3					 Change Clothes
job_custom_ChangeFiremanClothesT18M4					 Change Clothes

job_custom_ChangeFiremanClothesT19M1					 Change Clothes
job_custom_ChangeFiremanClothesT19M2					 Change Clothes
job_custom_ChangeFiremanClothesT19M3					 Change Clothes
job_custom_ChangeFiremanClothesT19M4					 Change Clothes

job_custom_ChangeFiremanClothesT20M1					 Change Clothes
job_custom_ChangeFiremanClothesT20M2					 Change Clothes
job_custom_ChangeFiremanClothesT20M3					 Change Clothes
job_custom_ChangeFiremanClothesT20M4					 Change Clothes

job_custom_ChangeFiremanClothesT21M1					 Change Clothes
job_custom_ChangeFiremanClothesT21M2					 Change Clothes
job_custom_ChangeFiremanClothesT21M3					 Change Clothes
job_custom_ChangeFiremanClothesT21M4					 Change Clothes

job_custom_ChangeFiremanClothesT22M1					 Change Clothes
job_custom_ChangeFiremanClothesT22M2					 Change Clothes
job_custom_ChangeFiremanClothesT22M3					 Change Clothes
job_custom_ChangeFiremanClothesT22M4					 Change Clothes

job_custom_ChangeFiremanClothesT23M1					 Change Clothes
job_custom_ChangeFiremanClothesT23M2					 Change Clothes
job_custom_ChangeFiremanClothesT23M3					 Change Clothes
job_custom_ChangeFiremanClothesT23M4					 Change Clothes

job_custom_ChangeFiremanClothesT24M1					 Change Clothes
job_custom_ChangeFiremanClothesT24M2					 Change Clothes
job_custom_ChangeFiremanClothesT24M3					 Change Clothes
job_custom_ChangeFiremanClothesT24M4					 Change Clothes

job_custom_ChangeFiremanClothesT25M1					 Change Clothes
job_custom_ChangeFiremanClothesT25M2					 Change Clothes
job_custom_ChangeFiremanClothesT25M3					 Change Clothes
job_custom_ChangeFiremanClothesT25M4					 Change Clothes

job_custom_ChangeFiremanClothesT26M1					 Change Clothes
job_custom_ChangeFiremanClothesT26M2					 Change Clothes
job_custom_ChangeFiremanClothesT26M3					 Change Clothes
job_custom_ChangeFiremanClothesT26M4					 Change Clothes

job_custom_GrabHoseT1M1									 Grab Hose
job_custom_GrabHoseT1M2									 Grab Hose
job_custom_GrabHoseT1M3									 Grab Hose
job_custom_GrabHoseT1M4									 Grab Hose

job_custom_GrabHoseT2M1									 Grab Hose
job_custom_GrabHoseT2M2									 Grab Hose
job_custom_GrabHoseT2M3									 Grab Hose
job_custom_GrabHoseT2M4									 Grab Hose

job_custom_GrabHoseT3M1									 Grab Hose
job_custom_GrabHoseT3M2									 Grab Hose
job_custom_GrabHoseT3M3									 Grab Hose
job_custom_GrabHoseT3M4									 Grab Hose

job_custom_GrabHoseT4M1									 Grab Hose
job_custom_GrabHoseT4M2									 Grab Hose
job_custom_GrabHoseT4M3									 Grab Hose
job_custom_GrabHoseT4M4									 Grab Hose

job_custom_GrabHoseT5M1									 Grab Hose
job_custom_GrabHoseT5M2									 Grab Hose
job_custom_GrabHoseT5M3									 Grab Hose
job_custom_GrabHoseT5M4									 Grab Hose

job_custom_GrabHoseT6M1									 Grab Hose
job_custom_GrabHoseT6M2									 Grab Hose
job_custom_GrabHoseT6M3									 Grab Hose
job_custom_GrabHoseT6M4									 Grab Hose

job_custom_GrabHoseT7M1									 Grab Hose
job_custom_GrabHoseT7M2									 Grab Hose
job_custom_GrabHoseT7M3									 Grab Hose
job_custom_GrabHoseT7M4									 Grab Hose

job_custom_GrabHoseT8M1									 Grab Hose
job_custom_GrabHoseT8M2									 Grab Hose
job_custom_GrabHoseT8M3									 Grab Hose
job_custom_GrabHoseT8M4									 Grab Hose

job_custom_GrabHoseT9M1									 Grab Hose
job_custom_GrabHoseT9M2									 Grab Hose
job_custom_GrabHoseT9M3									 Grab Hose
job_custom_GrabHoseT9M4									 Grab Hose

job_custom_GrabHoseT10M1								 Grab Hose
job_custom_GrabHoseT10M2								 Grab Hose
job_custom_GrabHoseT10M3								 Grab Hose
job_custom_GrabHoseT10M4								 Grab Hose

job_custom_GrabHoseT11M1								 Grab Hose
job_custom_GrabHoseT11M2								 Grab Hose
job_custom_GrabHoseT11M3								 Grab Hose
job_custom_GrabHoseT11M4								 Grab Hose

job_custom_GrabHoseT12M1								 Grab Hose
job_custom_GrabHoseT12M2								 Grab Hose
job_custom_GrabHoseT12M3								 Grab Hose
job_custom_GrabHoseT12M4								 Grab Hose

job_custom_GrabHoseT13M1								 Grab Hose
job_custom_GrabHoseT13M2								 Grab Hose
job_custom_GrabHoseT13M3								 Grab Hose
job_custom_GrabHoseT13M4								 Grab Hose

job_custom_GrabHoseT14M1								 Grab Hose
job_custom_GrabHoseT14M2								 Grab Hose
job_custom_GrabHoseT14M3								 Grab Hose
job_custom_GrabHoseT14M4								 Grab Hose

job_custom_GrabHoseT15M1								 Grab Hose
job_custom_GrabHoseT15M2								 Grab Hose
job_custom_GrabHoseT15M3								 Grab Hose
job_custom_GrabHoseT15M4								 Grab Hose

job_custom_GrabHoseT16M1								 Grab Hose
job_custom_GrabHoseT16M2								 Grab Hose
job_custom_GrabHoseT16M3								 Grab Hose
job_custom_GrabHoseT16M4								 Grab Hose

job_custom_GrabHoseT17M1								 Grab Hose
job_custom_GrabHoseT17M2								 Grab Hose
job_custom_GrabHoseT17M3								 Grab Hose
job_custom_GrabHoseT17M4								 Grab Hose

job_custom_GrabHoseT18M1								 Grab Hose
job_custom_GrabHoseT18M2								 Grab Hose
job_custom_GrabHoseT18M3								 Grab Hose
job_custom_GrabHoseT18M4								 Grab Hose

job_custom_GrabHoseT19M1								 Grab Hose
job_custom_GrabHoseT19M2								 Grab Hose
job_custom_GrabHoseT19M3								 Grab Hose
job_custom_GrabHoseT19M4								 Grab Hose

job_custom_GrabHoseT20M1								 Grab Hose
job_custom_GrabHoseT20M2								 Grab Hose
job_custom_GrabHoseT20M3								 Grab Hose
job_custom_GrabHoseT20M4								 Grab Hose

job_custom_GrabHoseT21M1								 Grab Hose
job_custom_GrabHoseT21M2								 Grab Hose
job_custom_GrabHoseT21M3								 Grab Hose
job_custom_GrabHoseT21M4								 Grab Hose

job_custom_GrabHoseT22M1								 Grab Hose
job_custom_GrabHoseT22M2								 Grab Hose
job_custom_GrabHoseT22M3								 Grab Hose
job_custom_GrabHoseT22M4								 Grab Hose

job_custom_GrabHoseT23M1								 Grab Hose
job_custom_GrabHoseT23M2								 Grab Hose
job_custom_GrabHoseT23M3								 Grab Hose
job_custom_GrabHoseT23M4								 Grab Hose

job_custom_GrabHoseT24M1								 Grab Hose
job_custom_GrabHoseT24M2								 Grab Hose
job_custom_GrabHoseT24M3								 Grab Hose
job_custom_GrabHoseT24M4								 Grab Hose

job_custom_GrabHoseT25M1								 Grab Hose
job_custom_GrabHoseT25M2								 Grab Hose
job_custom_GrabHoseT25M3								 Grab Hose
job_custom_GrabHoseT25M4								 Grab Hose

job_custom_GrabHoseT26M1								 Grab Hose
job_custom_GrabHoseT26M2								 Grab Hose
job_custom_GrabHoseT26M3								 Grab Hose
job_custom_GrabHoseT26M4								 Grab Hose

job_custom_InspectWaterTankT1M4							 Inspect Water Tank
job_custom_InspectWaterTankT2M4							 Inspect Water Tank
job_custom_InspectWaterTankT3M4							 Inspect Water Tank
job_custom_InspectWaterTankT4M4							 Inspect Water Tank
job_custom_InspectWaterTankT5M4							 Inspect Water Tank
job_custom_InspectWaterTankT6M4							 Inspect Water Tank
job_custom_InspectWaterTankT7M4							 Inspect Water Tank
job_custom_InspectWaterTankT8M4							 Inspect Water Tank
job_custom_InspectWaterTankT9M4							 Inspect Water Tank
job_custom_InspectWaterTankT10M4						 Inspect Water Tank
job_custom_InspectWaterTankT11M4						 Inspect Water Tank
job_custom_InspectWaterTankT12M4						 Inspect Water Tank
job_custom_InspectWaterTankT13M4						 Inspect Water Tank
job_custom_InspectWaterTankT14M4						 Inspect Water Tank
job_custom_InspectWaterTankT15M4						 Inspect Water Tank
job_custom_InspectWaterTankT16M4						 Inspect Water Tank
job_custom_InspectWaterTankT17M4						 Inspect Water Tank
job_custom_InspectWaterTankT18M4						 Inspect Water Tank
job_custom_InspectWaterTankT19M4						 Inspect Water Tank
job_custom_InspectWaterTankT20M4						 Inspect Water Tank
job_custom_InspectWaterTankT21M4						 Inspect Water Tank
job_custom_InspectWaterTankT22M4						 Inspect Water Tank
job_custom_InspectWaterTankT23M4						 Inspect Water Tank
job_custom_InspectWaterTankT24M4						 Inspect Water Tank
job_custom_InspectWaterTankT25M4						 Inspect Water Tank
job_custom_InspectWaterTankT26M4						 Inspect Water Tank

#######################################################
#
#  Begin Prisoner Forestry
#
#######################################################

job_custom_PlantForestryTree							 Plant Forestry Tree
job_custom_ChopForestryTree								 Chop Forestry Tree
object_ForestryLog										 Forestry Log
object_ForestryTree										 Forestry Tree
object_ForestryTreeYoung								 Forestry Tree
object_ForestryTreeSapling								 Forestry Tree
object_ForestryTreeSaplingPlanted						 Forestry Tree
object_ForestryTreeStump								 Forestry Tree Stump
buildtoolbar_popup_obj_ForestryTreeSaplingPlanted		 Place this Tree in a Prisoner Forestry. It will grow FAST, so you won't need too many of them to have a lot of Log! Start small, have 4 or 8 trees, see if it settles your production line, depending on what you want or need for your prison.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
room_PrisonForestry										 Prisoner Forestry
buildtoolbar_popup_room_PrisonForestry					 Send prisoners to work in the Prisoner Forestry
reformprogram_TreeChopping								 Tree Chopping
reformprogram_TreeChopping_text							 After completing the Tree Chopping program, you can send prisoners to work in the Prisoner Forestry.
research_PrisonerForestry								 Prisoner Forestry
researchtooltip_PrisonerForestry						 Build a production line to have a constant flow of Wood for your CarpenterTables and Coffin Workshop. Unlocks a MODDED Prisoner Forestry which will provide log faster than a normal forestry and where you can send prisoners to work.
object_ForestryWorker									 Forestry Workman
buildtoolbar_popup_staff_ForestryWorker					 This guy chops and plants Forestry Trees in the Prisoner Forestry. He can also operate the Wood Saw and bring logs to the workshop storage racks.

objective_Grant_PrisonerForestry						 Wood Production Line 
objective_Grant_PrisonerForestry_description			 Build a Prisoner Forestry and a Wood Workshop
objective_Grant_PrisonerForestry_Research				 First you must research Prisoner Forestry
objective_Grant_PrisonerForestry_ForestryRoom			 Build a Prisoner Forestry
objective_Grant_PrisonerForestry_TreeNumber				 Place at least 4 Forestry Trees
objective_Grant_PrisonerForestry_WoodRoom				 Build a Wood Workshop
objective_Grant_PrisonerForestry_SawNumber				 Place 2 Wood Saws in the Wood Workshop
objective_Grant_PrisonerForestry_LogRackNumber			 Place 1 Log Storage Rack the Wood Workshop
objective_Grant_PrisonerForestry_WoodRackNumber			 Place 1 Wood Storage Rack the Wood Workshop

job_custom_JustARecyclingDummyJob						 This is a dummy job
job_custom_JustAForestryWorkerDummyJob					 This is a dummy job to let ForestryWorkers know they are qualified for WoodWork as well as TreeChopping

tooltip_Divider											 =================
tooltip_button_MaxAgePlus								 Grow Time: (+)
tooltip_Caption_MaxAge									 ==   *X hours   ==
tooltip_button_MaxAgeMinus								 Grow Time: (-)
tooltip_TreeAge											 Forestry Tree has 3 growing stages:\n\nMy age is *X hours\nGrow *Y hours per stage\nChop tree after *Z hours
tooltip_Tree0											 Chestnut
tooltip_Tree1											 Fir
tooltip_Tree2											 Palm
tooltip_Tree3											 Oak
tooltip_Tree4											 Conifer

#######################################################
#
#  Begin Metro stations
#
#######################################################

object_Metro2											 Metro Station

object_Metro2SmallDownSpawner							 Small Down
buildtoolbar_popup_staff_Metro2SmallDownSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2SmallLeftSpawner							 Small Left
buildtoolbar_popup_staff_Metro2SmallLeftSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2SmallUpSpawner								 Small Up
buildtoolbar_popup_staff_Metro2SmallUpSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2SmallRightSpawner							 Small Right
buildtoolbar_popup_staff_Metro2SmallRightSpawner		 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2LargeDownSpawner							 Large Down
buildtoolbar_popup_staff_Metro2LargeDownSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2LargeLeftSpawner							 Large Left
buildtoolbar_popup_staff_Metro2LargeLeftSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2LargeUpSpawner								 Large Up
buildtoolbar_popup_staff_Metro2LargeUpSpawner			 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2LargeRightSpawner							 Large Right
buildtoolbar_popup_staff_Metro2LargeRightSpawner		 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2CrossSmallHoriSpawner						 Small Horizontal
buildtoolbar_popup_staff_Metro2CrossSmallHoriSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2CrossSmallVertiSpawner						 Small Vertical
buildtoolbar_popup_staff_Metro2CrossSmallVertiSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2CrossLargeHoriSpawner						 Large Horizontal
buildtoolbar_popup_staff_Metro2CrossLargeHoriSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2CrossLargeVertiSpawner						 Large Vertical
buildtoolbar_popup_staff_Metro2CrossLargeVertiSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctSmallDownSpawner						 Small Down
buildtoolbar_popup_staff_Metro2JunctSmallDownSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctSmallLeftSpawner						 Small Left
buildtoolbar_popup_staff_Metro2JunctSmallLeftSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctSmallUpSpawner						 Small Up
buildtoolbar_popup_staff_Metro2JunctSmallUpSpawner		 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctSmallRightSpawner						 Small Right
buildtoolbar_popup_staff_Metro2JunctSmallRightSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctLargeDownSpawner						 Large Down
buildtoolbar_popup_staff_Metro2JunctLargeDownSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctLargeLeftSpawner						 Large Left
buildtoolbar_popup_staff_Metro2JunctLargeLeftSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctLargeUpSpawner						 Large Up
buildtoolbar_popup_staff_Metro2JunctLargeUpSpawner		 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2JunctLargeRightSpawner						 Large Right
buildtoolbar_popup_staff_Metro2JunctLargeRightSpawner	 Metro station of the public transport company.\n\n =1= Place Metro Stations at strategic positions in your prison. They are used by people who happen to walk into it: staff and prisoners don't know these metro stations exist.\n\n =2= Specify the Metro GROUP and NAME. The name is used to show detailed destination info in the tooltip. Groups are used to cycle more easily through the names.\n\n =3= The station scans and calculates destination versus other Metro Stations on the map: entity gets moved to nearest Metro Station if needed, or walks further to its destination. Selected staff and prisoners can use it.\n\n =4= When using the EXTERNAL GROUP then visitors, teachers, parole etcetera come and leave via this station:\n\n - CEMETERY -\nUsed by Cemetery visitors (if you have that mod).\n\n - CHAPEL -\nUsed by Spiritual Leaders.\n\n - CLASSROOM -\nUsed by Teachers.\n\n - EXECUTION -\nUsed by execution witnesses.\n\n - EXIT -\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\n - PAROLE -\nUsed by parole members.\n\n - PRISON -\nUsed by arriving people if no other dedicated stations have been placed for them.\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\n - VISITORS -\nUsed by visitors.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_Metro2Sign										 Metro Sign
object_Metro2Location									 Metro Location
object_Metro2Beacon										 Metro Beacon
buildtoolbar_popup_obj_Metro2Beacon						 This beacon will tell people where their corresponding metro station is located.

object_MetroStationEarnings								 Metro Ticket Earnings


material_MenuMetro										 -->

object_ObjMenuMetro2									 -->
buildtoolbar_popup_staff_ObjMenuMetro2					 This is only a Menu Separator

object_ObjMenuMetro2Crossing							 -->
buildtoolbar_popup_staff_ObjMenuMetro2Crossing			 This is only a Menu Separator

object_ObjMenuMetro2Junction							 -->
buildtoolbar_popup_staff_ObjMenuMetro2Junction			 This is only a Menu Separator

object_ObjMenuMetroOld									 -->
buildtoolbar_popup_staff_ObjMenuMetroOld				 This is only a Menu Separator

tooltip_separatorline									 =================

object_MetroStation										 Metro Station
buildtoolbar_popup_obj_MetroStation						 A metro station of the public transport company in town.

object_MetroStationSmall								 Metro Station
buildtoolbar_popup_obj_MetroStationSmall				 A metro station of the public transport company in town.

object_MetroStationPrisonSpawner						 PRISON (large)
buildtoolbar_popup_staff_MetroStationPrisonSpawner		 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by arriving visitors, teachers, spiritual leaders and parole members if no other dedicated stations have been placed for them.\n\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationPrisonSmallSpawner					 PRISON (small)
buildtoolbar_popup_staff_MetroStationPrisonSmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by arriving visitors, teachers, spiritual leaders and parole members if no other dedicated stations have been placed for them.\n\nReleased prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials require an EXIT metro station.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationVisitorsSpawner						 VISITORS (large)
buildtoolbar_popup_staff_MetroStationVisitorsSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by visitors to enter and leave the prison.\nShould be placed near a Visitation room.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationVisitorsSmallSpawner					 VISITORS (small)
buildtoolbar_popup_staff_MetroStationVisitorsSmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by visitors to enter and leave the prison.\nShould be placed near a Visitation room.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationParoleSpawner						 PAROLE (large)
buildtoolbar_popup_staff_MetroStationParoleSpawner		 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by parole members to enter and leave the prison.\nShould be placed near Parole rooms.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationParoleSmallSpawner					 PAROLE (small)
buildtoolbar_popup_staff_MetroStationParoleSmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by parole members to enter and leave the prison.\nShould be placed near Parole rooms.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationClassroomSmallSpawner				 CLASSROOM
buildtoolbar_popup_staff_MetroStationClassroomSmallSpawner Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by teachers to enter and leave the prison.\nShould be placed near Classrooms.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationChapelSmallSpawner					 CHAPEL
buildtoolbar_popup_staff_MetroStationChapelSmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by spiritual leaders to enter and leave the prison.\nShould be placed near a Chapel.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationCemeterySmallSpawner					 CEMETERY
buildtoolbar_popup_staff_MetroStationCemeterySmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by cemetery visitors to enter and leave the prison.\nShould be placed near a Cemetery.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationExecutionSmallSpawner				 EXECUTION
buildtoolbar_popup_staff_MetroStationExecutionSmallSpawner	 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed by execution witnesses to enter and leave the prison.\nShould be placed near an Execution room.\n\nUsing both old and new stations together is no problem.\nPeople will choose nearest station to their destination.

object_MetroStationExitSmallSpawner						 EXIT
buildtoolbar_popup_staff_MetroStationExitSmallSpawner		 Legacy Metro station of the public transport company.\n = For compatibility with the older mod.\n = Has fixed size, rotation not possible.\n = You can only place 1 station of each type.\n = Existing old stations get replaced.\n\nUsed only by released prisoners, leaving Firemen, Paramedics, RiotGuards, Soldiers, sacked Dogs and Lottery Officials.\n\nBuild an enclosed prison with 1 pathway leading out, and place this station on that path to lure people going into it.\nCreates special very tough Metro Doors and very slow walkable water beneath, in order to prevent outbreaks.\n\nUsing both old and 2.0 stations together is no problem.\nPeople will choose nearest station to their destination.

object_ParoleOfficerClone								 Parole Officer Clone
object_ParoleLawyerClone								 Parole Lawyer Clone
object_AppealsLawyerClone								 Appeals Lawyer Clone
object_AppealsMagistrateClone							 Appeals Magistrate Clone
object_TeacherClone										 Teacher Clone
object_SpiritualLeaderClone								 Spiritual Leader Clone
object_MetroGuard										 Metro Station Guard
object_MetroDoor										 Metro Station Door

tooltip_metroguard_fetching_visitor						 Fetching a visitor
tooltip_metroguard_fetching_prisoner					 Fetching a prisoner
tooltip_metroguard_escorting_visitor					 Escorting a visitor to the Metro Station
tooltip_metroguard_escorting_prisoner					 Escorting a prisoner to the Metro Station
tooltip_visitor_waitingforescort						 Waiting for escort to the Metro Station...
tooltip_prisoner_waitingforescort						 Waiting for escort to the Metro Station...
tooltip_visitor_escorted								 Being escorted to Metro Station
tooltip_prisoner_escorted								 Being escorted to Metro Station

material_MetroFloor										 Metro Floor
buildtoolbar_popup_mat_MetroFloor						 This new floor material is made to slow people down while passing through a Metro station. It is needed at Staff Metro stations, because it takes a few moments for the station to cycle through a big entity list.\n\nBy default the station will usually spawn more metro tiles than needed. Using one or two rows of these tiles can be sufficient, sometimes you need three rows.\n\nMetro Stations have a scan radius of 2 tiles with the roof object being the centre.

tooltip_button_changetypegroup							 *X group
tooltip_button_changetypeplus							 Name (+)
tooltip_button_changetypeminus							 Name (-)


#obsolete items
object_MetroStation2									 Metro Station 2.0 (obsolete)
object_MetroStation2Staff								 Staff Metro Station 2.0 (obsolete)
object_MetroSignStaff									 Metro Sign (obsolete)
object_MetroSign										 Metro Sign (obsolete)
object_MetroSpawnLocation								 Metro Spawn Location (obsolete)
object_MetroStationBeacon								 Metro Stations Beacon (obsolete)
object_MetroStationStaffBeacon							 Metro Stations Staff Beacon (obsolete)

#######################################################
#
#  Begin Alfabet mod
#
#######################################################

object_ATag			A
object_BTag			B
object_CTag			C
object_DTag			D
object_ETag			E
object_FTag			F
object_GTag			G
object_HTag			H
object_ITag			I
object_JTag			J
object_KTag			K
object_LTag			L
object_MTag			M
object_NTag			N
object_OTag			O
object_PTag			P
object_QTag			Q
object_RTag			R
object_STag			S
object_TTag			T
object_UTag			U
object_VTag			V
object_WTag			W
object_XTag			X
object_YTag			Y
object_ZTag			Z
object_NumberZero										 Zero
object_NumberOne										 One
Object_NumberTwo										 Two
object_NumberThree										 Three
object_NumberFour										 Four
object_NumberFive										 Five
object_NumberSix										 Six
object_NumberSeven										 Seven
object_NumberEight										 Eight
object_NumberNine										 Nine
object_EntryTag											 Entry
object_ExitTag											 Exit
object_1tileArrow										 1 Tile Arrow
object_2tileArrow										 2 Tiles Arrow
object_3tileArrow										 3 Tiles Arrow
object_4tileArrow										 4 Tiles Arrow
object_5tileArrow										 5 Tiles Arrow
object_MinTag											 Minimum
object_MedTag											 Medium
object_MaxTag											 Maximum
object_SuperTag											 SuperMax
object_ProtectTag										 Protected
object_DeathRowTag										 Death Row
object_InsaneTag										 Insane
object_CellBlockTag										 Cell Block
object_HoldingTag										 Holding
object_DormitoryTag										 Dormitory
object_FamilyCellTag									 Family
object_NurseryTag										 Nursery
object_SolitaryTag										 Solitary
object_StaffTag											 Staff
object_AccountantTag									 Accountant
object_ChiefTag											 Chief
object_ForemanTag										 Foreman
object_LawyerTag										 Lawyer
object_OfficeTag										 Office
object_PsychologistTag									 Psychologist
object_WardenTag										 Warden
object_ArmouryTag										 Armoury
object_BarberyTag										 Barbery
object_BasketballCourtTag								 Basketball Court
object_BoxingTag										 Boxing
object_CanteenTag										 Canteen
object_CarpentryWorkshopTag								 Carpentry Workshop
object_ChapelTag										 Chapel
object_ClassroomTag										 Classroom
object_CleaningTag										 Cleaning
object_VendingStorageTag									 Vending Storage
object_CottonPlantationTag								 Cotton Plantation
object_CommonTag										 Common Room
object_DeliveriesTag									 Deliveries
object_EvacuationTag									 Evacuation Area
object_ExecutionTag										 Execution
object_ExportsTag										 Exports
object_GarageTag										 Garage
object_GarbageTag										 Garbage
object_GardenTag										 Garden
object_GreenhouseTag									 Greenhouse
object_ForestryTag										 Forestry
object_InfirmaryTag										 Infirmary
object_KennelTag										 Kennel
object_KitchenTag										 Kitchen
object_LandingZoneTag									 Landing Zone
object_LaundryTag										 Laundry
object_LibraryTag										 Library
object_MailRoomTag										 Mail Room
object_ManufacturyTag									 Manufactury
object_MorgueTag										 Morgue
object_OfficeTag										 Office
object_ParkingZoneTag									 Parking Zone
object_ParoleTag										 Parole
object_PhoneWorkshopTag									 Phone Workshop
object_ReceptionTag										 Reception
object_RecyclingTag										 Recycling
object_SecurityTag										 Security
object_SaunaTag											 Sauna
object_ShopTag											 Shop
object_ShowerTag										 Shower
object_StaffTag											 Staff
object_StaffRoomTag										 Staffroom
object_StaffToiletsTag									 Staff Toilets
object_StorageTag										 Storage
object_TherapyTag										 Therapy
object_ToiletsTag										 Toilets
object_UtilityRoomTag									 Utility Room
object_VisitationTag									 Visitation
object_WaterPumpTag										 Water Pump
object_WigProductionTag									 Wig Production
object_YardTag											 Yard
object_YogaroomTag										 Yoga room
object_WorkshopTag										 Workshop
object_LockdownTag										 Lock-down
object_PermanentTag										 Permanent
object_PowerTag											 Main Power
object_BackupTag										 Backup Power
object_NoEntryTag										 NO ENTRY

research_Numbers										 Numbers & Letters
researchtooltip_Numbers									 Enables placement of numbers and letters.

#######################################################
#
#  End Alfabet mod
#
#######################################################



#######################################################
#
#  Begin Anti Tunnel Toilets
#
#######################################################

object_ToiletDry										 Toilet (dry)
buildtoolbar_popup_obj_ToiletDry						 No water required, anti tunnel.\n\nThis toilet will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_Urinal											 Urinal (dry)
buildtoolbar_popup_obj_Urinal							 No water required, anti tunnel.\n\nThis filthy smelly urinal will settle Bladder needs only. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_NiceToilet										 Nice Toilet A (dry)
buildtoolbar_popup_obj_NiceToilet						 No water required, anti tunnel.\n\nThis nice toilet will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_NiceToilet2										 Nice Toilet B (dry)
buildtoolbar_popup_obj_NiceToilet2						 No water required, anti tunnel.\n\nThis nice toilet will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_turkishdrain										 Turkish Drain (dry)
buildtoolbar_popup_obj_turkishdrain						 No water required, anti tunnel.\n\nAs requested by RussianRabies: I would like to have the 'Turkish drains' substitute for toilets in solitary cells so they stay filthy, dark, and unpleasant as they should.\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_WoodenShitHole									 Shit Hole (dry)
buildtoolbar_popup_obj_WoodenShitHole					 No water required, anti tunnel.\n\nA stinking wooden shit hole with pieces of crap from former prisoners still inside...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_Outhouse											 Outhouse (dry)
buildtoolbar_popup_obj_Outhouse							 No water required, anti tunnel.\n\nA stinking chemical toilet with pieces of crap from former prisoners still inside...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
object_BathroomStall									 Bathroom Stall (dry)
buildtoolbar_popup_obj_BathroomStall					 No water required, anti tunnel.\n\nThis smelly toilet inside a stall will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0

object_UrinalPreview									 Urinal (water)
buildtoolbar_popup_obj_UrinalPreview					 Requires water, prisoners can dig tunnels below.\n\nThis filthy smelly urinal will settle Bladder needs. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_NiceToiletAPreview								 Nice Toilet A (water)
buildtoolbar_popup_obj_NiceToiletAPreview				 Requires water, prisoners can dig tunnels below.\n\nThis nice toilet will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_NiceToiletBPreview								 Nice Toilet B (water)
buildtoolbar_popup_obj_NiceToiletBPreview				 Requires water, prisoners can dig tunnels below.\n\nThis nice toilet will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_TurkishDrainPreview								 Turkish Drain (water)
buildtoolbar_popup_obj_TurkishDrainPreview				 Requires water, prisoners can dig tunnels below.\n\nAs requested by RussianRabies: I would like to have the 'Turkish drains' substitute for toilets in solitary cells so they stay filthy, dark, and unpleasant as they should.\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_WoodenShitHolePreview							 Shit Hole (water)
buildtoolbar_popup_obj_WoodenShitHolePreview			 Requires water, prisoners can dig tunnels below.\n\nA stinking wooden shit hole with pieces of crap from former prisoners still inside...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_OuthousePreview									 Outhouse (water)
buildtoolbar_popup_obj_OuthousePreview					 Requires water, prisoners can dig tunnels below.\n\nA stinking chemical toilet with pieces of crap from former prisoners still inside...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_BathroomStallPreview								 Bathroom Stall (water)
buildtoolbar_popup_obj_BathroomStallPreview				 Requires water, prisoners can dig tunnels below.\n\nThis smelly toilet inside a stall will settle the needs for Poo and Bladder. Unfortunately the average prisoner knows better how to aim a gun made from metal rather than their own gun...\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

room_StaffToilets										 Staff Toilets
buildtoolbar_popup_room_StaffToilets					 Restroom for your staff. This room should be marked as StaffOnly area.

object_WallSink											 Wall Sink (dry)
buildtoolbar_popup_obj_wallsink							 No water required.\n\nEven prisoners need a wash and a (blunt) shave every so often. Can be used instead of a ShowerHead in a cell, holding cell, superior cell, nursery, family cell or dormitory.\n\nSETTLES PRISONER NEEDS:\n -> Barbery: -2.1

object_WallSinkPreview									 Wall Sink (water)
buildtoolbar_popup_obj_wallsinkPreview					 Requires water.\n\nEven prisoners need a wash and a (blunt) shave every so often. Can be used instead of a ShowerHead in a cell, holding cell, superior cell, nursery, family cell or dormitory.\n\nSETTLES PRISONER NEEDS:\n -> Barbery: -2.1\n -> Hygiene: -5.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

#######################################################
#
#  End Anti Tunnel Toilets
#
#######################################################



#######################################################
#
# Begin Chinook (Aviation Mod 2.0 revised)
#
#######################################################

# =============================================================================
# Object Names + Buy description
# =============================================================================

object_ChinookLandingStripSpawner						 Intake Helipad
buildtoolbar_popup_obj_ChinookLandingStripSpawner		 Spawns a Landing Strip including for your prisoner intake.\n\nNeeds an Intake Terminal on the map to be operational.\n\nYou can place up to 6 of these landing strips on the map and control them with the Intake Terminal.\n\nSpawns fence around this object, so make sure you have enough space.

object_ChinookPadIntake									 Intake Helipad

object_ChinookPadDelivery								 Deliveries Helipad
buildtoolbar_popup_obj_ChinookPadDelivery				 Can be placed anywhere to deliver cargo.\n\nNeeds a Deliveries Terminal on the map to be operational.\n\nYou can place up to 6 of these Helipads on the map and control them with the Deliveries Terminal.\n\nSpawns fence around this object, so make sure you have enough space.

object_ChinookPadFireman								 Firemen Helipad
buildtoolbar_popup_staff_ChinookPadFireman				 Place this Callout helipad anywhere in your prison. It will spawn a waypoint for a Chinook with Firemen. The Chinook Firebrigade is found in the Emergencies menu. The Firemen will be dropped out at this waypoint, or you can do a FlyBy. Click my button to decide.

object_ChinookPadParamedic								 Paramedics Helipad
buildtoolbar_popup_staff_ChinookPadParamedic			 Place this Callout helipad anywhere in your prison. It will spawn a waypoint for a Chinook with Paramedics. Chinook Paramedics are found in the Emergencies menu. The Paramedics will be dropped out at this waypoint.

object_ChinookPadRiotGuard								 RiotGuards Helipad
buildtoolbar_popup_staff_ChinookPadRiotGuard			 Place this Callout helipad anywhere in your prison. It will spawn a waypoint for a Chinook with RiotGuards. Chinook RiotGuards are found in the Emergencies menu. The RiotGuards will be dropped out at this waypoint.

object_ChinookPadEmergency								 ParaTroopers Helipad
buildtoolbar_popup_staff_ChinookPadEmergency			 Place this Callout helipad anywhere in your prison. It will spawn a waypoint for a Chinook with Paratroopers. Chinook ParaTroopers are found in the Emergencies menu. The soldiers will be dropped out at this waypoint.\n\nIf no Emergency Helipad was placed, the ParaTroopers will land on a Chinook Intake Helipad.\n\nIf no Intake Helipad is available, an Emergency Helipad will spawn nearby rioting prisoners. NOTE: in this case all prisoners are scanned for misbehaviour which will cause lag in larger prisons!

object_ChinookPadExports								 Exports Helipad
buildtoolbar_popup_obj_ChinookPadExports				 Needs to be in the centre of a 7x7 tiles EXPORTS/GARBAGE area.\n\nScans area around the pad for stack, boxes and garbage, then loads it onto a cargo platform. Once the platform is full, a Chinook will fetch it and drop a new cargo platform.\n\nYou can place as many Exports zones as you like anywhere on the map.\n\nOnly zone the by the Helipad created area, it won't reach any further than that. You can also zone a little spot as Garbage, so exported goods and garbage leave from the same helipad.\n\nWhen people die, a Hearse will stop at the most northern Exports area on the map, keep that in mind.\n\nSpawns fence around this object, so make sure you have enough space.

object_ChinookDoor										 Chinook Door
object_ChinookInside									 Chinook
object_ChinookInsideEmergency							 Chinook
object_ChinookInsideFireman								 Chinook
object_ChinookInsideCargo								 Chinook

object_ChinookObstructorSide							 Chinook Obstructor
object_ChinookObstructorBottom							 Chinook Obstructor
object_ChinookObstructorTop								 Chinook Obstructor

object_ChinookHook										 Chinook Hook
object_ChinookHookExports								 Chinook Exports Platform

object_HoseXY											 X/Y Hose Position Spawner Thingy
object_ChinookDeliveryGrantChecker						 Grants checker (you can sell me after the grant completed)

# =============================================================================
# Control Terminals

object_ChinookIntakeTerminal							 Intake Terminal
buildtoolbar_popup_obj_ChinookIntakeTerminal			 Controls the arrival of new prisoners.\n\nCan control up to 6 Intake Helipads.\n\nThere can only be 1 Intake Terminal on the map.\n\nVERY IMPORTANT:\nMUST BE SURROUNDED BY WALLS OR A FENCE WITH NO DOORS SO THE GUARDS CANNOT REACH THE PRISONERS!\n\nSpawns walls around this object, so make sure you have enough space.

object_ChinookDeliveryTerminal							 Deliveries Terminal
buildtoolbar_popup_obj_ChinookDeliveryTerminal			 Controls the arrival of new deliveries.\n\nCan control up to 6 Deliveries Helipads.\n\nThere can only be 1 Deliveries Terminal on the map.\n\nTip: you can zone the two tiles beneath me as Deliveries area, so that auto-spawned cargo can be picked up by Chinooks as well. Or you can mark a Deliveries area somewhere else where you need it to be.\n\nVERY IMPORTANT:\nMUST BE SURROUNDED BY WALLS OR A FENCE WITH NO DOORS SO THE WORKMEN CANNOT REACH THE DELIVERIES!\n\nSpawns walls around this object, so make sure you have enough space.

object_ChinookDeliveryDisplayLeft						 Delivery Display
object_ChinookDeliveryDisplayRight						 Delivery Display
object_ChinookIntakeDisplayRight						 Intake Display
object_ChinookPrisonerIcon								 Order Display
object_ChinookQuantityIcon								 Order Display
object_ChinookIntakeDisplayLeft							 Intake Display
object_ChinookIntakeDisplayRight						 Intake Display
# =============================================================================
# Helicopters

object_ChinookIntake									 Chinook
object_ChinookDelivery									 Chinook
object_ChinookExports									 Chinook
object_ChinookFireman									 Chinook
object_ChinookParamedic									 Chinook
object_ChinookRiotGuard									 Chinook
object_ChinookEmergency									 Chinook


# =============================================================================
# Entities
object_ChinookPilot										 Chinook Pilot
object_ChinookGuard										 Chinook Guard
object_FireStarter										 Fire Starter
buildtoolbar_popup_obj_FireStarter						 Spawn a fire at the position where you place me down.
# =============================================================================
# Fuel

object_ChinookFuel										 Chinook Fuel

# =============================================================================
# Room Names + Tooltips
# =============================================================================

room_ChinookFuelDepot									 Fuel Depot
buildtoolbar_popup_room_ChinookFuelDepot				 A little area to store fuel for the Chinook. Best place would be near a Landing Zone for Intake, so Chinooks can get fuel fast. Only Chinooks delivering prisoners will need fuel.

room_ChinookIntakeTower									 Chinook Intake Tower
buildtoolbar_popup_room_ChinookIntakeTower				 The tallest building in your Prison!\n\nPut an Intake Terminal inside and have NO DOORS in this building or keep them Locked Shut so nobody can reach the terminal.\n\nYou can have only 1 Intake Terminal on the map.\n\nThis is NOT a required room, but can be useful for your Deployment screen.

room_ChinookDeliveriesTower								 Chinook Deliveries Tower
buildtoolbar_popup_room_ChinookDeliveriesTower			 The tallest building in your Prison!\n\nPut a Deliveries Terminal inside and have NO DOOR in this building or keep them Locked Shut so nobody can reach the terminal.\n\nYou can have only 1 Deliveries Terminal on the map.\n\nThis is NOT a required room, but can be useful for your Deployment screen.\nYou could also mark the area beneath the terminal as Deliveries.

room_ChinookLandingZone									 Chinook Landing Zone
buildtoolbar_popup_room_ChinookLandingZone				 Place this outside an Intake Tower, create a little Fuel Depot nearby and you have made a little airport for arriving prisoners.\n\nThis is NOT a required room, but can be useful for your Deployment screen.

room_ChinookDeliveries									 Chinook Deliveries
buildtoolbar_popup_room_ChinookDeliveries				 Place up to 6 of these rooms anywhere on the map to deliver cargo by Chinooks. With one Deliveries Terminal on the map you can control the Cargo type for each Helipad.\n\nThis is NOT a required room, but can be useful for your Deployment screen.

# =============================================================================
# Research Name + Caption
# =============================================================================

research_Chinook										 Chinook
researchtooltip_Chinook									 Allows the construction of the Chinook Intake and Deliveries Terminals, and Intake / Deliveries / Exports Helipads.\n\nOnce placed you can control prisoner intake and cargo deliveries with the two terminals.

research_ChinookCallouts								 Chinook Callouts
researchtooltip_ChinookCallouts							 Enables the ability to call Emergency Firemen, Paramedics, RiotGuards, ParaTroopers.\n\nPlace an Emergency Helipad from the Staffmenu anywhere on the map. Click the corresponding Callout in the Emergencies menu. They will be dropped off by a Chinook at the waypoint.

# =============================================================================
# Tooltips
# =============================================================================
tooltip_separatorline									 =================
tooltip_Chinook_Button_CreateFloor						 Create Helipad
tooltip_ChinookControl_OnRoute							 Chinook is on route
tooltip_ChinookControl_HasLanded						 Chinook has landed
tooltip_Chinook_Processing								 Processing prisoners
tooltip_ChinookControl_Fueling0							 Chinook is waiting to be fueled (1/3)
tooltip_ChinookControl_Fueling1							 Chinook is waiting to be fueled (2/3)
tooltip_ChinookControl_Fueling2							 Chinook is waiting to be fueled (3/3)
tooltip_ChinookControl_Fueling3							 Fuel tank is full
tooltip_Chinook_deliveryterminalrequired				 This helipad requires a Deliveries Terminal to be operational.\n\nUse my buttons to determine what will be delivered to this helipad.
tooltip_Chinook_intaketerminalrequired					 This helipad requires an Intake Terminal to be operational.
tooltip_Chinook_Moving									 High speed no drag
tooltip_Chinook_Fueling0								 Needs fueling (1/3)
tooltip_Chinook_Fueling1								 Needs fueling (2/3)
tooltip_Chinook_Fueling2								 Needs fueling (3/3)
tooltip_Chinook_Fueling3								 Fuel tank is full
tooltip_Chinook_OnRoute									 CHINOOK ON ROUTE
tooltip_Chinook_ChangeSec								 CHANGE SEC LEVEL
tooltip_Chinook_Leaving									 CHINOOK LEAVING
tooltip_Chinook_AllSpawned								 INTAKE COMPLETED
tooltip_Chinook_IntakeStop								 INTAKE CANCELLED
tooltip_Chinook_DeliveryStop							 CARGO CANCELLED
tooltip_Chinook_deliverypadnumber						 Chinook Delivery Pad *X\n\nYou can turn my deliveries on/off\nat the Deliveries Terminal.\n\nUse my buttons to determine what will be delivered to this helipad.
tooltip_Chinook_intakepadnumber							 Chinook Intake Pad *X\n\nYou can set my intake and security\nat the Intake Terminal.
tooltip_Chinook_DeliveryPad								 == CARGO PAD *X ==
tooltip_Chinook_AutoDelivery							 == *X ==
tooltip_Chinook_button_Delivery							 DELIVERIES: *X

tooltip_Chinook_button_FoodDelivery						 Food/Trays : *X
tooltip_Chinook_button_BuildingDelivery					 Building   : *X
tooltip_Chinook_button_FloorsDelivery					 Floor/Grass: *X
tooltip_Chinook_button_LaundryDelivery					 Uniforms   : *X
tooltip_Chinook_button_WorkshopDelivery					 Workshop   : *X
tooltip_Chinook_button_OtherDelivery					 Other      : *X

tooltip_Chinook_TerminalSnitchConfig					 = SNITCH TO PC =
tooltip_Chinook_TerminalConfig							 == CHINOOK ==
tooltip_Chinook_IntakePad								 == INTAKE PAD *X ==
tooltip_Chinook_AutoIntake								 == *X ==
tooltip_Chinook_button_intake							 Intake: *X
tooltip_Chinook_button_intaketype						 Type: *X
tooltip_Chinook_ExtraIntake								 EXTRA INTAKE
tooltip_Chinook_Button_OrderExtra						 PLACE ORDER
tooltip_Chinook_ButtonOrderNum							 Order: *X
tooltip_Chinook_ButtonOrderRisk							 Level: *X
tooltip_Chinook_ButtonCancelIntake						 CANCEL INTAKE
tooltip_Chinook_ButtonCancelDelivery					 CANCEL DELIVERY
tooltip_Chinook_ButtonOrderCancelled					 ORDER CANCELLED
tooltip_Chinook_ButtonIntakeCancelled					 CHINOOK LEAVING
tooltip_Chinook_ButtonDeliveryCancelled					 CHINOOK LEAVING
tooltip_Chinook_Button_Suspended						 == SUSPENDED ==
tooltip_Chinook_Button_ExtraOrdered						 ORDER PLACED
tooltip_Chinook_Button_CancelOrder						 CANCEL ORDER
tooltip_Chinook_Button_DeleteStack						 Delete my stack
tooltip_Chinook_Button_DeleteTerminal					 Delete terminal
tooltip_Chinook_Button_FindPrisoners					 Recount
tooltip_Chinook_Button_DeletePad						 Delete helipad
tooltip_Chinook_Button_DeleteChinook					 Delete chinook
tooltip_Chinook_deliveriesavailable						 Deliveries available, waiting for free Helipads...\n\nCONSTRUCTION:\nBricks/Concrete/Steel: *A\nCarpet/Tiles/GrassTurf: *B\n\nFOOD DISTRIBUTION:\nIngredients/Foodtrays/Staff Food\nVending Fruit/Sandwiches/Water/Snacks\nOranges/PaperCups/WaterBottles: *C\n\nLAUNDRY DISTRIBUTION:\nPrisoner Uniforms: *D\n\nWORKSHOP MATERIALS:\nCottonSeeds/Spool of Cloth\nDirtyMoney/SheetMetal/Wood: *E\n\nALL OTHER CARGO: *F\n\n*U *V *W *X *Y *Z
tooltip_Chinook_deliveriestransported					 Cargo is being transported to Helipad *X
tooltip_Chinook_deliverieswaiting						 Waiting for new deliveries\n\n*U *V *W *X *Y *Z
tooltip_Chinook_Button_Status							 == *X ==
tooltip_Chinook_TransferToTerminal						 Transfer to Terminal
tooltip_Chinook_Button_AnimateChinook					 Animate Chinooks: *X
#tooltip_Chinook_intakewaiting							 Waiting for new prisoners (*A in queue)\n\nMINSEC: *B\nNORMAL: *C\nMAXSEC: *D\nSUPERMAX: *E\nPROTECTED: *F\nDEATHROW: *G\n\n*U *V *W *X *Y *Z
#tooltip_Chinook_intakeavailable							 *A Prisoners available, waiting for free Helipads...\n\nMINSEC: *B\nNORMAL: *C\nMAXSEC: *D\nSUPERMAX: *E\nPROTECTED: *F\nDEATHROW: *G\n\n*U *V *W *X *Y *Z
tooltip_Chinook_intakewaiting							 Waiting for new prisoners (*A in queue)\n\nMINSEC: *B\nNORMAL: *C\nMAXSEC: *D\nSUPERMAX: *E\nPROTECTED: *F\nINSANE: *G\nDEATHROW: *H\n\n*U *V *W *X *Y *Z
tooltip_Chinook_intakeavailable							 *A Prisoners available, waiting for free Helipads...\n\nMINSEC: *B\nNORMAL: *C\nMAXSEC: *D\nSUPERMAX: *E\nPROTECTED: *F\nINSANE: *G\nDEATHROW: *H\n\n*U *V *W *X *Y *Z
tooltip_Chinook_Button_ToggleFireman					 Method: *X
tooltip_Chinook_EmergencyFireman						 You can toggle between Drop Off and Fly By with my button!
tooltip_Chinook_HookDeployed							 Exports Hook deployed, waiting for Chinook to fetch it...
tooltip_Chinook_LoadedCargoSlots						 LOADED CARGO: *A\n\n *Bx *C\n *Dx *E\n *Fx *G\n *Hx *I\n *Jx *K\n *Lx *M\n *Nx *O
tooltip_Chinook_LoadedHookSlots							 LOADED CARGO:\n\n *Ax *B\n *Cx *D\n *Ex *F\n *Gx *H\n *Ix *J\n *Kx *L\n *Mx *N
# =============================================================================
# Jobs
# =============================================================================
job_custom_FuelChinookTank								 Fuel Chinook

# =============================================================================
# Grants
# =============================================================================

objective_Grant_ChinookDeliveries						 Chinook Deliveries
objective_Grant_ChinookDeliveries_description			 Build up to 6 Deliveries Helipads and 1 Deliveries Terminal to bring new cargo into your prison by a Chinook.
objective_Grant_ChinookDeliveries_ChinookControlTower	 Place a Deliveries Terminal.
objective_Grant_ChinookDeliveries_ChinookHelipad		 Place a Deliveries Helipad.

objective_Grant_ChinookIntake							 Chinook Intake
objective_Grant_ChinookIntake_description				 Build up to 6 Intake Helipads and 1 Intake Terminal to bring new prisoners into your prison by a Chinook.
objective_Grant_ChinookIntake_ChinookControlTower		 Place an Intake Terminal.
objective_Grant_ChinookIntake_ChinookHelipad			 Place an Intake Helipad.
objective_Grant_ChinookIntake_ChinookFuelRoom			 Build a little Fuel Depot next to the Intake Helipad.

objective_Grant_ChinookExports							 Chinook Exports
objective_Grant_ChinookExports_description				 Build one or more Exports Helipads to export cargo from your prison by a Chinook.
objective_Grant_ChinookExports_ChinookHelipad			 Place an Exports Helipad and zone it as EXPORTS room.

objective_Grant_ChinookFiremen							 Chinook Firemen Callout
objective_Grant_ChinookFiremen_description				 Create a fire and call out Chinook FireBrigade to take care of it.
objective_Grant_ChinookFiremen_ChinookFireStarter		 Start a fire anywhere on the map. You can find a FireStarter in the Staff menu.
objective_Grant_ChinookFiremen_ChinookHelipad			 Place a Chinook Firemen Helipad from the Staffmenu somewhere near the fire, and click its button to choose a Method.
objective_Grant_ChinookFiremen_ChinookCallout			 Open the Emergencies menu and call out the Chinook Firebrigade.

# =============================================================================
# Materials
material_Heli_TL										 HeliPad TL
material_Heli_TC										 HeliPad TC
material_Heli_TR										 HeliPad TR
material_Heli_CL										 HeliPad CL
material_Heli_CC										 HeliPad CC
material_Heli_CR										 HeliPad CR
material_Heli_BL										 HeliPad BL
material_Heli_BC										 HeliPad BC
material_Heli_BR										 HeliPad BR

#######################################################
#
# End Chinook (Aviation Mod 2.0 revised)
#
#######################################################



#######################################################
#
#  Begin Better Clock
#
#######################################################

clock_speed_0									 ||
clock_speed_1									 >
clock_speed_2									 >>
clock_speed_5									 >>>
clock_speed_half								 ...
clock_speed_7									 >>>>
clock_speed_10									 >>>>>

#######################################################
#
#  End Better Clock
#
#######################################################



#######################################################
#
#  Begin Real-time Basketball 3.0
#
#######################################################


object_BenchSmall									 	 Bench (Small)
buildtoolbar_popup_obj_BenchSmall					 	 A small bench for prisoners anywhere in the prison.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.2

object_BasketballBench									 Basketball Bench
buildtoolbar_popup_obj_BasketballBench					 A small bench for prisoners who want to watch a basketball game.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -0.3\n -> Comfort: -0.3

action_WatchBasketball									 Watching basketball game
action_WatchBasketballGame								 Watching basketball game
action_PlayBasketball									 Playing basketball

object_BasketballLocker									 Basketball Locker
buildtoolbar_popup_obj_BasketballLocker					 Eye candy locker for decoration near a Basketball Court.

object_BasketballContainer3								 Basketball Container
buildtoolbar_popup_obj_BasketballContainer3				 Belongs to Basketball 3.0\nIf you set the ball to be killed after a match, it will be stored into this Basketball Container.\n\nIt's possible to place the Basketball Container anywhere in the prison, but of course it belongs nearby a Basketball Court or Half Court.

object_Basket3											 Basket

object_BasketballCourtFull								 Basketball Court
buildtoolbar_popup_obj_BasketballCourtFull				 Belongs to Basketball 3.0\nCome on and slam and welcome to the jam!\nClick my buttons to configure the game.

object_BasketballCourtHalf								 Basketball Half Court
buildtoolbar_popup_obj_BasketballCourtHalf				 Belongs to Basketball 3.0\nCome on and slam and welcome to the jam!\nClick my buttons to configure the game.

object_LCDletter										 LCD
object_LCDcolon											 LCD
object_LCDnumber										 LCD

tooltip_scoreboardconfig								 =SCOREBOARD=
tooltip_button_toggleFindScoreboard						 Find board
tooltip_button_toggleScoreboardcolour					 Border: *X
tooltip_button_toggleLCDtextcolour						 Text : *X
tooltip_button_toggleLCDscorecolour						 Score: *X
tooltip_button_toggleLCDclockcolour						 Clock: *X
tooltip_button_toggleLCDShowClock						 Toggle clock
tooltip_button_toggleLCDShowSeconds						 Seconds: *X

tooltip_button_showseconds0								 off
tooltip_button_showseconds1								 on

tooltip_button_boardcolour0								 grey
tooltip_button_boardcolour1								 blue
tooltip_button_boardcolour2								 brown
tooltip_button_boardcolour3								 white
tooltip_button_boardcolour4								 red

tooltip_button_textcolour0								 red
tooltip_button_textcolour43								 cyan
tooltip_button_textcolour86								 yellow
tooltip_button_textcolour129							 green

tooltip_button_scorecolour0								 red
tooltip_button_scorecolour13							 cyan
tooltip_button_scorecolour26							 yellow
tooltip_button_scorecolour39							 green

tooltip_button_clockcolour0								 red
tooltip_button_clockcolour43							 cyan
tooltip_button_clockcolour86							 yellow
tooltip_button_clockcolour129							 green


object_ScoreBoard3										 Score Board
buildtoolbar_popup_obj_ScoreBoard3						 Belongs to Basketball 3.0\n\nYou can easily SELL a Score Board. It's optional, but\nwhen used it must be within 15 tiles of the Court.\n\nNo wiring required, it goes on WiFi automatically:\n - sell existing and build new Score Board\n - when done building, press FIND BOARD to verify if the\n   Score Board shows the Court ID of the linked court.\n\nIf you have nearby courts and Score Boards are linked wrong:\n - turn GAME OFF at all courts and sell all Score Boards,\n - place 1 Score Board at a court and turn that GAME ON,\n - place next Score Board, turn game on, and so on...

object_Basketball3										 Basketball

object_BasketballTrainerFullCourt						 Basketball Trainer (Full court)
buildtoolbar_popup_staff_BasketballTrainerFullCourt		 Belongs to Basketball 3.0\nThis Basketball Trainer hangs out on a Basketball Court.

object_BasketballTrainerHalfCourt						 Basketball Trainer (Half Court)
buildtoolbar_popup_staff_BasketballTrainerHalfCourt		 Belongs to Basketball 3.0\nThis Basketball Trainer hangs out on a Basketball Half Court.

object_BasketballTrainerYard							 Basketball Trainer (Yard)
buildtoolbar_popup_staff_BasketballTrainerYard			 Belongs to Basketball 3.0\nThis Basketball Trainer hangs out on a Yard.

room_BasketballFullCourt								 Basketball Court
buildtoolbar_popup_room_BasketballFullCourt				 Belongs to Basketball 3.0\nThis is a FULL COURT where up to 17 prisoners will be playing.\n\nONLY zone the Basketball Court itself (16x10 tiles),\nNOT the surrounding tiled border!\n\nThe surrounding area should be a Yard or Common Room with Basketball Benches, so people can sit down and watch a game to settle Recreation and Comfort needs.\n\nAlternate set up\nYou can also zone the basketball court as an actual Yard and hire a Basketball Trainer (Yard) instead. Just be sure the Yard is only zoned within the court lines. This results in prisoners playing a game during Yard time without a reform program. When you station Guards in the Yard they will also play.

room_BasketballHalfCourt								 Basketball Half Court
buildtoolbar_popup_room_BasketballHalfCourt				 Belongs to Basketball 3.0\nThis is a HALF-COURT where up to 6 prisoners will be playing.\n\nONLY zone the Basketball Half Court itself (8x10 tiles),\nNOT the surrounding tiled border!\n\nThe surrounding area should be a Yard or Common Room with Basketball Benches, so people can sit down and watch a game to settle Recreation and Comfort needs.\n\nAlternate set up\nYou can also zone the basketball court as an actual Yard and hire a Basketball Trainer (Yard) instead. Just be sure the Yard is only zoned within the court lines. This results in prisoners playing a game during Yard time without a reform program. When you station Guards in the Yard they will also play.

reformprogram_BasketBallFullCourt1Hr					 Prison Basketball FullCourt (1 hour)
reformprogram_BasketballFullCourt1Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 17 places.\n\nSuitable for small prisons where attendees can reach the court quickly.\n\nIt requires a minimum of 4 players attending this program to start a real-time basketball game.
reformprogram_BasketBallHalfCourt1Hr					 Prison Basketball HalfCourt (1 hour)
reformprogram_BasketballHalfCourt1Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 6 places.\n\nSuitable for small prisons where attendees can reach the court quickly.\n\nIt requires a minimum of 2 players attending this program to start a real-time basketball game.

reformprogram_BasketBallFullCourt2Hr					 Prison Basketball FullCourt (2 hours)
reformprogram_BasketballFullCourt2Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 17 places.\n\nSuitable for medium prisons where attendees need some time to reach the court.\n\nIt requires a minimum of 4 players attending this program to start a real-time basketball game.
reformprogram_BasketBallHalfCourt2Hr					 Prison Basketball HalfCourt (2 hours)
reformprogram_BasketballHalfCourt2Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 6 places.\n\nSuitable for medium prisons where attendees need some time to reach the court.\n\nIt requires a minimum of 2 players attending this program to start a real-time basketball game.

reformprogram_BasketBallFullCourt3Hr					 Prison Basketball FullCourt (3 hours)
reformprogram_BasketballFullCourt3Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 17 places.\n\nSuitable for large prisons where attendees need a lot of time to reach the court.\n\nIt requires a minimum of 4 players attending this program to start a real-time basketball game.
reformprogram_BasketBallHalfCourt3Hr					 Prison Basketball HalfCourt (3 hours)
reformprogram_BasketballHalfCourt3Hr_text				 Belongs to Basketball 3.0\nA good way to burn some of your inmates extra energy to keep them distracted. Holds up to 6 places.\n\nSuitable for large prisons where attendees need a lot of time to reach the court.\n\nIt requires a minimum of 2 players attending this program to start a real-time basketball game.

research_PrisonBasketball								 Basketball
researchtooltip_PrisonBasketball						 Enables the Basketball courts so your prisoners can have some exercise.

material_BasketballConcretefloor						 Basketball ConcreteFloor
material_BasketballFloor								 Basketball Gravel
material_BasketballDirt									 Basketball Dirt
material_BasketballPavingStone							 Basketball Paving Stone
material_BasketballGrass								 Basketball Grass
material_BasketballLongGrass							 Basketball Long Grass
material_BasketballMud									 Basketball Mud
material_BasketballRoad									 Basketball Road
material_BasketballStone								 Basketball Stone
material_BasketballConcreteTiles						 Basketball ConcreteTiles
material_BasketballWoodenFloor							 Basketball WoodenFloor
material_BasketballWoodLaminate							 BasketBall LaminateFloor
material_BasketballCeramicFloor							 Basketball Ceramic Floor
material_BasketballMosaicFloor							 Basketball Mosaic Floor
material_BasketballMetalFloor							 Basketball Metal Floor
material_BasketballSand									 Basketball Sand
material_BasketballMarbleTiles							 Basketball Marble Tiles
material_BasketballWhiteTiles							 Basketball White Tiles
material_BasketballFancyTiles							 Basketball Fancy Tiles

tooltip_button_floortype								 Floor: *X
tooltip_button_linetype									 Line type: *X
tooltip_button_game										 GAME: *X
tooltip_button_courtlights								 Court lights: *X
tooltip_button_debuginfo								 Debug info: *X
tooltip_button_balldelkill								 Ball gets: *X
tooltip_del												 deleted
tooltip_kill											 killed
tooltip_on												 ON
tooltip_off												 OFF
tooltip_button_delete									 Delete court

tooltip_BasketballConcretefloor							 Concrete
tooltip_BasketballFloor									 Gravel
tooltip_BasketballDirt									 Dirt
tooltip_BasketballPavingStone							 Paving Stone
tooltip_BasketballGrass									 Grass
tooltip_BasketballLongGrass								 Long Grass
tooltip_BasketballMud									 Mud
tooltip_BasketballRoad									 Road
tooltip_BasketballStone									 Stone
tooltip_BasketballConcreteTiles							 Tiles
tooltip_BasketballWoodenFloor							 Wood
tooltip_BasketballWoodLaminate							 Laminate
tooltip_BasketballCeramicFloor							 Ceramic
tooltip_BasketballMosaicFloor							 Mosaic
tooltip_BasketballMetalFloor							 Metal
tooltip_BasketballSand									 Sand
tooltip_BasketballMarbleTiles							 Marble
tooltip_BasketballWhiteTiles							 White
tooltip_BasketballFancyTiles							 Fancy

tooltip_courtconfig										 === COURT ===
tooltip_linkedto										 Court ID: *X
tooltip_linkscoreboard									 Court ID: *X\n\nYou can easily SELL the Score Board. It's optional, but\nwhen used it must be within 15 tiles of the Centre Circle.\n\nNo wiring required, it goes on WiFi automatically:\n - turn GAME OFF, sell existing and build new Score Board\n - when done building, press GAME ON to verify if the\n   Score Board shows the Court ID of the linked court.\n\nIf you have nearby courts and Score Boards are linked wrong:\n - turn GAME OFF at all courts and sell all Score Boards,\n - place 1 Score Board at a court and turn that GAME ON,\n - place next Score Board, turn game on, and so on...
tooltip_playersfoundandrequired							 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n*Y players found on court (*Z required).
tooltip_welcometoslam									 Court ID: *X\n\nGAME OFF - slam and welcome to the jam!\nClick my buttons to configure the game.
tooltip_fullcourtwelcome								 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nThe court wakes up when 4 prisoners want to play.
tooltip_halfcourtwelcome								 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nThe court wakes up when 2 prisoners want to play.
tooltip_deepsleep										 Court ID: *X\n\nGAME OFF - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nDeep Sleep mode enabled.
tooltip_sleepmode										 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nNormal Sleep mode enabled, waiting for players.
tooltip_gettingready									 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nGetting ready for action.
tooltip_fullcourtBasket									 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nGOAL!       Score *Y - *Z
tooltip_halfcourtBasket									 Court ID: *X\n\nGAME ON - slam and welcome to the jam!\nClick my buttons to configure the game.\n\nGOAL!       Score *Y

#######################################################
#
#  End Real-time Basketball 3.0
#
#######################################################



#######################################################
#
#  Begin Island Plotter / Floor Editor
#
#######################################################

room_IslandPlotter						 Island Plotter
buildtoolbar_popup_room_IslandPlotter	 Start a new map of desired size.\nDraw islands with the Island Plotter room.\nEvery floor tile marked as a room will be\na future piece of island\nexcept the default road,\nwhich must be somehow connected.\n\nEnable Room Checkerbox in Options -> Game menu\nwhen drawing the rooms to make them visible.\n\nWhen done, use the Island Plotter from the Staff menu\nand follow its buttons to create the island map.

object_FloorEditor						 Floor Editor
buildtoolbar_popup_staff_FloorEditor	 Place me down, click my buttons, and let the magic happen.\n\nThis little tool will help you change floor/wall materials or the map border into a material of your choice. When you are done just sack the object, you know the drill!

tooltip_FloorEditorA					 \n\nTYPE [ + ]   [ - ]\nCycle through tiles of selected Group\n\nOUTDOOR - INDOOR\nToggles location and foundation.\n\nADD TO MEMORY\nAppends selected tile to the Memory Group.\n\nGROUP [ + ]   [ - ]\nCycle through tile groups\nCurrent, Road, Water, Floors, Walls\nand tiles you've stored in Memory.\n\nMEMORY GROUP\nQuickly selects the group with stored tiles.\n\n[ MOVE ] COPY\nToggles between just moving the Floor Changer around to a new spot, or Copy / Paste tiles.\n\nUP / DOWN / LEFT / RIGHT\nClick once to change direction. Click again to actally start moving / copying to that direction.\n\nSTART WALK\nStart / Stop moving or copying tiles after selecting a direction. Works only when game is not paused. Stops at map edge.\n\nDECAY\nToggles dirt on floor / wall. Sets random number on each tile, or makes it clean when set to 100.\n\nUPDATE MAP BORDER\nSets map edge to selected tile. Only enabled when the Default Floors or DLC Floors group is selected.\n\nDEPTH\nExperimental options for Water tiles. Selects the water depth from 20 preset values. The Depth meter shows how deep the current water is set.\nDeeper = darker, more shallow = lighter.

tooltip_FloorEditorB					 \n\nTYPE [ + ]   [ - ]\nCycle through tiles of selected Group\n\nOUTDOOR - INDOOR\nToggles location and foundation.\n\nADD TO MEMORY\nAppends selected tile to the Memory Group.\n\nGROUP [ + ]   [ - ]\nCycle through tile groups\nCurrent, Road, Water, Floors, Walls,\nDLC Floors, DLC Walls\nand tiles you've stored in Memory.\n\nMEMORY GROUP\nQuickly selects the group with stored tiles.\n\n[ MOVE ] COPY\nToggles between just moving the Floor Changer around to a new spot, or Copy / Paste tiles.\n\nUP / DOWN / LEFT / RIGHT\nClick once to change direction. Click again to actally start moving / copying to that direction.\n\nSTART WALK\nStart / Stop moving or copying tiles after selecting a direction. Works only when game is not paused. Stops at map edge.\n\nDECAY\nToggles dirt on floor / wall. Sets random number on each tile, or makes it clean when set to 100.\n\nUPDATE MAP BORDER\nSets map edge to selected tile. Only enabled when the Default Floors or DLC Floors group is selected.\n\nDEPTH\nExperimental options for Water tiles. Selects the water depth from 20 preset values. The Depth meter shows how deep the current water is set.\nDeeper = darker, more shallow = lighter.

object_IslandPlotter					 Island Plotter
buildtoolbar_popup_staff_IslandPlotter	 Place me down, click my buttons, and let the magic happen.\n\nThis little tool will help you turn a fresh map into an island. When you are done just sack the object, you know the drill!

tooltip_IslandPlotterA					 !! USE ONLY ON NEW MAP !!\n\nDraw islands with the "Island Plotter" room.\nEvery floor tile marked as a room will be a\nfuture piece of island, except the default road,\nwhich must be somehow connected.\n\nTips:\nEnable Room Checkerbox in Options->Game menu.\nUse Planning menu -> Pathways to draw island\nand mark it with "Island Plotter" room when done.\n\nISLAND TYPE [ + ]   [ - ]\nSpecify the island floor.\n\nSTART PLOTTING\nPress this button to start plotting water around the rooms. This will create the islands. There is NO undo!\nRemove the "Island Plotter" rooms when done.\n\nBeach [ON] OFF\nDraw extra beach tiles around the island room with the selected beach type. This expands islands by ± 3 tiles.\n\nBeach Tree [ON] OFF\nCreate trees of your choice on the beach.\nSpecify % to cover and desired tree type.\nMixed -> Oak / Fir / Chestnut / Conifer / Bush.\n\nBRIDGE [ON] OFF\nCreate a bridge at the default road by adding a sidewalk and concrete walls / pillars while plotting.\n\nPILLARS ON [OFF] \nSpecify 0-20 tiles between each Bridge Pillar.\nWhen set to 0 no pillars are made.\n\nSIDEWALK [L] L+R\nCreate a sidewalk for visitors to the left of the road.\n\nSIDEWALK L [L+R]\nCreate a sidewalk on both sides of the road.\nHandy if you expanded the right map side.\n\nROADGATE [ON] OFF\nSpawns a Road Gate near the map top and bottom,\nor at the first and last Bridge Pillar.\n\nPlot [MANUAL]\nManually click through each plotting round\nto specify additional Coastline tiles.\n\nPlot [AUTO]\nCycles through all plotting rounds automatically.\nGrab a cup of hot coffee while the plotter is busy.\n\nCOASTLINE\nOnly available when Plot [AUTO] is selected.\nReef [ON] OFF plots a Loose Stone reef.\nWalkable [ON] OFF plots 1 stroke of walkable water.\nShallow [ON] OFF plots 1 stroke of shallow water.\nDeep [ON] OFF plots 4 strokes with increasing depth.\nSpecify Plot [MANUAL] if you want to mix extra tiles.

tooltip_IslandPlotterB					 \n\nRESTART PLOTTING\nNot happy with the result? This button resets the floor so you can adjust the rooms & settings.\n\nCOASTLINE\nMix up to 10% random tiles with the first water stroke.\nDIRT [ON] OFF -> adds Dirt to possible tiles.\nSTONE [ON] OFF -> adds Loose Stone.\nSAND [ON] OFF -> adds Sand.\nGRASS [ON] OFF -> adds Long Grass.\nBEACH [ON] OFF -> adds your selected Beach type tile.\nISLAND [ON] OFF -> adds your selected Island type tile.\n\nREEF [ON] OFF\nIncreases the chance of plotting a reef / sandbanks.\nRequires Stone coastline since this looks the best,\nbut it can use all enabled coastline tiles.\n\nPLOTTER\nYou can plot up to 6 water strokes around the island.\nEach stroke you plot will be deeper than the prior one.\n\nPLOT WALKABLE\nPlots 1 stroke of Walkable water.\nUse this to prevent semi enclosed water tiles on a beach appear as flashing 'NO ACCESS' at the Deployment menu.\n\nPLOT SHALLOW\nPlots 1 stroke of Shallow water.\nIt's a bit deeper than Walkable, but still not much.\n\nPLOT DEEP\nPlots up to 5 strokes of inaccessible water.\nStroke 5 will be deepest.\n\nNO TREES ON WATER\nRemoves all trees which are not on an island after plotting has finished.\n\nCHEATS ON [OFF]\nIn order to place Dirt and Sand on the water to fine-tune your island, you need to enable Cheats,\nor use the Floor Editor from the Staff menu.\n\nSave & reload the map to clean up dirt on water.

material_Mud							 Mud
material_NewMud							 Mud (New)
material_LongGrass						 Long Grass
material_LooseStone						 Loose Stone
material_Cobblestone					 Cobble Stone
material_RoadMarkingsLeft				 RoadMarkings Left
material_RoadMarkingsRight				 RoadMarkings Right
material_RoadCrossingLeft				 RoadCrossing Left
material_RoadCrossing					 RoadCrossing
material_RoadCrossingRight				 RoadCrossing Right
material_BorderWater					 Border Water
tooltip_material_BorderWater			 People can walk across this tweaked water. It's very salty!
material_WaterStable					 Water (Block access)
tooltip_material_WaterStable			 This water blocks access.
material_Current						 Current
 
tooltip_Caption_Using					 === USING ===
tooltip_Caption_ActiveTileType			 *X
tooltip_Caption_DecayType				 => Con: *X
tooltip_Caption_DepType					 => Dep: *X
tooltip_Caption_Divider					 ================
tooltip_Button_StopWalking				 == START WALK ==
tooltip_Button_StartWalking				 == STOP WALK ==
tooltip_Button_MaterialDuper_Action		 *X
tooltip_Button_MaterialDuper_ActionMove	 [ MOVE ] COPY
tooltip_Button_MaterialDuper_ActionCopy	 [ COPY ] MOVE
tooltip_Button_MaterialDuper_Copy		 Copy
tooltip_Button_MaterialDuper_Move		 Move
tooltip_Button_MaterialDuper_Up			 *X Up
tooltip_Button_MaterialDuper_Down		 *X Down
tooltip_Button_MaterialDuper_Left		 *X Left
tooltip_Button_MaterialDuper_Right		 *X Right
tooltip_Caption_Decay					 === DECAY ===
tooltip_Button_DecaySet					 Set decay
tooltip_Button_DecayClean				 100 (clean)
tooltip_Button_DecayDirty				 67 - 99
tooltip_Button_DecayFilthy				 34 - 66
tooltip_Button_DecayDisgusting			 1 - 33 (dirty)
tooltip_Caption_Depth					 === DEPTH ===
tooltip_Button_DepthAmount				 *X
tooltip_Button_DepthAmount0				 +
tooltip_Button_DepthAmount1				 -
tooltip_Button_DepthAmount2				 --
tooltip_Button_DepthAmount3				 ---
tooltip_Button_DepthAmount4				 ----
tooltip_Button_DepthAmount5				 -----
tooltip_Button_DepthAmount6				 ------
tooltip_Button_DepthAmount7				 -------
tooltip_Button_DepthAmount8				 --------
tooltip_Button_DepthAmount9				 ---------
tooltip_Button_DepthAmount10			 ----------
tooltip_Button_DepthAmount11			 -----------
tooltip_Button_DepthAmount12			 ------------
tooltip_Button_DepthAmount13			 -------------
tooltip_Button_DepthAmount14			 --------------
tooltip_Button_DepthAmount15			 ---------------
tooltip_Button_DepthAmount16			 ----------------
tooltip_Button_DepthAmount17			 -----------------
tooltip_Button_DepthAmount18			 ------------------
tooltip_Button_DepthAmount19			 -------------------
tooltip_Button_DepthAmount20			 -----deepest-----
tooltip_Button_DepthAmountPlus			 Deeper
tooltip_Button_DepthAmountMinus			 Less deep
tooltip_Button_IndoorYes				 Indoor
tooltip_Button_IndoorNo					 Outdoor
tooltip_Caption_Group					 === GROUP ===
tooltip_Button_Group					 => *X
tooltip_Button_TypeCurrent				 Current
tooltip_Button_TypeStored				 Memory
tooltip_Button_TypeDefaultFloors		 Standard floors
tooltip_Button_TypeDLCFloors			 DLC floors
tooltip_Button_TypeDefaultWalls			 Standard walls
tooltip_Button_TypeDLCWalls				 DLC walls
tooltip_Button_TypeRoadTiles			 Road tiles
tooltip_Button_TypeWaterTiles			 Water tiles
tooltip_Button_TypeWaterTiles2018		 Water tiles
tooltip_Button_StoreInMemory			 Add to Memory
tooltip_Button_StoreInMemoryDone		 Stored
tooltip_Button_StoreInMemoryDuplicate	 Already added
tooltip_Button_GroupPlus				 Group [ + ]
tooltip_Button_GroupMinus				 Group [ - ]
tooltip_Button_GroupMemory				 Memory Group
tooltip_Button_TileTypePlus				 Type [ + ]
tooltip_Button_TileTypeMinus			 Type [ - ]
tooltip_Caption_ChangeBorder			 = MAP BORDER =
tooltip_Button_ChangeBorder				 UPDATE

tooltip_Caption_IslandPlotter			 === PLOTTER ===
tooltip_Caption_CreateIslands1			 Create rooms called
tooltip_Caption_CreateIslands2			 " Island Plotter "
tooltip_Caption_CreateIslands3			 to make islands
tooltip_Caption_CreateIslands4			 and press
tooltip_Caption_CreateIslands5			 when you're ready.
tooltip_Button_StartPlotting			 Start Plotting
tooltip_Button_PlottingAuto				 Plot [AUTO] 
tooltip_Button_PlottingManual			 Plot [MANUAL] 
tooltip_Caption_PlottingIsland			 Plot Island
tooltip_Caption_PlottingBeach			 Plot Beach *X/5
tooltip_Caption_PlottingRound			 Plot *X
tooltip_PlottingRound1					 Walkable
tooltip_PlottingRound2					 Shallow
tooltip_PlottingRound3					 Deep 1/5
tooltip_PlottingRound4					 Deep 2/5
tooltip_PlottingRound5					 Deep 3/5
tooltip_PlottingRound6					 Deep 4/5
tooltip_PlottingRound7					 Deep 5/5
tooltip_Caption_WaterInProgress0		 In Progress
tooltip_Caption_WaterInProgress1		 In Progress.
tooltip_Caption_WaterInProgress2		 In Progress..
tooltip_Caption_WaterInProgress3		 In Progress...
tooltip_Caption_WaterInProgress4		 In Progress....
tooltip_Caption_WaterInProgress5		 In Progress.....
tooltip_Caption_WaterInProgress6		 In Progress......
tooltip_Caption_WaterInProgress7		 In Progress.......
tooltip_Caption_WaterInProgress8		 In Progress........
tooltip_Caption_WaterPleaseWait			 = PLEASE WAIT =
tooltip_Caption_CleanUpPlotting			 Cleaning up
tooltip_Button_CreateBeachOff			 Beach ON [OFF] 
tooltip_Button_CreateBeachOn			 Beach [ON] OFF 
tooltip_Button_BeachType0				 Toggle type
tooltip_Button_BeachType				 Type *X
tooltip_Button_CreateBridgesOff			 Bridge ON [OFF] 
tooltip_Button_CreateBridgesOn			 Bridge [ON] OFF 
tooltip_Button_CreateBridgePillars0		 Pillars ON [OFF] 
tooltip_Button_CreateBridgePillars		 Pillars every *X 
tooltip_Button_CreateBridgesPath0		 Toggle Sidewalk
tooltip_Button_CreateSideWalkN			 Sidewalk [NONE] 
tooltip_Button_CreateSideWalkL			 Sidewalk [LEFT] 
tooltip_Button_CreateSideWalkR			 Sidewalk [RIGHT] 
tooltip_Button_CreateSideWalkLR			 Sidewalk [L+R] 
tooltip_Button_CreateRoadBarriersOff	 Gate ON [OFF] 
tooltip_Button_CreateRoadBarriersOn		 Gate [ON] OFF 
tooltip_Button_GateTypeRoadBarrier		 [BARRIER] GATE 
tooltip_Button_GateTypeRoadGate			 BARRIER [GATE] 
tooltip_Caption_IslandType				 = ISLAND TYPE =
tooltip_Button_IslandType				 *X
tooltip_Caption_RestartPlotting			 == UNDO ==
tooltip_Button_RestartPlotting			 Restart plotting
tooltip_Caption_CoastLine				 == COASTLINE ==
tooltip_Button_CoastLine1		 		 [ON] OFF 
tooltip_Button_CoastLine0		 		 ON [OFF] 
tooltip_Button_CoastLineDirt			 Dirt   *X
tooltip_Button_CoastLineLooseStone		 Stone  *X
tooltip_Button_CoastLineSand			 Sand   *X
tooltip_Button_CoastLineGrass			 Grass  *X
tooltip_Button_CoastLineBeach			 Beach  *X
tooltip_Button_CoastLineCustom			 Island *X
tooltip_Button_CoastLineReefOn			 Reef   [ON] OFF 
tooltip_Button_CoastLineReefOff			 Reef   ON [OFF] 
tooltip_Button_CoastLineWalkable		 Walkable *X
tooltip_Button_CoastLineShallow			 Shallow  *X
tooltip_Button_CoastLineDeep			 Deep     *X
tooltip_Button_PlotWaterWalkable		 Plot walkable
tooltip_Button_PlotWaterShallow			 Plot shallow
tooltip_Button_PlotWaterDepth			 Plot deep *X/5
tooltip_Button_MakeBeachTreesOn			 Trees [ON] OFF 
tooltip_Button_MakeBeachTreesOff		 Trees ON [OFF] 
tooltip_Button_TreeAmount0				 Toggle tree amount
tooltip_Button_TreeAmount				 Amount *X%
tooltip_Button_TreeType0				 Toggle tree type
tooltip_Button_TreeType					 *X
tooltip_Button_RemoveAllTrees			 No trees on water
tooltip_Caption_SaveReload				 SAVE & RELOAD
tooltip_Caption_ForCleanFloor			 FOR CLEAN MAP
tooltip_Button_ToggleCheatsOff			 Cheats ON [OFF] 
tooltip_Button_ToggleCheatsOn			 Cheats [ON] OFF 
tooltip_Caption_ToggleCheats1			 Use Cheats or
tooltip_Caption_ToggleCheats2			 Floor Editor
tooltip_Caption_ToggleCheats3			 to put ground
tooltip_Caption_ToggleCheats4			 on the water.

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#  End Island Plotter / Floor Editor
#
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#  Begin Branch Library
#
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room_BranchLibrary										 Branch Library
buildtoolbar_popup_room_BranchLibrary					 A branch library can be very small and only needs a LibraryBookshelf. Sorting of the books is done in the main library.


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#  End Branch Library
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#
#  Begin Colour Coded Staff Doors
#
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object_StaffDoorMin										Staff Door MinSec
buildtoolbar_popup_obj_StaffDoorMin						A blue staff door for MinSec area

object_StaffDoorMed										Staff Door MedSec
buildtoolbar_popup_obj_StaffDoorMed						An orange staff door for MedSec area

object_StaffDoorMax										Staff Door MaxSec
buildtoolbar_popup_obj_StaffDoorMax						A red staff door for MaxSec area

object_StaffDoorSupMax									Staff Door SupMax
buildtoolbar_popup_obj_StaffDoorMax						A dark red staff door for SuperMax area

object_StaffDoorDeathRow								Staff Door DeathRow
buildtoolbar_popup_obj_StaffDoorDeathRow				A black staff door for Death Row area

object_StaffDoorProt									Staff Door ProtSec
buildtoolbar_popup_obj_StaffDoorProt					A yellow staff door for Protective Custody

object_StaffDoorInsane									Staff Door Insane
buildtoolbar_popup_obj_StaffDoorInsane					A white staff door for Insane area

object_StaffDoorTough									Staff Door Tough
buildtoolbar_popup_obj_StaffDoorTough					A red staff door for SuperMax area

object_StaffDoorWood									Staff Door Wood
buildtoolbar_popup_obj_StaffDoorWood					A wooden staff door

object_StaffDoorShared									Staff Door Shared
buildtoolbar_popup_obj_StaffDoorShared					A grey staff door for Shared area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorMin									Solitary Door MinSec
buildtoolbar_popup_obj_SolitaryDoorMin					A blue solitary door for MinSec area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorMed									Solitary Door MedSec
buildtoolbar_popup_obj_SolitaryDoorMed					An orange solitary door for MedSec area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorMax									Solitary Door MaxSec
buildtoolbar_popup_obj_SolitaryDoorMax					A red solitary door for MaxSec area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorProt									Solitary Door ProtSec
buildtoolbar_popup_obj_SolitaryDoorProt					A yellow solitary door for Protective Custody\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorSuper								Solitary Door SuperMax
buildtoolbar_popup_obj_SolitaryDoorSuper				A dark red solitary door for SuperMax area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorShared								Solitary Door Shared
buildtoolbar_popup_obj_SolitaryDoorShared				A white solitary door for Shared area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_SolitaryDoorDeathRow								Solitary Door Death Row
buildtoolbar_popup_obj_SolitaryDoorDeathRow				A black solitary door for Death Row area\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.


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#
#  End Colour Coded Staff Doors
#
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#######################################################
#
#  Begin Customizable Control Booths
#
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object_ExitSign											 Exit sign
buildtoolbar_popup_obj_ExitSign							 This sign could be placed at an Evacuation Area for example.
object_Sprinkler										 Sprinkler
buildtoolbar_popup_obj_Sprinkler						 Automatically sprays the area with water in the event of a fire.\n\nSprinklers will show a WARNING SIGN until they are covered by an Evacuation Alarm with the Fire Alarm option enabled.
object_LightOff											 Light (off)
object_FloodLightOff									 FloodLight (off)
object_WorkshopSawOff									 Workshop Saw (off)
object_WorkshopPressOff									 Workshop Press (off)
object_CookerOff										 Cooker (off)
object_FridgeOff										 Fridge (off)
object_MetalDetectorOff									 Metal Detector (off)
object_CctvMonitorOff									 CCTV Monitor (off)
object_PhoneMonitorOff									 Phone Tap (off)
object_DoorControlSystemOff								 Door Control System (off)
object_EmergencyLight									 Emergency Light
tooltip_LightOff										 \nClick button to change into Emergency Light.\nEmergency Lights will stay ON\nwhile other lights are turned off.
tooltip_EmergencyLight									 \nEMERGENCY LIGHT\n\nThis light will stay on when other lights are turned off.\nRemove or replace me when I'm no longer needed.
tooltip_button_MakeEmergencyLight						 Make Emergency Light

object_UtilityBooth										 Utility Booth
buildtoolbar_popup_uts_UtilityBooth						 Utility Booth

object_ControlBooth										 Utility Booth (S)
buildtoolbar_popup_uts_ControlBooth						 Utility Booth for any utility of your choice.\n\nYou may also get some Display panels to\nmake it a custom booth for impressing\nthe warden with expensive gadgets\nwhich he will never understand.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_ControlBoothMedium								 Utility Booth (M)
buildtoolbar_popup_uts_ControlBoothMedium				 This medium Utility Booth holds up to two Pagers.\nWhen you turn the switch all pagers will be activated.\n\nDon't combine Dog with other Staff pagers.\n\nYou may also get some fancy Display panels to make it\nan even more impressive custom booth for impressing the warden even more with even more expensive gadgets,\nwhich in turn he would still never ever understand.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_ControlBoothLarge								 Utility Booth (L)
buildtoolbar_popup_uts_ControlBoothLarge				 This large Utility Booth holds up to three Pagers.\nWhen you turn the switch all pagers will be activated.\n\nDon't combine Dog with other Staff pagers.\n\nWhy not buy some more shiny Display panels\nto make it an extra large impressive custom booth,\nso the Accountant knows where all the money went?\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_UtilityPanelGuard								 Guard Pager
buildtoolbar_popup_uts_UtilityPanelGuard				 Combine it with a Pager Panel\nto call in temporary guards.

object_UtilityPanelWorkman								 Workman Pager
buildtoolbar_popup_uts_UtilityPanelWorkman				 Combine it with a Pager Panel\nto call in temporary workmen.

object_UtilityPanelDogs									 Dogs Pager
buildtoolbar_popup_uts_UtilityPanelDogs					 A special pager developed by Mr. Burns: it allows you to release the hounds with the press of a polished button!\n\nPlace the booth in the far end of your prison, to make sure the dogs have something to eat on their way to the exit.\n\nCombine this panel with a Pager Panel.

object_UtilityPanelDoctor								 Doctor Pager
buildtoolbar_popup_uts_UtilityPanelDoctor				 Combine it with a Pager Panel\nto call in temporary doctors.

object_UtilityPanelJanitor								 Janitor Pager
buildtoolbar_popup_uts_UtilityPanelJanitor				 Combine it with a Pager Panel\nto call in temporary janitors.

object_UtilityPanelCook									 Cook Pager
buildtoolbar_popup_uts_UtilityPanelCook					 Combine it with a Pager Panel\nto call in temporary cooks.

object_UtilityPanelGardener								 Gardener Pager
buildtoolbar_popup_uts_UtilityPanelGardener				 Combine it with a Pager Panel\nto call in temporary gardeners.

object_ObeyPanelL										 Obey Panel (L)
buildtoolbar_popup_uts_ObeyPanelL						 Activates the secretly implanted RFID chip your prisoners\ngot at Reception to make them more compliant. Range can be set between 3-51m. Combine this panel with the Obey Panel (R).

object_ObeyPanelR										 Obey Panel (R)
buildtoolbar_popup_uts_ObeyPanelR						 Activates the secretly implanted RFID chip your prisoners\ngot at Reception to make them more compliant. Range can be set between 3-51m. Combine this panel with the Obey Panel (L).

object_GangSortRed										 Gang Panel (Red)
buildtoolbar_popup_uts_GangSortRed						 Sorts all red gang members to the security level of your choice. Range can be set between 3-51m. Combine this panel with a Security panel.

object_GangSortGreen									 Gang Panel (Green)
buildtoolbar_popup_uts_GangSortGreen					 Sorts all green gang members to the security level of your choice. Range can be set between 3-51m. Combine this panel with a Security panel.

object_GangSortBlue										 Gang Panel (Blue)
buildtoolbar_popup_uts_GangSortBlue						 Sorts all blue gang members to the security level of your choice. Range can be set between 3-51m. Combine this panel with a Security panel.

object_GangSortMinSec									 Security Panel (MinSec)
buildtoolbar_popup_uts_GangSortMinSec					 Sorts selected gang members to the MinSec area. Combine this panel with a Gang Panel of your choice.

object_GangSortMedSec									 Security Panel (Normal)
buildtoolbar_popup_uts_GangSortMedSec					 Sorts selected gang members to the Normal area. Combine this panel with a Gang Panel of your choice.

object_GangSortMaxSec									 Security Panel (MaxSec)
buildtoolbar_popup_uts_GangSortMaxSec					 Sorts selected gang members to the MaxSec area. Combine this panel with a Gang Panel of your choice.

object_GangSortSuperSec									 Security Panel (SuperMax)
buildtoolbar_popup_uts_GangSortSuperSec					 Sorts selected gang members to the SuperMax area. Combine this panel with a Gang Panel of your choice.

object_GangSortProtSec									 Security Panel (Protected)
buildtoolbar_popup_uts_GangSortProtSec					 Sorts selected gang members to the Protected Custody area. Combine this panel with a Gang Panel of your choice.

object_GangSortDeathRow									 Security Panel (DeathRow)
buildtoolbar_popup_uts_GangSortDeathRow					 Sorts selected gang members to the Death Row area. Combine this panel with a Gang Panel of your choice.

object_UtilityPanelEvac									 Evacuation Point
buildtoolbar_popup_uts_UtilityPanelEvac					 Combine it with an Evacuate Panel to evacuate the type of people you want within 3-51m. They will move to this booth and stay. For an ignorant Warden (and other Admins) to stay, you should set the Range to at least 20m because he likes to run away.\n\nWire the Power Switch from this booth to Evacuation Alarms placed around to have it working.\nIf you choose to wire another device to trigger the Evacuation Alarm, then you should also wire from that device to the Power Switch of this booth.

object_PagerEvacuateO1									 Evacuate ALL people
buildtoolbar_popup_uts_PagerEvacuateO1					 Combine this Evac Panel with an Evacuation Point\nto evacuate ALL people to this spot, except Firemen.

object_PagerEvacuateO2									 Evacuate all Staff
buildtoolbar_popup_uts_PagerEvacuateO2					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Staff members to this spot: Sniper, Workman, Guard, RiotGuard, ArmedGuard, Doctor, Paramedic, Cook, Gardener, Janitor, DogHandler, Dog, Teacher, Soldier, Warden, Chief, Foreman, Psychologist, Accountant, Lawyer, AppealsLawyer, ParoleLawyer, ParoleOfficer, AppealsMagistrate.

object_PagerEvacuateO3									 Evacuate all Prisoners
buildtoolbar_popup_uts_PagerEvacuateO3					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Prisoners to this spot.

object_PagerEvacuateO4									 Evacuate all Guards
buildtoolbar_popup_uts_PagerEvacuateO4					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Guards to this spot: Sniper, Guard, RiotGuard, ArmedGuard, Soldier.

object_PagerEvacuateO5									 Evacuate all Emergency
buildtoolbar_popup_uts_PagerEvacuateO5					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Emergency Staff members to this spot: Paramedic, Fireman, Soldier, RiotGuard.

object_PagerEvacuateO6									 Evacuate all Administration
buildtoolbar_popup_uts_PagerEvacuateO6					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Administration staff to this spot: Warden, Chief, Foreman, Psychologist, Accountant, Lawyer, AppealsLawyer, ParoleLawyer, ParoleOfficer, AppealsMagistrate.

object_PagerEvacuateO7									 Evacuate all Visitors
buildtoolbar_popup_uts_PagerEvacuateO7					 Combine this Evac Panel with an Evacuation Point\nto evacuate all Visitors to this spot.

object_EvacuationAlarmSelective							 Evacuation / Fire Alarm
buildtoolbar_popup_uts_EvacuationAlarmSelective			 Includes an optional Fire Alarm which can monitor nearby sprinklers. Use its buttons to customize.\n\nBuild a Utility Booth, and mount an Evacuation Point with an Evacuation Panel of your choice. Then wire its Power Switch to this Evacuation Alarm to have it working.\n\nOnly selected people, depending on the Evacuation Panel, within 3-51m of this alarm will be evacuated towards the Utility Booth which triggered the alarm. People will stay there until the alarm is over.\n\nShould not be used with wired devices other than the Power Switch of an Evacuation Booth.\n\nWorks best if the REGIME is set to FREETIME while the alarm goes off.

tooltip_alarm_sounded									 Alarm Activated!

object_Pager											 Pager

object_UtilityPanel										 UtilityPanel

object_DummyPanel										 Dummy Panel

object_Pagerx10											 x10 Panel
buildtoolbar_popup_uts_Pagerx10							 Combine this Pager panel with a\nWorkman, Guard or Dog Pager\nto call in 10 temporary staff.

object_Pagerx20											 x20 Panel
buildtoolbar_popup_uts_Pagerx20							 Combine this Pager panel with a\nWorkman, Guard or Dog Pager\nto call in 20 temporary staff.

object_Pagerx50											 x50 Panel
buildtoolbar_popup_uts_Pagerx50							 Combine this Pager panel with a\nWorkman, Guard or Dog Pager\nto call in 50 temporary staff.

object_Pagerx100										 x100 Panel
buildtoolbar_popup_uts_Pagerx100						 Combine this Pager panel with a\nWorkman, Guard or Dog Pager\nto call in 100 temporary staff.

object_SnitchPanelL										 Snitch Sorter (L)
buildtoolbar_popup_uts_SnitchPanelL						 Automatically assigns a snitch, federal witness,\nformer prison guard or ex-law enforcement\nin a 5-50 meter range to Protected Custody.\n\nDoes not touch Death Row prisoners.\n\nIt's best when used in Reception or next to\nthe intake road to scan the prisoner bus.\n\nCombine this panel with Snitch Sorter (R).

object_SnitchPanelR										 Snitch Sorter (R)
buildtoolbar_popup_uts_SnitchPanelR						 This control panel should be placed\ntogether with the Snitch Sorter (L).\nCombine both panels and it will do\nmagic stuff to impress the warden\nwhen he happens to take a look.

object_ControlPanel										 Control Panel
buildtoolbar_popup_uts_ControlPanel						 You can click my button to change the image.

object_DisplayPanelLeft									 Display Panel (L)
buildtoolbar_popup_uts_DisplayPanelLeft					 A custom display panel for the Utility Booth.\nUse it together with a Display Panel (R).\nYou can click my button to change the image.

object_DisplayPanelRight								 Display Panel (R)
buildtoolbar_popup_uts_DisplayPanelRight				 A custom display panel for the Utility Booth.\nUse it together with a Display Panel (L).\nYou can click my button to change the image.

object_PowerPanelLeft									 Power Panel (L)
buildtoolbar_popup_uts_PowerPanelLeft					 Combine this panel with Power Panel (R) to control\nLights, Fridges, Cookers, Workshop Saw/Press, Metal\nDetectors, CCTV Monitors, Door Control Systems\nand Phone Taps within 3-51m.\n\nShould be used in a Utility Booth with NO ELECTRICAL CABLE attached!

object_PowerPanelRight									 Power Panel (R)
buildtoolbar_popup_uts_PowerPanelRight					 Combine this panel with Power Panel (L) to control\nLights, Fridges, Cookers, Workshop Saw/Press, Metal\nDetectors, CCTV Monitors, Door Control Systems\nand Phone Taps within 3-51m.\n\nShould be used in a Utility Booth with NO ELECTRICAL CABLE attached!

object_PowerAreaCovered									 Covered Power Area
object_SnitchAreaCovered								 Covered Snitch Area
object_ObeyAreaCovered									 Covered Obey Area
object_EvacAreaCovered									 Covered Evac Area
object_Gang0AAreaCovered								 Covered Gang Sorter 1 Area (Red)
object_Gang1AAreaCovered								 Covered Gang Sorter 1 Area (Green)
object_Gang2AAreaCovered								 Covered Gang Sorter 1 Area (Blue)
object_Gang0BAreaCovered								 Covered Gang Sorter 2 Area (Red)
object_Gang1BAreaCovered								 Covered Gang Sorter 2 Area (Green)
object_Gang2BAreaCovered								 Covered Gang Sorter 2 Area (Blue)
object_Gang0CAreaCovered								 Covered Gang Sorter 3 Area (Red)
object_Gang1CAreaCovered								 Covered Gang Sorter 3 Area (Green)
object_Gang2CAreaCovered								 Covered Gang Sorter 3 Area (Blue)
tooltip_coveredarea										 Used by Utility Booth nr. *X\n\nPress the Range button on the booth\nto show or hide the covered area.
tooltip_coveredalarm									 Used by Evacuation Alarm nr. *X\n\nPress the Range button on the alarm\nto show or hide the covered area.

research_pis											 Prisoner Information Systems
researchtooltip_pis										 File the necessary paperwork to utilize national Prisoner Information Systems to perform background checks on prisoners. This will enable the Obey, Gang Sorter and Snitch Sorter utility panels.

job_custom_CallStaff									 Paging temporary staff
job_custom_DeleteStaff									 Sacking temporary staff
job_custom_ReleaseDogs									 Releasing the hounds!

object_EvacBench										 Evacuation Bench
buildtoolbar_popup_obj_EvacBench						 To be used in an Evacuation Area where evacuated prisoners can sit.\n\nSETTLES PRISONER NEEDS:\n -> Evacuation: -1.0\n -> Safety: -1.0

object_EvacChair										 Evacuation Chair
buildtoolbar_popup_obj_EvacChair						 To be used in an Evacuation Area where evacuated prisoners can sit.\n\nSETTLES PRISONER NEEDS:\n -> Evacuation: -1.0\n -> Safety: -1.0

room_EvacuationArea										 Evacuation Area
buildtoolbar_popup_room_EvacuationArea					 This area is where evacuated people will gather. It requires a Utility Booth with Evacuation panels and an Evacuation Alarm mounted elsewhere in the prison.

need_name_Evacuation									 Evacuation

needs_help_Evacuation									 WARNING: Activating the Evacuation Alarms while prisoners can't evacuate due to the Regime will result in a panic riot with possible deaths! Evacuating prisoners works best when the REGIME is set to FREETIME. However you can evacuate staff members at any time you need.

quickbuild_EvacuationArea								 Evacuation Area (11x11m)


tooltip_EvacuationAlarmSelective						 S/N: *S\nThis Alarm needs a Utility Booth with Evacuation panels.\n\nWire the Power Switch from that Utility Booth to this Alarm.\nThen set the Range for this Alarm, and turn on the Power Switch to start evacuating people to the area of the booth.\n\nThe Utility Booth has a TEST button:\n - Set to YES for only testing the connected alarm(s)\n - Set to NO for normal evacuation mode.\n\nClick on the Alarm for more options.\n\nConfigure optional Fire Alarm in three steps:\n  1) set the desired Range\n  2) let it scan for nearby Sprinklers\n  3) turn on/off the Power Switch for a short test run\n	 (so the fire alarm learns its booth)\n\nA Fire Alarm will evacuate people at all times,\neven when the Power Switch at the Booth is turned off.
tooltip_AlarmLight										 Used by Alarm nr. *X
tooltip_usedbybooth										 S/N: *S\nUsed by Utility Booth nr. *Y\n\nClick me for more options.
tooltip_button_deletealarm								 Delete Alarm
tooltip_button_changerangeplus							 Range (+)
tooltip_button_ShowHideRange							 Show/Hide: *Xm²
tooltip_button_changerangeminus							 Range (-)
tooltip_button_alsofirealarm							 Also Fire Alarm? *X
tooltip_button_scansprinklers							 Scan Sprinklers (*X known)
tooltip_button_evactestrun								 Alarm Test: *X
tooltip_alarmtestrun									 S/N: *S\nUsed by Utility Booth nr. *W\n\n\nEVACUATION TEST RUN\nThis is only a test mode to ensure proper wiring.\nNo people have been evacuated during this test.\nSet Alarm Test to NO on the booth to actually evacuate.
tooltip_evacalarmoptions								 = EVAC ALARM =
tooltip_evacuated										 S/N: *S\nUsed by Utility Booth nr. *W\n\n\nEVACUATED:\n   *X Prisoners, *Y Staff/Visitors
tooltip_fireevacuated									 S/N: *S\nUsed by Utility Booth nr. *W\n\nFIRE DETECTED!\n\nEVACUATED:\n   *X Prisoners, *Y Staff/Visitors

tooltip_tempstaff										 Temporary Staff member.

tooltip_button_changedisplayL							 Left Side : *X
tooltip_button_changedisplayR							 Right Side: *X
tooltip_button_changecontrol1							 ControlPanel A: *X
tooltip_button_changecontrol2							 ControlPanel B: *X
tooltip_button_changecontrol3							 ControlPanel C: *X

tooltip_hungrydog										 Furious and hungry dog

tooltip_initbooth										 S/N: *X\n\n		  INIT:\n	system starting up\n	  please wait...\n\n
tooltip_resetting										 \n			RESET:\n	initializing booth\n	  please wait...\n\n
tooltip_button_resetbooth								 Reset Booth
tooltip_button_deletebooth								 Delete Booth
tooltip_button_deletepanel								 Delete Panel
tooltip_boothconfig										 CONFIGURATION:

tooltip_separatorline									 =================
tooltip_display1options									 =  DISPLAY 1  =
tooltip_display2options									 =  DISPLAY 2  =
tooltip_display3options									 =  DISPLAY 3  =

tooltip_caption_addicted								 =  DRUGS/ALC  =
tooltip_caption_legendary								 =  LEGENDARY  =
tooltip_caption_lieutenant								 =  LIEUTENANT =
tooltip_caption_redgang									 =  RED  GANG  =
tooltip_caption_greengang								 =  GREEN GANG =
tooltip_caption_bluegang								 =  BLUE GANG  =
tooltip_caption_mothers									 =   MOTHERS   =
tooltip_caption_insane									 =    INSANE   =
tooltip_caption_force									 = FORCED SORT =
tooltip_button_ToSector									 *X

tooltip_caption_tosuper									 = TO SUPERMAX =
tooltip_caption_tominsec								 =  TO MINSEC  =
tooltip_caption_toprotect								 =  TO PROTECT  =
tooltip_poweroptions									 =POWER CONTROL=
tooltip_snitchoptions									 =SNITCH SORTER=
tooltip_obeyoptions										 = OBEY MACHINE =
tooltip_gangoptions0									 = GANG SORT 1 =
tooltip_gangoptions1									 = GANG SORT 2 =
tooltip_gangoptions2									 = GANG SORT 3 =
tooltip_evacoptions										 = EVACUATION =

tooltip_button_undo										 UNDO: *X prisoners
tooltip_button_powerlights								 Lights: *X
tooltip_button_powersaw									 Saw   : *X
tooltip_button_powerpress								 Press : *X
tooltip_button_powerfridge								 Fridge: *X
tooltip_button_powercooker								 Cooker: *X
tooltip_button_PowerMetal								 Metal Detector: *X
tooltip_button_PowerCCTV								 CCTV: *X
tooltip_button_PowerPhoneMonitor						 Phone Tap: *X
tooltip_button_PowerDoorControl							 Door Control: *X
tooltip_button_updateobjects							 Update Power
tooltip_button_min										 Minimum : *X
tooltip_button_med										 Medium	 : *X
tooltip_button_max										 Maximum: *X
tooltip_button_sup										 SuperMax: *X
tooltip_button_prot										 Protected: *X
tooltip_button_ins										 Insane: *X
tooltip_button_death									 DeathRow: *X
tooltip_button_legendary								 Legendary: *X
tooltip_button_lieutenant								 Lieutenant: *X
tooltip_button_addicted									 Drugs/Alc: *X
tooltip_button_mothers									 Mothers: *X

tooltip_button_nextsweep								 Interval: *X

tooltip_gangtosection									 Gang -> Section
tooltip_sectiontogang									 Section -> Gang

tooltip_on												 ON
tooltip_off												 OFF

tooltip_yes												 YES
tooltip_no												 NO

tooltip_offline											 OFF-LINE
tooltip_online											 ON-LINE


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#  End Customizable Control Booths
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#  Begin Prisoner Sorter
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object_PrisonerSorter									 Prisoner Sorter
buildtoolbar_popup_uts_PrisonerSorter					 Automatically assigns prisoners within 5-51m to selected security levels.\n\nUSAGE\n\n - Place in the centre of the Reception.\n - Set the desired range to cover.\n - Configure sorting options.\n - Connect the DoorTimer -> Sorter.\n - Specify active hours when busses arrive.\n\nBesides Snitches from selected levels, you can sort Legendary, Lieutenants, Gang members, Drugs/Alcohol addicted, Mothers and Insane prisoners to the security levels of your choice.\n\nPrisoners are sorted ONCE, then get a property set so they are excluded from following sweeps. You can use the 'Forced Sort' button to make the next sweep a forced sorting on all prisoners in range, whether they were excluded or not.\n\nYou will hear a sound when a prisoner has been sorted.\n\n\nINSANE SORTING\n\n - When set to 'No changes': no prisoners are touched.\n\n - When set to 'Remove All' it will remove ALL prisoners who are insane or require Padded Cells/Solitary, and when set to 'All to PC' it will also spawn a PC prisoner.\n\n - When set to 'All to Insane': prisoners who need Padded Cells/Solitary but are NOT on security level 'Insane' will be set to the Insane sector of your prison. Requires Psych Ward to build such a sector.\n\n - When set to another level than 'Insane': prisoners who need Padded Cells/Solitary but are NOT on security level 'Insane' will be deleted and replaced by a prisoner of the selected level. The new prisoner will be handcuffed and marked as new intake.\n\nPrisoners who arrive with security level Insane will not be touched by the last two sorting options. It only applies to prisoners who are insane (determined by if they need a Padded Cell/Solitary, not by their Traits) but have another seclevel.
object_SortAreaCovered									 Covered Area


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#  End Prisoner Sorter
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#  Begin Explosive SmartPhone
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object_SheetAluminium									 Sheet Aluminium
object_PressedAluminium									 Pressed Aluminium

object_PhonePress										 "Smart" Phone Press
buildtoolbar_popup_obj_PhonePress						 A smart press which makes phone shaped plates. Use it in the "Smart" Phone Factory.

object_PhoneTable										 "Smart" Phone Table
buildtoolbar_popup_obj_PhoneTable						 Used in a "Smart" Phone Factory to assemble "Smart" Phones.

object_AluminiumStorageRack				 				 Aluminium Storage Rack
buildtoolbar_popup_obj_AluminiumStorageRack				 Storage Rack for SheetAluminium. Will buffer the Aluminium supply for your "Smart" Phone Press. Auto orders extra SheetAluminium when the supply to your press is low. Must be placed in a "Smart" Phone Factory.

object_SmallTablePhoneWorkshop							 Small Table (Phones)
buildtoolbar_popup_obj_SmallTablePhoneWorkshop			 A small table for your "Smart" Phone Factory\nNeeded to store "Smart" Phones.

object_AssembledSmartPhone								 "Smart" Phone (export)
object_FaultySmartPhone									 "Smart" Phone (faulty)
object_SmartPhone										 "Smart" Phone
object_SeizedSmartPhone									 "Smart" Phone (seized)
object_ExplodedSmartPhone								 "Smart" Phone (exploded)
object_RiggedSmartPhone									 "Smart" Phone (rigged)
buildtoolbar_popup_obj_RiggedSmartPhone					 Give your prisoners some distraction with this luxury "Smart" Phone.\nDon't worry, it won't last too long...

object_BatteryExplosion									 Battery Explosion
object_BatteryEnergyBurst								 Battery Burst

reformprogram_PhoneAssembly								 "Smart" Phone Assembly
reformprogram_PhoneAssembly_text						 Prisoners will be able to work in the "Smart" Phone Factory where they make shiny "Smart" Phones from blank licence plates. What a smart profitable business...

room_PhoneWorkshop										 "Smart" Phone Factory
buildtoolbar_popup_room_PhoneWorkshop					 Prisoners can assemble "Smart" Phones in this workshop. The only thing "Smart" about it is probably turning blank licence plates into highly desired gadgets with an expensive 'shiny metallic' design.\n\nBe aware though that sometimes a faulty phone will be produced, which may lead to injury...

object_SmartPhoneGenius									 "Smart" Phone Genius
buildtoolbar_popup_staff_SmartPhoneGenius				 This guy is a genius and knows all about "Smart" Phones. He will teach your inmates how to produce an overpriced phone from licence plates.

object_SmartPhoneDetector								 "Smart" Phone Detector
buildtoolbar_popup_obj_SmartPhoneDetector				 Place a wall-mounted "Smart" Phone Detector in the centre of cell blocks to automatically seize "Smart" Phones within a square range of 25 tiles. My button will show you the covered area.

object_RiggedPhoneSpawner								 Rigged "Smart" Phone Spawner
buildtoolbar_popup_obj_RiggedPhoneSpawner				 Place this Rigged "Smart" Phone Spawner in the centre of cell blocks to automatically spawn Rigged "Smart" Phones on each bed or bunkbed within a square range of 25 tiles. And then hire some more janitors to clean up the mess.\n\nBe sure to have your fire brigade standby in case things go terribly wrong...

object_SmartPhoneAreaCovered							 "Smart" Phone detector area covered

job_custom_JustAWorkhopDummyJob							 Just a dummy job to tell the genius he should work here
tooltip_totalSeized										 Seized "Smart" Phones during last sweep: *A\n  Total Seized "Smart" Phones: *B\n  "Smart" Phones get *C\n\n"Smart" Phones are detected\nevery 10 to 20 minutes within\na square range of 25 tiles.
tooltip_init_DeadBattery								 This Rigged "Smart" Phone will go off soon...
tooltip_DeadBattery										 This "Smart" Phone is worth 800 bucks,\nhas a broken battery, and is about to explode...\n\nBattery explodes in: *Y
tooltip_DeadBatteryWithLetter							 This "Smart" Phone is worth 800 bucks,\nhas a broken battery, and is about to explode...\n\n\nIntercepted letter from the sender:\n\n*X\n\nBattery explodes in: *Y
tooltip_Smartfone										 This "Smart" Phone is worth 800 bucks,\nwhy not seize it to gain some profit?\n\nBattery is empty in: *Y
tooltip_SmartfoneWithLetter								 This "Smart" Phone is worth 800 bucks,\nwhy not seize it to gain some profit?\n\n\nIntercepted letter from the sender:\n\n*X\n\nBattery is empty in: *Y
tooltip_SeizedSmartPhone								 This "Smart" Phone has been seized.\nThe battery has been taken out,\nand soon it will go to Exports.
tooltip_SeizedSmartPhonewithLetter						 This "Smart" Phone has been seized.\nThe battery has been taken out,\nand soon it will go to Exports.\n\n\nIntercepted letter from the sender:\n\n*X
tooltip_button_SeizePhone								 Seize phone
action_PlayWithSmartPhone								 Playing with a "Smart" Phone
research_SmartPhones									 "Smart" Phones
researchtooltip_SmartPhones								 How thoughtful of you to enlist for a container shipment of "Smart" Phones for a very low price.\n\nCalled back by the manufacturer? Who cares?\n\nYour prisoners are happy to use them anyway!\nAt least for as long as those shiny gadgets will last.\n\nBesides, you have a lawyer for a reason...\n...and it was HIS idea to try this out. Just to stop you from begging for a solution to be able to bury certain prisoners in a 'legal' way. He will talk his way out of it.\n\nNote: smart phones are smuggled into the prison regardless of the research status. Researching the "Smart" Phones only results in you being able to buy and produce them.

tooltip_caption_export									 Toggle Export/Delete:
tooltip_button_toggleexportdelete						 Toggle Export/Delete
tooltip_button_deletePhone								 Delete Phones
tooltip_button_exportPhone								 Export Phones
tooltip_button_seizenow									 Seize NOW
objective_Grant_PhoneFactory							 "Smart" Phone Factory 
objective_Grant_PhoneFactory_description				 Build a "Smart" Phone Factory for your prisoners
objective_Grant_PhoneFactory_Research					 First you must research "Smart" Phones
objective_Grant_PhoneFactory_PhoneFactoryRoom			 Build a "Smart" Phone Factory
objective_Grant_PhoneFactory_PhoneTableNumber			 Build 2 "Smart" Phone tables in the "Smart" Phone Factory

objective_Grant_PhoneFactory_Production							 "Smart" Phones Production
objective_Grant_PhoneFactory_Production_description				 Produce "Smart" Phone in your "Smart" Phone Factory
objective_Grant_PhoneFactory_Production_Research				 First you must complete the "Smart"Phone Factory grant
objective_Grant_PhoneFactory_Production_ProgramPassed			 Have 2 prisoners pass the "Smart" Phone Assembly Program
objective_Grant_PhoneFactory_Production_PhoneFactoryAssigned	 Assign 2 prisoners to work at the "Smart" Phone Factory
objective_Grant_PhoneFactory_Production_PhonesProduction		 Produce 100 "Smart" Phones

tooltip_lettercontents1									 Heads up.\nYour niece needs to talk to you, so she got you this phone. Be sure to call her as soon as possible!
tooltip_lettercontents2									 Dear Sir / Madam,\nThanks for ordering our latest smart phone, which now has become even smarter!\n\nPlease read the 673 pages online user manual before charging this device.\n\nNot doing so might be harmful.
tooltip_lettercontents3									 Hi sweety,\nLook what I got for you!\nNow we can finally chat and text until eternity, miss you so!\n\nCall me soon xxx
tooltip_lettercontents4									 Congratulations!\nYou have won the Prisoner of the Month award.\n\nHereby you receive your shiny new smart phone, we hope you'll enjoy using our latest technology.
tooltip_lettercontents5									 The Gimp is worried. He thinks you might talk.\nHe sent you this phone so you can contact him.\nPlease do.
tooltip_lettercontents6									 Dear customer,\nThank you for subscribing to our magazine "Off-line Motorgang Webcamgirls Galore".\n\nWe hope you will enjoy the juicy chicks riding bikes (or something else in your wildest fantasy)!\n\nTo activate your welcome gift, please call 999-666 and press 69#.\n\nSince you ordered a lifetime subscription, we also included a bonus gift: double-sided sticky tape!
tooltip_lettercontents7									 Dear customer,\nHi and welcome to the Club of Lonely Life-timers.\n\nFrom now on you will be less lonely! Why not start chatting immediately with one of our lonely life-timers? Call 999-666 to not be lonely any more.\n\nStop loneliness now!
tooltip_lettercontents8									 Dear customer,\nWe are sorry to hear your smart phone broke while trying to dig a hole with it through a concrete floor.\n\nYour incident was covered in the lifetime warranty, so you receive our newest model.\n\nWe hope you will enjoy digging holes through concrete.\n\nFeel free to fill in the questionnaire at our website to tell us more about your experiences.
tooltip_lettercontents9									 Honey, congratulations!\n\nWe've got a little girl!! I put some pictures in the photo album on this phone. Too bad you couldn't be here. I'll see you in six months! I named her Missy. After your mother!\n\nHugs and kisses
tooltip_lettercontents10								 Hi Daddy, when are you coming home? Tomorrow is my birthday.\n\nMiss you, call me.
tooltip_lettercontents11								 Hi dad, mom told us you're not dead but in prison. We've reached the age of 18 now, so she thought we now might be ready for the truth. We sent you this phone so we can hear your side of the story. Call us, we're in contacts.\n\nTodd and Nancy
tooltip_lettercontents12								 Dear customer,\nWe are sorry to hear your ear fell off. Since you've got one more left, we hope this new phone won't explode.\n\nRegards, your phone company.
tooltip_lettercontents13								 Happy birthday!\nI hope my present came through.\n\nIf it did, will you give me a call? Oops, now I spoiled what's inside the present... :)\n\nxxx
tooltip_lettercontents14								 Dear customer,\nThank you for subscribing to the "Best Test Tech Magazine".\n\nHereby you receive our latest smart phone test model, together with the first issue of our brand new magazine.


tooltip_lettercontents15								 You rotting piece of road-kill fart ass, what the fuck where you thinking giving my son that new smart phone? Ain't got enough of Russian Roulette?\n\nHave one yourself as well and see if it explodes in your sorry bitch ass face motherfucker.\n\nHope you rot in hell afterwards.
tooltip_lettercontents16								 Hey, how are you doing?\nOutside it ain't become any better after all those years. Perhaps you can use this phone with your shower to end your misery, it's all in the news and they say it can explode.\n\nFarewell mate.
tooltip_lettercontents17								 Hey what's up?\nI haven't heard from you in a long time. I still had this phone laying around, It belonged to Big Mike, you know the guy that got whacked last week. He won't need it any more, so why not give me a call?
tooltip_lettercontents18								 Hi mate,\nWant to know who killed your brother? You remember that taxi driver who was always drunk? He is now serving some time... Yes, it was him, he drove your brother off the road and made a run.\n\nFind him in the MedSec cell block 11B between 21:17 and 21:23 tonight. There will be no guards on your route.\n\nThis phone will make sure he'll only be leaving that wing in a body bag.
tooltip_lettercontents19								 Look who's the tough guy now.\nHope you enjoy your stay. Are the rats any good to eat? You better die from eating those, because if you ever come out I will throw you handcuffed between the hungry pigs and let the rats finish what's leftover. Between the pigs is where you belooong, you filthy motherfucker!\n\nMeanwhile use this smart phone to look up some recipes on the internet how to make a nice rat soup.
tooltip_lettercontents20								 The Gimp is not happy.\nThe only thing he does since you are in jail is gimping around in his dark cave. He really misses your tight ... while you are hanging upside down and chained.\n\nCall him. Call him now to make the Gimp stop gimping!\n\nPlease, for the Gimps' sake!
tooltip_lettercontents21								 Please do not dial 555-0808808808
tooltip_lettercontents22								 Tring.... triinnngg.... tring.... triinnngg.....
tooltip_lettercontents23								 STEALING THE CAR, I WOULDN'T HAVE BEEN SURPRISED IF THEY'D EXPELLED YOU, YOU WAIT TILL I GET HOLD OF YOU, I DON'T SUPPOSE YOU STOPPED TO THINK WHAT YOUR FATHER AND I WENT THROUGH WHEN WE SAW IT WAS GONE!! LETTER FROM DUMBLEDORE LAST NIGHT, I THOUGHT YOUR FATHER WOULD DIE OF SHAME, WE DIDN'T BRING YOU UP TO BEHAVE LIKE THIS, YOU AND HARRY COULD BOTH HAVE DIED!! ABSOLUTELY DISGUSTED!! YOUR FATHER'S FACING AN INQUIRY AT WORK, IT'S ENTIRELY YOUR FAULT AND IF YOU PUT ANOTHER TOE OUT OF LINE WE'LL BRING YOU STRAIGHT BACK HOME.
tooltip_lettercontents24								 If they're not gonna execute you, I will!\n\nI wait for you...
tooltip_lettercontents25								 VENDETTA!!!
tooltip_lettercontents26								 I sign my name on the book at your funeral.\n\nThe Zig's on my hip with an extra clip.\n\nCause I'd rather be tried by 12 than carried by 6.
tooltip_lettercontents27								 The equipment you asked for is ready. To activate the bomb, dial *3925901#.\n\nAllah el akbar!
tooltip_lettercontents28								 I know what you did last summer...
tooltip_lettercontents29								 Hi asshole,\nThanks for killing me. Here is a phone so I can stalk you from the dead!
tooltip_lettercontents30								 Dear CEO,\nWe like to thank you. Thank you for bringing our company to the ground.\nJust because you preferred model F(raud) for the extremely low battery costs over model G(enius) which should have been our flagship smartphone, we sent you model F as a thank you.\nWe sincerely hope model F will do as much damage to you as it did to our effing customer base.

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#  End Explosive SmartPhone
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#  Begin High Efficiency Condensing Boiler
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object_waterboiler										 Hot water boiler
buildtoolbar_popup_uts_waterboiler						 Instead of heating up the place a lot like the conventional boiler, this High-efficiency condensing boiler has an Energy Star Certification and makes its surroundings a comfortable 20C.

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#  End High Efficiency Condensing Boiler
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#  Begin Cemetery
#
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object_PhotoOfDeadPrisoner								 R.I.P. Prisoner
object_PhotoOfDeadWorkman								 R.I.P. Workman
object_PhotoOfDeadGuard									 R.I.P. Guard
object_PhotoOfDeadArmedGuard							 R.I.P. Armed Guard
object_PhotoOfDeadDoctor								 R.I.P. Doctor
object_PhotoOfDeadOrderly								 R.I.P. Orderly
object_PhotoOfDeadCook									 R.I.P. Cook
object_PhotoOfDeadGardener								 R.I.P. Gardener
object_PhotoOfDeadJanitor								 R.I.P. Janitor
object_PhotoOfDeadDogHandler							 R.I.P. Dog Handler
object_PhotoOfDeadDog									 R.I.P. Dog
object_PhotoOfDeadSniper								 R.I.P. Sniper
object_PhotoOfDeadWarden								 R.I.P. Warden
object_PhotoOfDeadChief									 R.I.P. Chief
object_PhotoOfDeadForeman								 R.I.P. Foreman
object_PhotoOfDeadPsychologist							 R.I.P. Psychologist
object_PhotoOfDeadPsychiatrist							 R.I.P. Psychiatrist
object_PhotoOfDeadAccountant							 R.I.P. Accountant
object_PhotoOfDeadLawyer								 R.I.P. Lawyer
object_PhotoOfDeadSystemAdministrator					 R.I.P. System Administrator
object_PhotoOfDeadComputerNerd							 R.I.P. Computer Nerd
object_PhotoOfDeadSimulationOfficeManager				 R.I.P. Office Simulation Manager
object_PhotoOfDeadYogaMaster							 R.I.P. Yoga Master
object_PhotoOfDeadGraveDigger							 R.I.P. Grave Digger
object_PhotoOfDeadPrisonFiremanA0						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanA1						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanA2						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanA3						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanB0						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanB1						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanB2						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanB3						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanC0						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanC1						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanC2						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanC3						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanD0						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanD1						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanD2						 R.I.P. Fireman
object_PhotoOfDeadPrisonFiremanD3						 R.I.P. Fireman
object_PhotoOfDeadLotteryOfficial						 R.I.P. Lottery Official
object_PhotoOfDeadForestryWorker						 R.I.P. Forestry Worker
object_PhotoOfDeadBarberChief							 R.I.P. Barber Chief
object_PhotoOfDeadBarber								 R.I.P. Barber
object_PhotoOfDeadCarMechanic2							 R.I.P. Car Mechanic
object_PhotoOfDeadCraneOperator2						 R.I.P. Crane Operator
object_PhotoOfDeadBasketballTrainerFullCourt			 R.I.P. Basketball Trainer
object_PhotoOfDeadBasketballTrainerHalfCourt			 R.I.P. Basketball Trainer
object_PhotoOfDeadBasketballTrainerYard					 R.I.P. Basketball Trainer
object_PhotoOfDeadSmartPhoneGenius						 R.I.P. "Smart" Phone Genius
object_PhotoOfDeadGardenWorker							 R.I.P. Garden Worker
object_PhotoOfDeadGreenhouseWorker						 R.I.P. Greenhouse Worker
object_PhotoOfDeadPlantationWorker						 R.I.P. Plantation Worker
object_PhotoOfDeadTailor								 R.I.P. Tailor
object_PhotoOfDeadTeslaMaticExpert						 R.I.P. TeslaMatic Expert
object_PhotoOfDeadShadyTeslaDude						 R.I.P. Shady Tesla Dude
object_PhotoOfDeadParoleOfficer							 R.I.P. Parole Officer
object_PhotoOfDeadParoleLawyer							 R.I.P. Parole Lawyer
object_PhotoOfDeadAppealsLawyer							 R.I.P. Appeals Lawyer
object_PhotoOfDeadAppealsMagistrate						 R.I.P. Appeals Magistrate
object_PhotoOfDeadParoleOfficerClone					 R.I.P. Parole Officer
object_PhotoOfDeadParoleLawyerClone						 R.I.P. Parole Lawyer
object_PhotoOfDeadAppealsLawyerClone					 R.I.P. Appeals Lawyer
object_PhotoOfDeadAppealsMagistrateClone				 R.I.P. Appeals Magistrate
object_PhotoOfDeadTeacher								 R.I.P. Teacher
object_PhotoOfDeadSpiritualLeader						 R.I.P. Spiritual Leader
object_PhotoOfDeadTeacherClone							 R.I.P. Teacher
object_PhotoOfDeadSpiritualLeaderClone					 R.I.P. Spiritual Leader
object_PhotoOfDeadFireman								 R.I.P. Fireman
object_PhotoOfDeadRiotGuard								 R.I.P. RiotGuard
object_PhotoOfDeadParamedic								 R.I.P. Paramedic
object_PhotoOfDeadSoldier								 R.I.P. Soldier
object_PhotoOfDeadVisitor								 R.I.P. Visitor
object_PhotoOfDeadExecutionWitness						 R.I.P. Execution Witness
object_PhotoOfDeadMetroGuard							 R.I.P. Metro Guard
object_PhotoOfDeadTruckDriver							 R.I.P. Truck Driver
object_PhotoOfDeadTowTruck2Driver						 R.I.P. TowTruck Driver
object_PhotoOfDeadTowTruck2DriverMilitary				 R.I.P. TowTruck Driver
object_PhotoOfDeadLimo2Driver0							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver1							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver2							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver3							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver4							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver5							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver6							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver7							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver8							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver9							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver10							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver11							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver12							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver13							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver14							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2Driver15							 R.I.P. Limo Driver
object_PhotoOfDeadLimo2DriverLeaving					 R.I.P. Limo Driver
object_PhotoOfDeadSomeFriendParlour1					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendParlour2					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendParlour3					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendParlour4					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendParlour5					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendCemetery					 R.I.P. Visitor
object_PhotoOfDeadSomeFriendFuneral						 R.I.P. Visitor
object_PhotoOfDeadSomeFriendLeaving						 R.I.P. Visitor
object_PhotoOfDeadSpiritualLeaderParlour				 R.I.P. Spiritual Leader
object_PhotoOfDeadChinookPilot							 R.I.P. Chinook Pilot
object_PhotoOfDeadChinookGuard							 R.I.P. Chinook Guard
object_PhotoOfDeadUnknown								 R.I.P. John Doe

object_Ghost											 Ghost

object_HearseRemover									 Hearse Remover
object_HearseRemoverSpawner								 Hearse Remover
buildtoolbar_popup_obj_HearseRemoverSpawner				 Place this little object somewhere on the map so a Hearse will never come. Can be sold after the Morgue grant completed if you still want Hearses to arrive. A default Hearse checks for a TrafficTerminal / HearseRemover and will never spawn if found, thus making a Hearse Remover obsolete when using cargo stations anyway.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

causeofdeath_snitchculled								 Killed for being a Snitch
causeofdeath_execution									 Executed by Electric Chair
causeofdeath_unknown									 Killed by divine intervention

object_Crematorium										 Crematorium
buildtoolbar_popup_obj_Crematorium						 A place where people get cremated
tooltip_CrematoriumIdle									 \nStored Coffins: *A/30\nCremation starts at: *B\n\nIf no hour to cremate is specified then cremation will start automatically at the next whole hour when there are 30 coffins or more stored at the Crematorium
tooltip_CrematoriumInit									 \nStored Coffins: *A/30\nCremation pending...\n\nA Gravedigger will activate the Crematorium
tooltip_CrematoriumActive								 \nCremation finished in about: *A minutes
tooltip_button_CremationHourPlus						 Hour (+)
tooltip_button_CremationHourMinus						 Hour (-)
tooltip_button_CremationHour							 Cremate: *X


object_SmallTableMorgue									 Morgue Table
buildtoolbar_popup_obj_SmallTableMorgue					 Use this small table in a Morgue to store Empty Coffins. Dead entities will be brought here before they go to the Funeral Parlour.
object_SmallTableFP										 Parlour Table
buildtoolbar_popup_obj_SmallTableFP						 Use this small table in a Funeral Parlour to store occupied Coffins. Dead entities will be brought here before they get buried.
object_GraveStone										 Grave Stone (eye-candy)
object_GraveStoneSpawner								 Grave Stone (eye-candy)
buildtoolbar_popup_obj_GraveStoneSpawner				 Give your Death Row prisoners a nice view from their window so they can see where their future is buried.\n\nThis GraveStone is eye candy, use the other one to bury dead people.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_GraveStone2										 Grave Stone
object_GraveStoneStaff2									 Grave Stone
object_GraveUnderConstruction1							 Empty Grave
object_GraveStaffUnderConstruction1						 Empty Staff Grave
tooltip_EmptyGrave1										 This grave is empty and waiting for a coffin...
tooltip_EmptyGrave2										 This grave is being prepared...
tooltip_EmptyStaffGrave1								 This staff grave is empty and waiting for a coffin...
tooltip_EmptyStaffGrave2								 This staff grave is being prepared...
buildtoolbar_popup_obj_GraveUnderConstruction1			 Place empty graves at the Cemetery, they will be waiting for full Coffins coming from the Morgue...
buildtoolbar_popup_obj_GraveStaffUnderConstruction1		 Place empty Staff graves at the Cemetery, they will be waiting for full Coffins coming from the Morgue...
object_GraveUnderConstruction2							 Big Hole
object_GraveStaffUnderConstruction2						 Big Hole
object_GraveLoaded										 Grave
object_GraveStaffLoaded									 Grave
object_GravePhoto										 Grave Photo
object_GraveLid											 Grave Lid
object_FuneralWreath									 Funeral Wreath
object_FuneralWreathRubbish								 Funeral Wreath
object_GraveFlowers										 Flowers
room_FuneralParlour										 Funeral Parlour
buildtoolbar_popup_room_FuneralParlour					 Dead prisoners will be brought to this room once they are loaded in a coffin.\n\n- If you place a Parlour Table then the prisoner gets no ceremony, and the coffin is closed in this room.\n\n- If you place a Parlour Altar then you get a whole funeral ceremony when a coffin gets brought to this room. Of course this will take much longer.\n\n - The Altar will always be used first, and it starts a ceremony. If no Altars were placed (or free), the empty tables will be filled up to quickly bury the rest of the bodies. Meanwhile your GraveDiggers roam here to warm up when they have nothing to do.
room_Cemetery											 Cemetery
buildtoolbar_popup_room_cemetery						 A plot of land where people can find a last place to rest. Uses Grave (scripted, people can be buried) or GraveStones (eyecandy).
room_CoffinWorkshop										 Coffin Workshop
buildtoolbar_popup_room_CoffinWorkshop					 A workshop where prisoners assemble coffins. Finished coffins are stored on a Morgue Table at the Morgue. All tables loaded? Then the coffins go to Exports.
object_CoffinTable										 Coffin Table
buildtoolbar_popup_obj_CoffinTable						 A workshop table on which coffins are made. Required at the Coffin Workshop. Six pieces of Wood make one Coffin.
object_SomeFriendCemetery								 Cemetery Visitor
object_SomeFriendLeaving								 Leaving Visitor
object_SomeFriendParlour1								 Parlour Visitor
object_SomeFriendParlour2								 Parlour Visitor
object_SomeFriendParlour3								 Parlour Visitor
object_SomeFriendParlour4								 Parlour Visitor
object_SomeFriendParlour5								 Parlour Visitor
object_SomeFriendFuneral								 Funeral Visitor
object_SpiritualLeaderParlour							 Spiritual Leader
tooltip_friend_leaving									 Leaving the map
tooltip_visiting_funeral								 Attend funeral at the Funeral Parlour
tooltip_visiting_grave									 Visit grave at the Cemetery
material_GraveHole										 Grave Hole
material_CemeteryStone									 Cemetery Stone
material_CemeteryPavingStone							 Cemetery Paving Stone
object_GraveDigger										 Gravedigger
buildtoolbar_popup_staff_GraveDigger					 Gives the Grave Digging course at the Cemetery.
object_GraveCoffinParlour								 Coffin (Parlour)
object_GraveCoffinParlourStaff							 Coffin (Parlour)
object_GraveCoffin										 Empty Coffin
object_GraveCoffinSpawner								 Empty Coffin
buildtoolbar_popup_obj_GraveCoffinSpawner				 Place some empty coffins, they will be loaded on a Morgue Table at the Morgue. Dead people will be placed in here. Full coffins go to the Funeral Parlour before they get buried at the Cemetery in Empty Graves.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_GraveCoffinLoaded								 Coffin
object_GraveCoffinLoaded2								 Coffin
object_GraveCoffinStaffLoaded							 Coffin
object_GraveCoffinStaffLoaded2							 Coffin
object_GraveCoffinLid									 Coffin Lid
object_CrematoriumCoffinStacked							 Coffin	(stacked)
object_CrematoriumCoffinPending							 Coffin	(pending)
object_CrematoriumUrn									 Urn
object_CrematoriumDoor									 Door
object_ParlourChair										 Parlour Chair
buildtoolbar_popup_obj_ParlourChair						 Place up to 5 parlour chairs in the Funeral Parlour, so visiting friends of a dead person can sit down during a ceremony. You can dismantle the chairs after completing the grant if you don't want ceremonies in your prison.
object_ParlourAltar										 Parlour Altar
buildtoolbar_popup_obj_ParlourAltar						 Use this altar in a Funeral Parlour to store Coffins. Dead entities will be brought here and get a ceremony before they get buried.\n\nYou can also just use a Parlour Table if you want no funerals and a quicker burial procedure. You can dismantle the altar after completing the grant if you don't want ceremonies in your prison.
object_ParlourAltarStaff								 Parlour Altar (Staff)
buildtoolbar_popup_obj_ParlourAltarStaff				 Use this altar in a Funeral Parlour to store staff Coffins. Dead entities will be brought here and get a ceremony before they get buried.\n\nYou can also just use a Parlour Table if you want no funerals and a quicker burial procedure.

job_custom_CloseCoffin									 Close coffin
job_custom_BuryEntity									 Bury person
job_custom_DigHole										 Dig a big hole
job_custom_CoffinInHole									 Put coffin in big hole
job_custom_CleanGrave									 Tidy grave
job_custom_TendGrave									 Tend grave
job_custom_TendGraveStone								 Tend gravestone
job_custom_PlaceStone									 Place gravestone
job_custom_GiveParlourSpeech							 Give speech
job_custom_PlaceFuneralWreath							 Place funeral wreath
job_custom_VisitParlour1A								 Visit funeral parlour
job_custom_VisitParlour2A								 Visit funeral parlour
job_custom_VisitParlour3A								 Visit funeral parlour
job_custom_VisitParlour4A								 Visit funeral parlour
job_custom_VisitParlour5A								 Visit funeral parlour
job_custom_VisitParlour1B								 Visit funeral parlour
job_custom_VisitParlour2B								 Visit funeral parlour
job_custom_VisitParlour3B								 Visit funeral parlour
job_custom_VisitParlour4B								 Visit funeral parlour
job_custom_VisitParlour5B								 Visit funeral parlour
job_custom_PriestToAltar								 Start funeral ceremony
job_custom_SayGoodbye1									 Say goodbye
job_custom_SayGoodbye2									 Say goodbye
job_custom_SayGoodbye3									 Say goodbye
job_custom_SayGoodbye4									 Say goodbye
job_custom_SayGoodbye5									 Say goodbye
job_custom_VisitGrave									 Visit grave
reformprogram_GraveDigging								 Grave Digging
reformprogram_GraveDigging_text							 Let your prisoners dig their own Graves. Your staff is busy enough already dealing with their behaviour, so why not give the prisoners a course to let them clean up their own mess?
reformprogram_CoffinProduction							 Coffin Production
reformprogram_CoffinProduction_text						 Six pieces of wood make a cosy coffin! This workshop class will teach prisoners how to assemble those six pieces. Finished coffins are stored on a Morgue Table at the Morgue. All tables loaded? Then the coffins go to Exports.

objective_Grant_Morgue2									 Cemetery grant 1/6: Morgue
objective_Grant_Morgue2_description						 Step 1 in creating a Cemetery for your prison is to build a Morgue where dead people get stored in Empty Coffins
objective_Grant__Morgue2_Research						 First you must research Health
objective_Grant_Morgue2_MorgueRoom						 Build a Morgue
objective_Grant_Morgue2_MorgueSlabNumber				 Place at least 1 Morgue Slab in the Morgue
objective_Grant_Morgue2_MorgueTableNumber				 Place at least 1 Morgue Table in the Morgue
objective_Grant_Morgue2_CoffinNumber					 Place at least 2 Empty Coffins in the Morgue
objective_Grant_Morgue2_HearseRemoverNumber				 Place 1 Hearse Remover somewhere on the map

objective_Grant_Parlour2								 Cemetery grant 2/6: Funeral Parlour
objective_Grant_Parlour2_description					 Step 2 for your Cemetery involves building a Funeral Parlour where coffins are closed or a funeral ceremony takes place
objective_Grant_Parlour2_Research						 First you must complete the Morgue grant
objective_Grant_Parlour2_ParlourRoom					 Build a Funeral Parlour
objective_Grant_Parlour2_ParlourTableNumber				 Place at least 1 Parlour Table in the Funeral Parlour
objective_Grant_Parlour2_AltarNumber					 Place 1 Funeral Altar in the Funeral Parlour
objective_Grant_Parlour2_ChairNumber					 Place 5 Parlour Chairs in the Funeral Parlour

objective_Grant_Cemetery2								 Cemetery grant 3/6: Cemetery
objective_Grant_Cemetery2_description					 In step 3 you will build a Cemetery. Staff members don't want to be buried next to a criminal, so you might want to keep prisoner graves and staff graves in separate areas of your Cemetery
objective_Grant_Cemetery2_Research						 First you must complete the Funeral Parlour grant
objective_Grant_Cemetery2_CemeteryRoom					 Build a Cemetery
objective_Grant_Cemetery2_GraveStoneNumber				 Place at least 2 Grave Stones (eyecandy) somewhere at the Cemetery.\n\nYou can put a Concrete Tile there as well, to resemble a full grave.
objective_Grant_Cemetery2_GraveNumber					 Place at least 2 Empty Graves somewhere else at the Cemetery
objective_Grant_Cemetery2_StaffGraveNumber				 Place at least 2 Empty Staff Graves somewhere else at the Cemetery
objective_Grant_Cemetery2_GraveDiggerNumber				 Hire at least 1 GraveDigger

objective_Grant_CoffinWorkshop2							 Cemetery grant 4/6: Coffin Workshop
objective_Grant_CoffinWorkshop2_description				 Step 4 of your Cemetery makes sure the supply of Empty Coffins will be OK
objective_Grant_CoffinWorkshop2_Research				 First you must research Prison Labour
objective_Grant_CoffinWorkshop2_CoffinWorkshopRoom		 Build a Coffin Workshop
objective_Grant_CoffinWorkshop2_CoffinTableNumber		 Place at least 1 CoffinTable in the Coffin Workshop
objective_Grant_CoffinWorkshop2_GraveDiggerNumber		 Hire at least 1 GraveDigger

objective_Grant_CoffinProduction2						 Cemetery grant 5/6: Coffin Production
objective_Grant_CoffinProduction2_description			 In step 5 of the Cemetery, we let prisoners make their own coffins from cheap wood
objective_Grant_CoffinProduction2_Research				 First you must complete the Coffin Workshop grant
objective_Grant_CoffinProduction2_ProgramPassed			 Have at least 2 prisoners pass the "Coffin Production" reform program
objective_Grant_CoffinProduction2_Assigned				 Assign at least 1 prisoner to work at the Coffin Workshop
objective_Grant_CoffinProduction2_CoffinNumber			 Produce 10 empty coffins

objective_Grant_Cemetery2Jobs							 Cemetery grant 6/6: Bury a dead prisoner
objective_Grant_Cemetery2Jobs_description				 The last step is to actually bury a prisoner. This might take a while to complete, depending on how safe your prison is. Assign prisoners to maintain graves and bury one of their fellow inmates.
objective_Grant_Cemetery2Jobs_Research					 First you must complete the Cemetery grant and research Prison Labour
objective_Grant_Cemetery2Jobs_ProgramPassed				 Have at least 2 prisoners pass the "Grave Digging" course
objective_Grant_Cemetery2Jobs_Assigned					 Assign at least 1 prisoner to work at the Cemetery
objective_Grant_Cemetery2Jobs_BuryDead					 Have at least 1 prisoner buried


#######################################################
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#  End Cemetery
#
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#######################################################
#
#  Begin Controlled Demolition
#
#######################################################

object_smokegenerator                    Smoke

object_explosivecharge666                Explosive Charge
object_detonator666                      Wireless Detonator

equipment_DuctTape666					 Duct Tape

buildtoolbar_popup_obj_detonator666      Use the detonator to cue multiple Explosive Charges for Detonation.
buildtoolbar_popup_obj_explosivecharge666  Demolish walls (and other things!). Demolishes all types of Walls on position and directly adjoining blocks... But be careful! These charges damage/propel most anything caught in the bast zone!! -Use a Detonator or Detonate Manually.

job_custom_placeexplosivecharge			 Securing charge to structure

research_explosivedemolition             Demolition
researchtooltip_explosivedemolition      Unlocks Explosives and a Detonator.\n\nUse explosive charges to demolish structures in a controlled(?) manner!

reformprogram_explosivestraining         Explosives Training (NOT ADDED:Workmen don't do reform!)
reformprogram_explosivestraining_text    Your workers need to learn how to set-up and detonate explosives, to be able to demolish walls, fences and tunnels in a controlled and speedy manner.

mymod_interface_arm                      Prime Charges
mymod_interface_armingX                  Priming Charges (*X)
mymod_interface_arming0                  Found *X Charges.
mymod_interface_arming1                  Found *X Charges..
mymod_interface_arming2                  Found *X Charges...
mymod_interface_armedX                   Cue Detonation! (*X)
mymod_interface_armed                    Cue Detonation!
mymod_interface_busyX                    Busy Triggering! (*X)
mymod_interface_busy                     Busy Triggering!
mymod_interface_cancelX                  Cancel Detonation (*X)
mymod_interface_cancel                   Cancel Detonation
mymod_interface_manual                   Manual Detonation

tooltip_detonator0                       Select to Open the Menu!
tooltip_detonator1                       Detonate Multiple Charges!
tooltip_detonator2                       Or Dismantle to Store...

tooltip_explosivecharge0                 Select to Open the Menu!
tooltip_explosivecharge1                 Use a Detonator to Detonate!
tooltip_explosivecharge2                 Or Manually Detonate!
tooltip_explosivecharge3                 Or Dismantle to Store...

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#
#  End Controlled Demolition
#
#######################################################





#######################################################
#
#  Begin Roll Call by Scarecrow
#
#######################################################

reformprogram_RollCall									 Roll call
research_RollCall										 Roll Call
reformprogram_RollCall_text								 This adds the Roll Call program to have your inmates at a glance. Schedule it once a day to count prisoners. Takes place at the courtyard. Prisoners need benches. Is held by the warden and the security chief.

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#
#  End Roll Call by Scarecrow
#
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#######################################################
#
#  Begin Prison Boxing
#
#######################################################

object_PrisonBoxingRing									 Boxing Ring
object_SpeedBag											 Speed Bag

room_BoxingArena										 Boxing Arena
room_BoxingTraining										 Boxing Training

research_PrisonBoxing									 Boxing
researchtooltip_PrisonBoxing							 Prison Boxing is a way to let your prisoners fight it out in the ring.

reformprogram_BoxingClass								 Boxing Class
reformprogram_BoxingClass_text							 A class where inmates can learn how to fight in the Boxing Arena. Safely and above the belt!

reformprogram_BoxingMatch								 Boxing Match
reformprogram_BoxingMatch_text							 Two prisoners, one match. Fight!

reformprogram_BodyBuilding								 Body Building
reformprogram_BodyBuilding_text							 A class where inmates can work on their muscles.

buildtoolbar_popup_obj_PrisonBoxingRing					 Keep the fighting in the ring and make a profit while you're at it.
buildtoolbar_popup_obj_SpeedBag							 Helps your prisoners work on the speed and accuracy of their punches.

objective_grant_PrisonBoxing							 Prison Boxing
objective_grant_PrisonBoxing_Research					 First you must research Boxing 
objective_grant_PrisonBoxing_description				 Everyone loves watching people beat the shit out of each other, take this money and make it happen.....Safely in the ring.
objective_grant_PrisonBoxing_arena						 Build a Boxing Arena Room
objective_grant_PrisonBoxing_trainingroom				 Build a Boxing Training Room
objective_grant_PrisonBoxing_boxingring					 Build 1 Boxing Ring
objective_grant_PrisonBoxing_speedbag					 Build 5 Speed Bags
objective_grant_PrisonBoxing_WeightsBench				 Build 5 Weight Benches

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#
#  End Prison Boxing
#
#######################################################



#######################################################
#
#  Begin Recycling 4.0
#
#######################################################

########################### GARBAGE TYPES

object_R4_UnsortedTrash							 Unsorted Trash (-> Trash Bin)
tooltip_R4_UnsortedTrash						 \nUnsorted Trash goes to a Trash Bin which turns it into one big stack of Unsorted Garbage.\nThe Unsorted Garbage then goes to the Recycling room.\n\n-- [ ADVISED SETUP FOR THE AVERAGE PRISON ] --\n1 Trash Bin per Kitchen\n  (10, 20, 30 bags: small, medium, or large kitchen)\n1 Trash Bin in Recycling\n  (10-50 bags: depending on prison size)\n1 Trash Bin (10 bags) in areas like Garden & Cemetery\n1 Trash Compactor in Recycling room or Garbage area\n2 Recycling Desks in the Recycling room\n2 Recycle tables in Recycling room\n1 Recycle Bin per Garden or Greenhouse\n\nThis should be more than plenty to deal with the garbage in prisons up to 500 inmates. If you place more Trash Bins, then the garbage will be split over more objects, so it will take longer for each Trash Bin to fill up and get recycled. Trash Bins work like a buffer for your Recycling room.\n\nPlace as many default Bins from the game if you wish.\nThey are just eye-candy now and never collect Unsorted Trash.\n\nGarbage area only needs to hold the Trash Compactor and some walking space for idle Janitors.\nNo other garbage is stored there, so it can be a small room.

object_R4_UnsortedGarbage						 Unsorted Garbage (-> Recycle Desk)
tooltip_R4_UnsortedGarbage						 Unsorted Garbage goes to a Recycle Desk in the Recycling room to be sorted out.

object_R4_SortedGarbage							 Sorted Garbage (-> Trash Compactor)
tooltip_R4_SortedGarbage						 All the smelly bits of useless trash, sells for $0.\n\nSorted garbage comes from a Recycle Desk\nand goes to a Trash Compactor.

object_R4_SortedGarbageExport					 Compact Garbage (-> Exports)
tooltip_R4_SortedGarbageExport					 All the smelly bits of useless trash, sells for $1.

object_R4_GreenGarbage							 Green Garbage (-> Recycle Bin)
tooltip_R4_GreenGarbage							 All valuable bits of rotting waste, in a nice green bag.\nGets turned into Super Compost in a Recycle Bin.




########################### GARBAGE PROCESSORS

object_Bin										 Bin (Obsolete)
buildtoolbar_popup_obj_Bin						 Just an eyecandy bin which does nothing.\nPlace the Trash Bins for handling garbage.

object_R4_TrashBin								 Trash Bin
buildtoolbar_popup_obj_R4_TrashBin				 For any room in your prison.\n\nUnsorted Trash gets stored in here:\n - Use my button to specify bags.\n - Up to 50 bags get stacked.\n - Turns into 1 bag of Unsorted Garbage.\n - Gets processed at the Recycling room.
tooltip_R4_TrashBin								 Turns *M bags of Unsorted Trash\nto 1 stack of Unsorted Garbage for Recycling.\n\nSTATUS LED:\nRed - Empty\nYellow - Garbage queued\nFlashing - Busy compacting\nGreen - Ready to process\n\nGARBAGE IN QUEUE: *Q

object_R4_RecycleBin							 Recycle Bin
buildtoolbar_popup_obj_R4_RecycleBin			 Only for Cotton Plantation, Garden and Greenhouse rooms.\n\nGreen Garbage gets stored in here:\n - Activate the Green Garbage at Recycle Desk.\n - Use my button to specify bags.\n - Up to 50 bags get stacked.\n - Turns into Super Compost for Cotton Plants and Garden Pots.

tooltip_R4_RecycleBin							 Turns *M bags of Green Garbage\nto 1 stack of Super Compost\nfor Cotton Plants and Garden Pots.\n\nSTATUS LED:\nRed - Empty\nYellow - Garbage queued\nFlashing - Busy compacting\nGreen - Ready to process\n\nGARBAGE IN QUEUE: *Q

object_R4_TrashCompactor						 Trash Compactor
buildtoolbar_popup_obj_R4_TrashCompactor		 For Garbage or Recycling room.\n\nSorted Garbage gets stored in here:\n - Use my button to specify bags.\n - Up to 100 bags get stacked.\n - Turns into 1 big bag for Exports.
tooltip_R4_TrashCompactor						 Stacks *M bags of Sorted Garbage\nto 1 stack of Compact Garbage for Exports.\n\nSTATUS LED:\nRed - Empty\nYellow - Garbage queued\nFlashing - Busy compacting\nGreen - Ready to process\n\nGARBAGE IN QUEUE: *Q

object_R4_RecycleDeskProcessor					 Recycle Desk (Processor)
tooltip_R4_RecycleDeskProcessor					 Unsorted Garbage gets stored in here:\n - Use my buttons to determine what to find.\n - SpawnRate is interval between each item to spawn.\n - A higher number means less spawned items.

object_R4_RecycleDeskVisible					 Recycle Desk
buildtoolbar_popup_obj_R4_RecycleDeskVisible	 Used by Recycling Worker, Janitors, Gardeners, Workmen and Prisoners to sort rubbish into more valuable rubbish.\n\nShould also spawn a transparent Recycle Desk (Processor) to complete this object.\n\nUnsorted Garbage gets stored in here:\n - Use my buttons to determine what to find.\n - Returns found items to where they belong.\n - Makes Green Garbage for Recycle Bin.\n - Makes Sorted Garbage for Trash Compactor.\n - SpawnRate is interval between each item to spawn.\n - A higher number means less spawned items.

tooltip_R4_button_MaxStackSize					 Max *X bags

tooltip_R4_button_ToggleSpawn1					   *X  Green Garbage 
tooltip_R4_button_ToggleSpawn2					   *X    Sheet Metal 
tooltip_R4_button_ToggleSpawn3					   *X            Log 
tooltip_R4_button_ToggleSpawn4					   *X           Wood 
tooltip_R4_button_ToggleSpawn5					   *X   Library Books 
tooltip_R4_button_ToggleSpawn6					   *X  License Plates 
tooltip_R4_button_ToggleSpawn7					   *X Prisoner Uniforms 
tooltip_R4_button_ToggleSpawn8					   *X Dirty FoodTrays 
tooltip_R4_button_ToggleSpawn9					   *X Crumpled Uniforms 
tooltip_R4_button_ToggleSpawn10					   *X     Shop Goods 
tooltip_R4_button_ToggleSpawn11					   *X     Ingredients 
tooltip_R4_button_ToggleSpawnRate				  Spawn every *X bags 
tooltip_R4_button_Yes							 V
tooltip_R4_button_No							 X

object_R4_RecycleTable							 Recycle Table
buildtoolbar_popup_obj_R4_RecycleTable			 This table stores Unsorted Garbage in the Recycling room.





########################### ROOMS REGARDING RECYCLING

room_Garbage									 Garbage
buildtoolbar_popup_room_Garbage					 Where Sorted Garbage gets collected before it goes to Exports.\n\nPlace a Trash Compactor to press up to 100 bags of Sorted Garbage into 1 big bag for Exports. No other garbage is stored here, so this room can be small. Make sure this area is nearby Exports so walking time is minimal.

room_R4_Recycling								 Recycling
buildtoolbar_popup_room_R4_Recycling			 Where prisoners learn how to recycle garbage. Workmen, janitors and gardeners will also make use of this room. Beware: lot's of contraband can be found here!\n\n-- [ ADVISED SETUP FOR THE AVERAGE PRISON ] --\n1 Trash Bin per Kitchen\n  (10, 20, 30 bags: small, medium, or large kitchen)\n1 Trash Bin in Recycling\n  (10, 20 or 30 bags: depending on prison size)\n1 Trash Bin (10 bags) in areas like Garden & Cemetery\n1 Trash Compactor in Recycling room or Garbage area\n2 Recycling Desks in the Recycling room\n2 Small wooden tables in Recycling room\n1 Recycle Bin per Garden or Greenhouse\n\nThis should be more than plenty to deal with the garbage in prisons up to 500 inmates. If you place more Trash Bins, then the garbage will be split over more objects, so it will take longer for each Trash Bin to fill up and get recycled. Trash Bins work like a buffer for your Recycling room.\n\nPlace as many default Bins from the game if you wish.\nThey are just eye-candy now and never collect Unsorted Trash.\n\nGarbage area only needs to hold the Trash Compactor and some walking space for idle Janitors.\nNo other garbage is stored there, so it can be a small room.




########################### RECYCLING REFORM

reformprogram_R4_RecycleGarbage					 Basic Garbage Recycling
reformprogram_R4_RecycleGarbage_text			 This reform program lets your prisoners dig through piles of stinking garbage in order to recycle useful bits and pieces.




########################### RECYCLING GRANTS

objective_grant_R4_Recycle						 Subsidised Recycling Initiative
objective_grant_R4_Recycle_description			 In an effort to improve their image, investors are offering rewards for anyone willing to recycle their old goods. There’s always a market for old materials - all you have to do is take advantage of it.
objective_grant_R4_Recycle_requirement1			 Set up a Recycling room
objective_grant_R4_Recycle_requirement2			 Place 1 Recycling Desk
objective_grant_R4_Recycle_requirement3			 Place 1 TrashBin
objective_grant_R4_Recycle_requirement4			 Place 1 Trash Compactor





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########################### EYE CANDY

object_SmallGardenTable									 Small Wooden Garden Table
buildtoolbar_popup_obj_SmallGardenTable					 A small wooden garden table. Can be used in gardens and some (but not all) production rooms.

object_SmallGardenBench									 Small Wooden Garden Bench
buildtoolbar_popup_obj_SmallGardenBench					 A small wooden garden bench.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.2

object_FenceBush										 Fence Bush
object_FoliagePlantA									 Plant
object_FoliagePlantB									 Plant
object_FoliagePlantC									 Plant
object_FoliagePlantD									 Plant
object_FoliagePlantE									 Plant
object_FoliagePlantF									 Plant
object_FoliagePlantG									 Plant
object_FoliagePlantH									 Plant
object_R4_FoliagePlantI							 Plant
object_R4_FoliagePlantJ							 Plant
object_R4_FoliagePlantK							 Plant
object_R4_FoliagePlantL							 Plant
object_FlowersA											 Flowers
object_FlowersB											 Flowers
object_FlowersC											 Flowers
object_FlowersD											 Flowers
object_FlowersE											 Flowers
object_FlowersShared									 Shared flowers
object_FlowersMinsec									 MinSec flowers
object_FlowersMedsec									 MedSec flowers
object_FlowersMaxsec									 MaxSec flowers
object_FlowersPrsec										 ProtSec flowers
object_Bush1											 Bush
object_Bush2											 Bush
object_R4_Bush3									 Bush
object_R4_SmallBush3							 Bush
object_R4_Bush4									 Bush
object_R4_Bush5									 Bush
object_R4_Bush6									 Bush
object_R4_Bush7									 Bush
object_R4_Bush8									 Bush
object_R4_Bush9									 Bush
object_Buxus											 Buxus
object_SmallBuxus										 Small Buxus
object_FlowerPot								 Mixed flowers
object_FlowerPot1										 Mixed flowers
object_FlowerPot2										 Mixed flowers
object_FlowerPot3										 Mixed flowers
object_FlowerPot4										 Mixed flowers
object_FlowerPot5										 Flower Pot
object_FlowerPot6										 Flower Pot
object_Tulips1											 Tulips
object_Tulips2											 Tulips
object_Tulips3											 Tulips
object_Tulips4											 Tulips
object_BeeBox											 Bee Hive
object_R4_Hedge1								 Hedge
object_R4_Hedge2								 Hedge
object_R4_Hedge3								 Hedge
object_R4_Hedge4								 Hedge





########################### GARDEN / GREENHOUSE OBJECTS

object_R4_SuperCompost							 Super Compost
tooltip_R4_SuperCompost							 This fresh compost will let your Garden Pots grow much faster and double the harvest amount, but ONLY when HarvestHour is disabled.

object_R4_GardenSeed							 Garden Seed
object_R4_GardenCompost							 Garden Compost
object_R4_GardenFertilizer						 Garden Fertilizer
object_R4_GardenDDT								 Garden DDT

object_R4_GreenhouseSeed						 Greenhouse Seed
object_R4_GreenhouseCompost						 Greenhouse Compost
object_R4_GreenhouseFertilizer					 Greenhouse Fertilizer
object_R4_GreenhouseDDT							 Greenhouse DDT

equipment_R4_DDTSprayer							 DDT Sprayer

object_R4_GardenTomato							 Tomato
object_R4_GardenCucumber						 Cucumber
object_R4_GardenRose							 Rose
object_R4_GardenLily							 Lily

object_R4_GardenPot								 Garden Pot
tooltip_R4_need_GardenControl					 This Garden Pot needs a Garden Control before it can grow smelly things. The Garden Control has to be placed within 29 tiles of this pot.\n\nPress the " FIND NEW POTS " button on the Garden Control to enable this pot.
tooltip_R4_PlantSeed							 \nControl ID: *X\n\nA new seed will soon be planted
tooltip_R4_PlantStatus							 \nControl ID: *X\n\nType: *A\n\nFAST GROW: *L\n\nAge: *B hours *C minutes\nHarvest Hour: *D\n\nNeeds tending: *E\nNeeds water: *F\nNeeds DDT: *G\nNeeds fertilizer: *H\nNeeds pruning: *I\n\nReady to harvest: *J\nRemaining harvest: *Kx

object_R4_GardenPotTomato						 Garden Pot (Tomato)
object_R4_GardenPotCucumber						 Garden Pot (Cucumber)
object_R4_GardenPotRose							 Garden Pot (Rose)
object_R4_GardenPotLily							 Garden Pot (Lily)
object_R4_GardenPotIngredients					 Garden Pot (Ingredients)
object_R4_GardenPotPotatoes						 Garden Pot (Potatoes)

buildtoolbar_popup_obj_R4_GardenPotRose			 This Garden Pot will grow\na random amount of Roses\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.
buildtoolbar_popup_obj_R4_GardenPotLily			 This Garden Pot will grow\na random amount of Lilies\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.
buildtoolbar_popup_obj_R4_GardenPotTomato		 This Garden Pot will grow\na random amount of Tomatoes\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.
buildtoolbar_popup_obj_R4_GardenPotCucumber		 This Garden Pot will grow\na random amount of Cucumber\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.
buildtoolbar_popup_obj_R4_GardenPotIngredients	 This Garden Pot will grow\na stack of 20 Ingredients\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food.
buildtoolbar_popup_obj_R4_GardenPotPotatoes		 This Garden Pot will grow\na stack of 20 Potatoes\n\nRequires a Garden Control within 29 tiles.\n\nThe Garden Control in your Garden or Greenhouse will control the harvest.\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food.

object_R4_GardenAreaCovered						 Covered Plants Area
tooltip_R4_CoveredPlantArea						 Covered Plants Area

object_R4_GardenControl							 Garden Control
object_R4_GardenControlSpawner					 Garden Control
buildtoolbar_popup_obj_R4_GardenControlSpawner	 Place this Control unit in the centre of your Garden.\n\nPress " FIND NEW POTS " to scan for Garden Pots within a range of 3-29 square tiles.\n\nYou can place several control units in one Garden, all managing their own little batch of Garden Pots placed around them.\n\nUse my buttons to configure harvest times and range.\n\nDefault random harvest:\n -do nothing, remote plants will grow for 24 hours\n -age gets reset once a harvest job is completed\n -this will result in random harvest times\n\nTo control harvest by HarvestHour:\n -press the buttons to change the hour\n -when hour is set to 0:00 then it's disabled\n\nTo control harvest by DoorTimer:\n -connect DoorTimer -> Garden Control\n -can be done several times per day\n -set an 'Open' hour to activate a harvest job\n -set 'Closed' hour(s) in between job(s)
tooltip_R4_GardenPotNotManaged					 WARNING: no Garden Control found\n\nThis Garden Pot requires a Garden Control within 3 to 29 tiles.\n\nThe Garden Control in your garden will control the harvest.
tooltip_R4_button_ScanArea						 FIND NEW POTS
tooltip_R4_button_ChangeRangePlus				 Range (+)
tooltip_R4_button_ShowHideRange					 Show/Hide: *Xm²
tooltip_R4_button_ChangeRangeMinus				 Range (-)
tooltip_R4_button_PlantType						 Type: *X
tooltip_R4_button_GardenTomato					 Tomato
tooltip_R4_button_GardenCucumber				 Cucumber
tooltip_R4_button_GardenRose					 Rose
tooltip_R4_button_GardenLily					 Lily
tooltip_R4_button_Ingredients					 Ingredients
tooltip_R4_button_Potatoes						 Potatoes
tooltip_R4_button_Random						 Random
tooltip_R4_button_RemoveStack					 Remove Stack
tooltip_R4_button_ToggleLights					 Light: *X
tooltip_R4_button_On							 On
tooltip_R4_button_Night							 Night
tooltip_R4_button_Off							 Off
tooltip_R4_button_NeedsYes						 YES
tooltip_R4_button_NeedsNo						 no
tooltip_R4_SeparatorWeather						 = WEATHER EVENT =
tooltip_R4_button_ToggleLightning				 Lightning: *X
tooltip_R4_PlantControl							 \nControl ID: *X\n\nHarvest Hour is at: *A\n\nFound *B plants to manage in *C tiles range\n\nSuper Compost available: *D\nGets produced by Recycle Bins.\nEnables faster grow time and production x2.\n\nTooltips and jobs are updated every 15 minutes.\n\nMost jobs are issued between 8am and 22pm,\nand some can continue through the night.
tooltip_R4_PlantControlLightning				 \nControl ID: *X\n\nWARNING:\nA plant was struck by lightning!
tooltip_R4_PlantStruck							 Struck by lightning!\nThis plant is dead and will be replaced soon
tooltip_R4_PlantDead							 This plant is dead and will be replaced soon
tooltip_R4_FastGrowYes							 YES\n...but ONLY if Harvest Hour ìs disabled
tooltip_R4_FastGrowNo							 place a Recycle Bin and\nmake Green Garbage at Recycle Desk


object_R4_Shed2									 Garden Shed
object_R4_ShedSpawner							 Garden Shed
buildtoolbar_popup_obj_R4_ShedSpawner			 This Shed will produce fresh eggs and bacon for your kitchen every day. Press my buttons to change the amount and hour.\n\nTo control delivery by DoorTimer:\n -connect DoorTimer -> Shed\n -set an 'Open' hour to activate a delivery job\n -set 'Closed' hour(s) in between job(s)\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food.
tooltip_R4_StatusShed							 \nEggs: *A\nBacon: *B\n\nAge: *C hours *D minutes\n\nHarvest Hour: *E\nClick my buttons to change, or use DoorTimer
tooltip_R4_StatusShedNotForced					 \nEggs: *A\nBacon: *B\n\nAge: *C hours *D minutes (Harvest at 24 hours)\n\nHarvest hour is disabled\nClick my buttons to change, or use DoorTimer
tooltip_R4_StatusShedHarvest					 \nEggs: *A\nBacon: *B\n\nAge: *C hours *D minutes\n\nHarvest Hour: *E\nClick my buttons to change, or use DoorTimer\n\nHarvest was issued by Harvest Hour
tooltip_R4_StatusShedDoorTimer					 \nEggs: *A\nBacon: *B\n\nAge: *C hours *D minutes\n\nHarvest Hour: *E\nClick my buttons to change, or use DoorTimer\n\nHarvest was issued by DoorTimer\nWaiting for power off, or maximum age...
tooltip_R4_button_Delete						 Delete
tooltip_R4_button_ToggleEggs					 Eggs amount: *X
tooltip_R4_button_ToggleBacon					 Bacon amount: *X
tooltip_R4_SeparatorLine						 ==============
tooltip_R4_button_HarvestHourPlus				 Hour (+)
tooltip_R4_button_HarvestHourMinus				 Hour (-)
tooltip_R4_button_HarvestHour					 Harvest: *X

object_R4_GardenPrunedPlant						 Pruned Plant
object_R4_GardenPlantStruck						 Struck Plant
object_R4_GardenDeadPlant						 Dead Plant
object_R4_LightningStrike						 Lightning Strike

equipment_R4_Trowel								 Trowel
equipment_R4_Pruners							 Pruners
equipment_R4_Wateringcan						 Watering Can
equipment_R4_DDT								 DDT

object_R4_GardenTable							 Wooden Garden Table
buildtoolbar_popup_obj_R4_GardenTable			 This table stores products produced by the Trees & Garden Pots in the Garden or the Greenhouse.




########################### ROOMS REGARDING GARDEN

research_Gardening										 Gardening
researchtooltip_Gardening								 Allows you to place a garden or greenhouse in your prison and train your prisoners to grow vegetables and flowers that can be sold for money. It also enables various flowers and plants.

room_R4_Garden									 Garden
buildtoolbar_popup_room_R4_Garden				 Where prisoners grow Cabbage/Potatoes for the Kitchen and flowers for Exports. Also the place where Green Garbage will given back to Mother Nature. A Garden can only be outdoors.

room_R4_Greenhouse								 Greenhouse
buildtoolbar_popup_room_R4_Greenhouse			 Where prisoners grow Cabbage/Potatoes for the Kitchen and flowers for Exports. Also the place where Green Garbage will given back to Mother Nature. A Greenhouse can only be indoors.

object_R4_GardenControlSpawner5					 Prefab Garden Control Spawner
quickbuild_Garden5x5							 Garden (5x5)
object_R4_GardenControlSpawner7					 Prefab Garden Control Spawner
quickbuild_Garden7x7							 Garden (7x7)
quickbuild_Greenhouse5x5						 Greenhouse (5x5)
quickbuild_Greenhouse7x7						 Greenhouse (7x7)


########################### STAFF MEMBERS

object_R4_RecyclingWorker						 Recycling Worker
buildtoolbar_popup_staff_R4_GardenWorker		 This staff member works in a Recycling room.
object_R4_GardenWorker							 Garden Worker
buildtoolbar_popup_staff_R4_GardenWorker		 This staff member works in a Garden.
object_R4_GreenhouseWorker						 Greenhouse Worker
buildtoolbar_popup_staff_R4_GreenhouseWorker	 This staff member works in a Greenhouse.




########################### GARDEN REFORM

reformprogram_R4_PlantCultivation				 Plant Cultivation
reformprogram_R4_PlantCultivation_text			 This reform program will teach your inmates to grow food and flowers in a Garden. When successful they can work there as well.

reformprogram_R4_BiologyClass					 Botany
reformprogram_R4_BiologyClass_text				 This reform program will teach your inmates botany in a classroom. When successful they can work in a Greenhouse.




########################### GARDEN GRANTS

objective_Grant_R4_Garden						 Garden
objective_Grant_R4_Garden_description			 Let your prisoners dig in the soil and come closer to Nature
objective_Grant_R4_Garden_GardenRoom			 Build a Garden
objective_Grant_R4_Garden_GardenControlNumber	 Place 1 Garden Control in the centre
objective_Grant_R4_Garden_GardenPotNumber		 Place 8 GardenPots around the Garden Control

objective_Grant_R4_Garden_Production			 Garden Production
objective_Grant_R4_Garden_Production_description Harvest various types of plants in your Garden. For this grant to complete, all plants must be harvested at once.
objective_Grant_R4_Garden_Production_Research	 First you must complete the Garden grant
objective_Grant_R4_Garden_Production_Passed		 Have 5 prisoners pass the Plant Cultivation reform program
objective_Grant_R4_Garden_Production_Assigned	 Assign 2 prisoners to work at the Garden
objective_Grant_R4_Garden_Production_Tomato		 Harvest 11 Tomatoes
objective_Grant_R4_Garden_Production_Cucumber	 Harvest 11 Cucumber
objective_Grant_R4_Garden_Production_Rose		 Harvest 11 Roses
objective_Grant_R4_Garden_Production_Lily		 Harvest 11 Lilies




########################### GARDEN JOBS

job_custom_R4_TendGardenPlant					 Tend garden plant
job_custom_R4_PlantGardenSeed					 Plant garden seeds
job_custom_R4_HarvestGardenPlant				 Harvest garden plant
job_custom_R4_FertilizeGardenPlant				 Fertilize garden plant
job_custom_R4_WaterGardenPlant					 Water garden plant
job_custom_R4_RemoveDeadGardenPlant				 Remove dead garden plant
job_custom_R4_PruneGardenPlant					 Prune garden plant
job_custom_R4_DDTGardenPlant					 Spray DDT on garden plant
job_custom_R4_RemoveStruckGardenPlant			 Remove struck garden plant

job_custom_R4_TendGreenhousePlant				 Tend greenhouse plant
job_custom_R4_PlantGreenhouseSeed				 Plant greenhouse seeds
job_custom_R4_HarvestGreenhousePlant			 Harvest greenhouse plant
job_custom_R4_FertilizeGreenhousePlant			 Fertilize greenhouse plant
job_custom_R4_WaterGreenhousePlant				 Water greenhouse plant
job_custom_R4_RemoveDeadGreenhousePlant			 Remove dead greenhouse plant
job_custom_R4_PruneGreenhousePlant				 Prune greenhouse plant
job_custom_R4_DDTGreenhousePlant				 Spray DDT on greenhouse plant

job_custom_R4_SuperTendGardenPlant				 Treat plant with Super Compost

job_custom_R4_JustARecyclingDummyJob			 Just a dummy job

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#  End Simple Garden Mod by Elfylia
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#  Begin Road Sensors Compact Edition
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object_servoproxy										 Perimeter Servo
buildtoolbar_popup_obj_servoproxy						 This servo has special mounting points, making it fully capable of being secured vastly onto perimeter walls!\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_StatusLightProxy									 Perimeter Statuslight
buildtoolbar_popup_obj_StatusLightProxy					 This Status Light has special mounting points, making it fully capable of being secured vastly onto perimeter walls!\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_roadsensor										 Road Sensor
object_halfroadsensor									 Half-Road Sensor
buildtoolbar_popup_uts_roadsensor						 Sends a signal to connected objects whenever a vehicle is on top of the sensor.
buildtoolbar_popup_uts_halfroadsensor					 Sends a signal to connected objects whenever a vehicle is on top of the sensor.

tooltip_initialising_sensors							 Initialising...
tooltip_no_vehicle_in_proximity							 Waiting for vehicle...
tooltip_vehicle_approaching								 Checking credentials...

tooltip_approved_supplytruck							 Supply Truck authorised
tooltip_approved_prisonerbus							 Prisoner Bus authorised
tooltip_approved_hearse									 Hearse authorised
tooltip_approved_ambulance								 Ambulance authorised
tooltip_approved_riotvan								 Riot Van authorised
tooltip_approved_fireengine								 Fire Engine authorised
tooltip_approved_trooptruck								 Troop Carrier authorised
tooltip_approved_workman								 Workman authorised
tooltip_approved_janitor								 Janitor authorised
tooltip_approved_gardener								 Gardener authorised
tooltip_approved_cook									 Cook authorised
tooltip_approved_sniper									 Sniper authorised

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#  End Road Sensors Compact Edition
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#  Begin Sauna
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object_SaunaBench										 Sauna Bench (Small)
buildtoolbar_popup_obj_SaunaBench						 Who doesn't like a nice hot sauna? This special bench requires a Sauna room and will make it a steamy 110C in there. Your prisoners Warmth needs will get satisfied within a few moments. So will Comfort and Recreation needs. But of course the Hygiene needs will rise, so a shower next to the sauna wouldn't hurt much.\n\nBesides prisoners, your staff members who are working all day long outdoors like Snipers and Gardeners will also love to warm up quickly in the sauna room in order to get rid of their Pissed Off status.\n\nSETTLES PRISONER NEEDS:\n -> Warmth: -3.0\n -> Hygiene: +1.1\n\nSETTLES STAFF NEEDS:\n -> Comfort: -3.0\n -> Recreation: -3.0\n -> Rest: -3.0\n -> Warmth: -3.0

object_SaunaBenchLarge									 Sauna Bench
buildtoolbar_popup_obj_SaunaBenchLarge					 Who doesn't like a nice hot sauna? This special bench requires a Sauna room and will make it a steamy 110C in there. Your prisoners Warmth needs will get satisfied within a few moments. So will Comfort and Recreation needs. But of course the Hygiene needs will rise, so a shower next to the sauna wouldn't hurt much.\n\nBesides prisoners, your staff members who are working all day long outdoors like Snipers and Gardeners will also love to warm up quickly in the sauna room in order to get rid of their Pissed Off status.\n\nSETTLES PRISONER NEEDS:\n -> Warmth: -3.0\n -> Hygiene: +1.1\n\nSETTLES STAFF NEEDS:\n -> Comfort: -3.0\n -> Recreation: -3.0\n -> Rest: -3.0\n -> Warmth: -3.0

action_TakeSauna										 Taking a sauna
room_Sauna												 Sauna
buildtoolbar_popup_room_Sauna							 Who doesn't like a nice hot sauna? This special room requires a Sauna Bench and will make it a steamy 110C in there. Your prisoners Warmth needs will get satisfied within a few moments. So will Comfort and Recreation needs. But of course the Hygiene needs will rise, so a shower next to the sauna wouldn't hurt much.\n\nBesides prisoners, your staff members who are working all day long outdoors like Snipers and Gardeners will also love to warm up quickly in the sauna room in order to get rid of their Pissed Off status.

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#  End Sauna
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#  Begin Small Road Gate
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SmallRoadGate											 Road Gate (Small)
buildtoolbar_popup_obj_SmallRoadGate					 This small road gate can be used on a single lane road.

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#
#  Begin Servers and more
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object_ObjMenuServerRoom								 SERVER -->
buildtoolbar_popup_obj_ObjMenuServerRoom					 Servers for the Server Room
object_ObjMenuComputerEducation							 EDUCATION -->
buildtoolbar_popup_obj_ObjMenuComputerEducation				 Network clients for Computer Education
object_ObjMenuHobbyComputerClub							 HCC -->
buildtoolbar_popup_obj_ObjMenuHobbyComputerClub				 Network clients for Hobby Computer Club
object_ObjMenuOfficeSimulation							 OFFICE SIM -->
buildtoolbar_popup_obj_ObjMenuOfficeSimulation				 Network clients for Office Simulation
object_ObjMenuNetworkPrinters							 PRINTERS -->
buildtoolbar_popup_obj_ObjMenuNetworkPrinters				 Network Printers for Office Simulation and Headquarters
object_ObjMenuHeadquarters								 HQ -->
buildtoolbar_popup_obj_ObjMenuHeadquarters					 Network clients for Headquarters



objective_grant_bootstraps								 Basic Detention Centre
objective_grant_bootstraps_description					 Turn an empty field into a functioning prison.  This government contract gives you the funds necessary to build the absolute minimum facilities for your first set of Prisoners.
objective_grant_bootstraps_holdingcell					 Build a holding cell
objective_grant_bootstraps_shower						 Build a shower
objective_grant_bootstraps_yard							 Build a yard 
objective_grant_bootstraps_kitchen						 Build a kitchen
objective_grant_bootstraps_canteen						 Build a canteen
objective_grant_bootstraps_guard						 Hire at least two guards
objective_grant_bootstraps_chef							 Hire at least two cooks

objective_grant_administration							 Headquarters Centre
objective_grant_administration_description				 Every prison project needs a functioning Headquarters facility, to ensure things run smoothly and to hold the project accountable. The Warden requires a little office, which can be zoned inside a Headquarters room. Headquarters needs to be big enough to fit all your future administrators. Create space for about 8 to 10 office desks, that should be enough. Once you have researched Remote Access, you can equip Headquarters with workstation PC's so the admins start making money for you. This contract pays for a Warden and an Accountant, which will then give us access to the full Federal Grant system.

objective_grant_administration_offices					 Build 1 office for your Warden (can be inside Headquarters room)
objective_grant_administration_headquarters				 Build 1 Headquarters room for the rest of your administrators

objective_grant_administration_warden					 Hire a Warden 
objective_grant_administration_accountant_research		 Unlock Finance through Bureaucracy
objective_grant_administration_accountant				 Hire an Accountant (Works at Headquarters)

objective_grant_health_psychologist						 Hire a Psychologist (Works at Headquarters)
objective_grant_maintenance_foreman						 Hire a Foreman (Works at Headquarters)
objective_grant_basicsecurity_chief						 Hire a Security Chief (Works at Headquarters)


object_CentredOfficeChair								 Centred Office Chair
buildtoolbar_popup_obj_CentredOfficeChair				 A centred chair for the Office Desk

buildtoolbar_popup_room_Office							 The Chief, Accountant, Lawyer, Foreman and Psychologists no longer require an Office, but can work at the Headquarters room when they have nothing to do.\n\nYou will still need an Office for the Warden.\n\nYou can create a little Warden's Office inside your Headquarters so all administrators are inside 1 big room.

object_NetworkSwitch									 Network Switch
object_NetworkStorage									 Network Storage
object_Server											 Server
buildtoolbar_popup_uts_Server							 Servers must be placed in a Server room and form the heart of the prisons' computer network.\n\nA Server can be equipped with various Server Modules.\n\nOnce deployed, you can attach all Network Clients and Printers from Headquarters, Hobby Computer Club, Office Simulation and Computer Education rooms.\n\nClick on the Server once it's placed to read more info.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_ServerSpawner									 Server Spawner
buildtoolbar_popup_obj_ServerSpawner					 Servers must be placed in a Server room and form the heart of the prisons' computer network.\n\nA Server can be equipped with various Server Modules.\n\nOnce deployed, you can attach all Network Clients and Printers from Headquarters, Hobby Computer Club, Office Simulation and Computer Education rooms.\n\nClick on the Server once it's placed to read more info.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_WorkPC											 Network Client
object_TableWorkPCLinkUp								 Office Table (connected)
object_TableWorkPCLinkDown								 Office Table (disconnected)
object_FreeTimePC										 Network Client
object_ClassroomPC										 Network Client
object_ClassroomPCSpawner								 IBM PC (Class)
buildtoolbar_popup_obj_ClassroomPCSpawner				 This client PC must be placed in a Computer Education room where students can learn various courses.\n\nConnect Server Gateway -> Network Client.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeEcoComputerSpawner						 Economy PC (HCC)
buildtoolbar_popup_obj_FreeTimeEcoComputerSpawner		 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeComputerStandardSpawner					 Standard PC (HCC)
buildtoolbar_popup_obj_FreeTimeComputerStandardSpawner	 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeThinClientSpawner						 Thin Client (HCC)
buildtoolbar_popup_obj_FreeTimeThinClientSpawner		 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeComputerDeluxeSpawner					 Deluxe PC (HCC)
buildtoolbar_popup_obj_FreeTimeComputerDeluxeSpawner	 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeLaptopStandardSpawner					 Laptop (HCC)
buildtoolbar_popup_obj_FreeTimeLaptopStandardSpawner	 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_FreeTimeLearningComputerSpawner					 IBM PC (HCC)
buildtoolbar_popup_obj_FreeTimeLearningComputerSpawner	 This client PC must be placed in a Hobby Computer Club where prisoners can use it during FreeTime.\n\nConnect Server Gateway -> Network Client.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -1.0\n -> Family: -1.0\n -> Freedom: -1.0\n -> Recreation: -1.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -1.0\n -> Recreation: -1.0\n -> Rest: -1.0\n -> Safety: -1.0\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_PiledUpBoringPaperWork							 Piled up boring paperwork
object_ProcessedBoringPaperWork							 Processed boring paperwork
object_UselessDocumentsExport							 Useless Documents
object_NetworkPrinter									 Network Printer
object_NetworkPrinterLargeSpawner						 Network Printer
buildtoolbar_popup_obj_NetworkPrinterLargeSpawner		 This large network printer will produce an endless amount of Piled up boring paperwork for the prisoners at the Office Simulation room or the Administrators at Headquarters.\n\nConnect Server Gateway -> Network Printer.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_NetworkPrinterSmallSpawner						 Network Printer
buildtoolbar_popup_obj_NetworkPrinterSmallSpawner		 This small network printer will produce an endless amount of Piled up boring paperwork for the prisoners at the Office Simulation room or the Administrators at Headquarters.\n\nConnect Gateway -> Network Printer.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_NetworkPrinterTinySpawner						 Network Printer
buildtoolbar_popup_obj_NetworkPrinterTinySpawner		 This small network printer will produce an endless amount of Piled up boring paperwork for the prisoners at the Office Simulation room or the Administrators at Headquarters.\n\nConnect Gateway -> Network Printer.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_WorkThinClientSpawner							 Thin Client (Work)
buildtoolbar_popup_obj_WorkThinClientSpawner			 After being placed on the map, you must click this Spawner and press the button to create a Thin Client.\n\nThis client PC must be placed in an Office Simulation room. Prisoners will use it to process Piled up boring paperwork.\n\nConnect Server Gateway -> Network Client.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_BoringFilingCabinet								 Boring Filing Cabinet
buildtoolbar_popup_obj_BoringFilingCabinet				 This Boring Filing Cabinet must be placed in an Office Simulation room so that prisoners can file their Processed boring paperwork.
object_PrinterTonerSmall								 Printer toner (small)
object_PrinterDrumkitSmall								 Printer drum kit (small)
object_PrinterPaperSmall								 Printer paper (small)
object_PrinterTonerLarge								 Printer toner (large)
object_PrinterDrumkitLarge								 Printer drum kit (large)
object_PrinterPaperLarge								 Printer paper (large)
object_PrinterTonerSmallRack							 Toner Rack (small)
buildtoolbar_popup_obj_PrinterTonerSmallRack			 This optional Rack can hold supplies for Small Network Printers.
object_PrinterTonerLargeRack							 Toner Rack (large)
buildtoolbar_popup_obj_PrinterTonerLargeRack			 This optional Rack can hold supplies for Large Network Printers.
object_PrinterDrumkitSmallRack							 Drumkit Rack (small)
buildtoolbar_popup_obj_PrinterDrumkitSmallRack			 This optional Rack can hold supplies for Small Network Printers.
object_PrinterDrumkitLargeRack							 Drumkit Rack (large)
buildtoolbar_popup_obj_PrinterDrumkitLargeRack			 This optional Rack can hold supplies for Large Network Printers.
object_PrinterPaperSmallRack							 Paper Rack (small)
buildtoolbar_popup_obj_PrinterPaperSmallRack			 This optional Rack can hold supplies for Small Network Printers.
object_PrinterPaperLargeRack							 Paper Rack (large)
buildtoolbar_popup_obj_PrinterPaperLargeRack			 This optional Rack can hold supplies for Large Network Printers.

object_ComputerFailure									 Computer Failure
object_ComputerVirus									 Computer Virus
object_ComputerLock										 Computer Lock
object_ServerPartsRack									 Server Parts Rack
buildtoolbar_popup_obj_ServerPartsRack					 Place one or two of these racks in the Server Room, so spare parts are within reach when a Server breaks down.
object_ServerParts										 Server Parts

object_HQFilingCabinet									 Filing Cabinet (HQ)
buildtoolbar_popup_obj_HQFilingCabinet					 This Filing Cabinet must be placed at the Headquarters so that your Administrators can file their Processed paperwork.
object_PiledUpPaperWorkAdmin							 Piled up paperwork
object_ProcessedPaperWorkAdmin							 Processed paperwork
object_ImportantDocumentsExport							 Important Documents (export)
object_AdminDeskUp										 Office Desk (connected)
object_AdminDeskDown									 Office Desk (disconnected)
object_AdminDeskSpawner									 Thin Client (HQ)
buildtoolbar_popup_obj_AdminDeskSpawner					 After being placed on the map, you must click this Spawner and press the button to create a Thin Client.\n\nThis client PC must be placed at the Headquarters room. Administrators will use it to process Piled up paperwork.\n\nConnect Server Gateway -> Network Client.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_AdminPC											 Network Client

room_ComputerEducation									 Computer Education
buildtoolbar_popup_room_ComputerEducation				 Build a Computer Education room where you teach prisoners Basic or Advanced Computer skills, and Advanced Networking skills.\n\nPrisoners will then be able to work in the Office Simulation and the Server room once qualified.\n\nThe Servers must be up and running, otherwise the clients in this room can't be used for classes.
room_OfficeSimulationRoom								 Office Simulation
buildtoolbar_popup_room_OfficeSimulationRoom			 Learn prisoners to rehabilitate and adapt to the boring office work they can get when they are released back into the society.\n\nBuild an Office Simulation room where they learn how to deal with never ending piled up boring paperwork being produced by constantly jammed Network Printers.\n\nHave one or more Servers at your Server Room to provide the required network connections and to which the Network Clients upload useless data onto Storage Devices.\n\nThe Servers must be up and running, otherwise the clients in this room are unable to process work.
room_HobbyComputerClub									 Hobby Computer Club
buildtoolbar_popup_room_HobbyComputerClub				 Have a Computer Hobby Club where any prisoner can go during FreeTime in order to settle Recreational, Comfort, Family and Freedom needs.\n\nBe alert for computer viruses which can spread onto the network and which will make computers useless until they are disinfected.\n\nThe Servers must be up and running, otherwise the clients in this room are unable settle needs.
room_Serverroom											 Server Room
buildtoolbar_popup_room_ServerRoom						 Create a Server room, and place some servers.\n\nEquip them with a Network Switch, Network Storage or a Gateway for your network clients around the prison.\n\nWire it all up to either have a small crappy network which constantly breaks down, or to create a big sturdy redundant server park with dedicated servers for the various computer rooms.
room_Headquarters										 Headquarters
buildtoolbar_popup_room_Headquarters					 The main building where the Chief, Lawyer, Foreman, Accountant and Psychologists will do their paperwork if they don't give reform classes.\n\nIf you haven't researched Remote Access, then you can equip this room with stuff you would normally use in an Office, but the staff members won't make money yet.\n\n\nALL YOUR ADMINISTRATORS CAN WORK HERE\nYOU ONLY NEED 1 HEADQUARTERS ROOM\n\n\nTo make money out of it, you must research Remote Access, then equip this room with an Office Desk (HQ) for each staff member, and a Network Printer. Your Servers must be up and running, otherwise the network clients in this room are unable to process work.\n\nOnce your administrators can work, their paperwork will be exported so you can pay for the Staff Meals.

buildtoolbar_popup_staff_warden							 The grand overseer of your prison. Required before you can research and hire advanced staff members. You may choose to build a separate Office, or to zone a little Office space inside Headquarters.
buildtoolbar_popup_staff_chief							 An advanced staff member that gives access to the deployment, CCTV, and riot guards research items. Does not require an Office any more, but works at the Headquarters room.\n\nPLEASE MAKE SURE YOU HAVE LOADED THE CHIEF FOR EXECUTION MOD ABOVE COMBIPACK BEFORE STARTING AN EXECUTION.
buildtoolbar_popup_staff_foreman						 An advanced staff member that allows you to gain access to Janitors and Gardeners. Does not require an Office any more, but works at the Headquarters room.
buildtoolbar_popup_staff_psychologist					 An advanced staff member that allows you to gain an insight in to the minds of your prisoners. Does not require an Office any more, but works at the Headquarters room.
buildtoolbar_popup_staff_accountant						 An advanced staff member that gives access to your financial reports. Does not require an Office any more, but works at the Headquarters room.
buildtoolbar_popup_staff_lawyer							 An advanced staff member that helps you bend some of the rules for greater control over your prison. Does not require an Office any more, but works at the Headquarters room.

object_ComputerNerd										 Computer Nerd
buildtoolbar_popup_staff_ComputerNerd					 This nerd gives various computer courses at the Computer Education room.
object_SimulationOfficeManager							 Office Simulation Manager
buildtoolbar_popup_staff_SimulationOfficeManager		 Works at the Office Simulation room to guide prisoners through their boring paperwork.
object_SystemAdministrator								 System Administrator
buildtoolbar_popup_staff_SystemAdministrator			 Maintains the Servers at the Server room and repairs them when they break down. He can also fix frustrating paper jams.

action_UseComputerComfortA								 Chat with web cam girl
action_UseComputerComfortB								 Watch funny videos
action_UseComputerComfortC								 Browse the internet
action_UseComputerComfortD								 Play on-line game
action_UseComputerFamilyA								 Chat with family
action_UseComputerFamilyB								 Chat with friends
action_UseComputerFamilyC								 Browse Facebook pages
action_UseComputerFamilyD								 Chat with witness
action_UseComputerRecreationA							 Watch filthy porn
action_UseComputerRecreationB							 Watch videos
action_UseComputerRecreationC							 Watch documentary
action_UseComputerRecreationD							 Watch murder series
action_UseComputerFreedomA								 Learn how to escape
action_UseComputerFreedomB								 Order a rope on eBay
action_UseComputerFreedomC								 Find blueprints of the prison
action_UseComputerFreedomD								 Do on-line business

action_StaffUseComputerComfortA							 Chat with wife and kids
action_StaffUseComputerComfortB							 Watch funny videos
action_StaffUseComputerComfortC							 Browse the internet
action_StaffUseComputerComfortD							 Play on-line game
action_StaffUseComputerRecreationA						 Read eBook
action_StaffUseComputerRecreationB						 Watch videos
action_StaffUseComputerRecreationC						 Browse Facebook
action_StaffUseComputerRecreationD						 Watch murder series
action_StaffUseComputerSafetyA							 Watch safety instructions
action_StaffUseComputerSafetyB							 Study self defence
action_StaffUseComputerSafetyC							 Watch cop series
action_StaffUseComputerSafetyD							 Write prison blog
action_StaffUseComputerRestA							 Chat with wife and kids
action_StaffUseComputerRestB							 Read eBook
action_StaffUseComputerRestC							 Browse the internet
action_StaffUseComputerRestD							 Watch murder series
action_StaffUseComputerEnvironmentA						 Chat with wife and kids
action_StaffUseComputerEnvironmentB						 Watch funny videos
action_StaffUseComputerEnvironmentC						 Browse the internet
action_StaffUseComputerEnvironmentD						 Play on-line game

equipment_circuitboard									 PCI Card
equipment_document										 Document
equipment_printerink									 Printer Ink
equipment_porn											 Pornography
equipment_floppy										 Floppy Disk
equipment_harddisk										 Hard Drive
equipment_compactdisk									 CD-ROM
equipment_ram											 RAM
equipment_usbflash										 USB Flash Drive

tooltip_button_ServerPower								 Power is: *X
tooltip_button_InstallSwitch							 Install Switch
tooltip_button_InstallStorage							 Install Storage
tooltip_button_InstallLogicCircuit						 Install Gateway
tooltip_button_CancelInstall							 Cancel Install
tooltip_button_RemoveModule								 Remove Module
tooltip_button_CancelRemoval							 Cancel Removal
tooltip_button_InstallAntivirus							 Install Antivirus
tooltip_button_ServerShutdown							 TURN SERVER *X

tooltip_DeleteServer									 By dismantling this Power Switch, the Server deletes itself, any installed Server Module and the hidden DoorTimer as well.

tooltip_Server											 \nServer Status: *A\nServer Failures: *B\n\nModule Type: *C\nModule Gateway *D\nModule Status: *E\nModule Connections: *F/*G\nAntivirus software: *H

tooltip_ServerGateway									 \nSERVER GATEWAY ID: *A\n\nServer Status: *B\nServer Failures: *C\n\nModule Type: *D\nModule Gateway *E\nModule Status: *F\nModule Connections: *G/*H\nAntivirus software: *I

tooltip_ServerStorage									 \nServer Status: *A\nServer Failures: *B\n\nModule Type: *C\nModule Gateway *D\nModule Status: *E\nModule Storage: *F/1024GB\nData Throughput *G MB/s\nAntivirus software: *H

tooltip_NetworkPrinter									 \nNetwork Client: *A\nPrinter Status: *B\nJobs queued: *C\nDocument Type: *D\n\nService:\nPaper tray: *E\nToner: *F\nDrumkit *G\nConnection ID: *H


reformprogram_BasicComputerSkills						 Basic Computing Course
reformprogram_BasicComputerSkills_text					 Educate prisoners to work at the Office Simulation room.
reformprogram_AdvancedComputerSkills					 Advanced Computing Course
reformprogram_AdvancedComputerSkills_text				 Educate prisoners to repair computers.
reformprogram_AdvancedNetworkingSkills					 Advanced Networking Course
reformprogram_AdvancedNetworkingSkills_text				 Educate prisoners to work at the Server room.

job_custom_tinyprinterpaper								 Fill Network Printer with paper
job_custom_smallprinterpaper							 Fill Network Printer with paper
job_custom_largeprinterpaper							 Fill Network Printer with paper
job_custom_replacetinytoner								 Replace toner in Network Printer
job_custom_replacesmalltoner							 Replace toner in Network Printer
job_custom_replacelargetoner							 Replace toner in Network Printer
job_custom_replacetinydrumkit							 Replace drum kit in Network Printer
job_custom_replacesmalldrumkit							 Replace drum kit in Network Printer
job_custom_replacelargedrumkit							 Replace drum kit in Network Printer
job_custom_fixpaperjam									 Fix paper jam
job_custom_fixfrustratingpaperjam						 Fix frustrating paper jam
job_custom_tinyprinterpaperadmin						 Fill Network Printer with paper
job_custom_smallprinterpaperadmin						 Fill Network Printer with paper
job_custom_largeprinterpaperadmin						 Fill Network Printer with paper
job_custom_replacetinytoneradmin						 Replace toner in Network Printer
job_custom_replacesmalltoneradmin						 Replace toner in Network Printer
job_custom_replacelargetoneradmin						 Replace toner in Network Printer
job_custom_replacetinydrumkitadmin						 Replace drum kit in Network Printer
job_custom_replacesmalldrumkitadmin						 Replace drum kit in Network Printer
job_custom_replacelargedrumkitadmin						 Replace drum kit in Network Printer
job_custom_fixpaperjamadmin								 Fix paper jam
job_custom_fixfrustratingpaperjamadmin					 Fix frustrating paper jam
job_custom_resetprinter									 Reset network printer
job_custom_repaircomputer								 Repair computer
job_custom_removevirus									 Remove virus
job_custom_repairserver									 Repair Server
job_custom_servermaintenance							 Perform Server Maintenance
job_custom_installnetworkswitch							 Install Network Switch
job_custom_repairswitch									 Repair Switch
job_custom_switchmaintenance							 Perform Switch Maintenance
job_custom_installnetworkstorage						 Install Network Storage
job_custom_purgedata									 Purge Data
job_custom_repairstorage								 Repair Storage
job_custom_storagemaintenance							 Perform Storage Maintenance
job_custom_installnetworklogiccircuit					 Install Network Logic Circuit
job_custom_repairlogicCircuit							 Repair Logic Circuit
job_custom_logicCircuitmaintenance						 Perform Logic Circuit Maintenance
job_custom_removemodule									 Remove Server Module
job_custom_installantivirus								 Install Antivirus

# custom report window


reportTitle_ServerConfiguration							 Server Configuration

reportTab_ServerTab1									 Overview
reportTab_ServerTab2									 Power
reportTab_ServerTab3									 Modules
reportTab_ServerTab4									 Clients
reportTab_ServerTab5									 Wiring

reportTooltip_CaptionServerTimeWarp						 TIMEWARP
reportTooltip_ServerTimeWarp							 The Server is now calculating the TimeWarpFactor and checks if you are using the Slow Time Mutator. Keep an eye on the tooltip to see the progress...

reportTooltip_CaptionServerOverview						 OVERVIEW
reportTooltip_ServerOverview							 This window shows some Tips and Tricks to configure your personal Server Park. Click on the tabs to the left for more information about a certain topic. Server Module options:

reportButton_InstallSwitchModule						 Install network switch
reportButton_InstallGatewayModule						 Install network gateway
reportButton_InstallStorageModule						 Install network storage
reportButton_CancelInstallModule						 Cancel installation...
reportButton_RemoveServerModule							 Remove current module
reportButton_CancelRemoveModule							 Cancel removal...
reportButton_InstallAntivirus							 Install Antivirus
reportButton_ShutdownTheServer							 TURN SERVER OFF
reportButton_BringUpTheServer							 TURN SERVER ON

reportTooltip_CaptionPowerCableTips						 POWER CABLE TIPS

reportTooltip_PowerCableTips							 All Network Clients and Network Printers only require a small power connection nearby, but when placing a Server you need to pay attention to the Power Cables:\n\n - The Server comes with a Power Switch, which MUST NOT be connected to any Power Cable. This switch is controlled by the Server.\n\n - There is a hidden Door Timer located at the bottom tile of the Server, which DOES REQUIRE a Power Cable. Power the Server as shown in the image below, thereby avoiding the Power Switch.\n\n - If you want to enable your Server Park only at certain times of the day, then you can use a Door Timer with a Power Switch to control the juice to your servers.\n\nNOTE: When the Servers are turned off, the Office Tables and Network Printers at your Simulation Office will go off-line and stop producing Piled up boring paperwork. The Network clients in the Hobby Computer Club and Computer Education rooms will also go off-line and they can't be used by prisoners when the Servers are down. Prisoners might get mad about that!

reportTooltip_CaptionServerModuleTips					 SERVER MODULE TIPS

reportTooltip_ServerModuleTips							 You must add a Server Module before a Server can be deployed. You can equip your Servers with 3 types of modules.

reportTooltip_ServerModuleGatewayTips					 NETWORK GATEWAY:\n\nThis module connects your Server(s) with the Network Clients and Network Printers. Set the Logic Gate to [ OR ] or [ = ] by Right Clicking it to cycle through the settings, and wire the Server Power Switch to this module. Then wire the module to all clients. You can connect up to 23 clients on this network.

reportTooltip_ServerModuleSwitchTips					 NETWORK SWITCH:\n\nPlace a second Server and equip it with a Switch. Connect the Switch to the Gateway and the Gateway to the Switch (so both directions). You can deploy more Servers with a Switch and cross connect them with the Gateway for server redundancy. Each Switch adds 22 clients on the Gateway.

reportTooltip_ServerModuleStorageTips					 NETWORK STORAGE:\n\nOptional module. It can be used for the Simulation Office to store useless data coming from the Network Clients. Cross connect this module with the Gateway to allow uploaded data to be stored. You can cross connect several Storage devices with a Gateway to spread out the data with server load balancing.

reportTooltip_CaptionNetworkClientTips					 NETWORK CLIENT TIPS

reportTooltip_NetworkClientTips							 Once your Server is up and running you can add Network Clients and Printers across the prison. In the example above, you can see two separate server networks for different rooms.\n\nThe servers on top (Switch+Storage+Gateway) are connected to the workstations and printers at the Office Simulation, while the bottom servers (Switch+Switch+Gateway) provide access for the Education and Hobby rooms.\n\nIt may be important to use separate networks like shown here, because a virus can only infect clients on the same network...\n\nIf you wire more clients than a Server can handle, it will overload the Server until the extra connections are removed. When a server fails it will drop its connections until it's back up again.\n\nIt is good to have at least 1 more Server than needed, in order to keep all clients on-line. The amount of servers shown here is redundant, since a setup like this can provide access to 46 workstations at the office, and 68 Classroom/FreeTime clients.\n\nIn case a top server fails, the max connections for the workstations will fall back to 24 until that server is fixed. This is still plenty to keep all connected clients up.\n\nIf you build a big Server Park for hundreds of clients, you may need additional Servers to compensate for several Server failures at once.

reportTooltip_CaptionNetworkWiringTips					 NETWORK WIRING TIPS

reportTooltip_NetworkWiringTipsA						 Patch panel for the top:\n\n[SWitch1+STorage1+Gateway1]\n\nPowerSwitch1 -> G1\nSW1 -> G1\nST1 -> G1\nG1 ->SW1\nG1 -> ST1\nG1 ->L1,L2,W1-W4

reportTooltip_NetworkWiringTipsB						 Patch panel for bottom:\n\n[SWitch3+SWitch2+Gateway2]\n\nPowerSwitch2 -> G2\nSW2 -> G2\nSW3 -> G2\nG2 -> SW2\nG2 -> SW3\nG2 -> C1-C7,F1-F6

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#
#  End Servers and more
#
#######################################################



#######################################################
#
#  Begin Solar Power Stations
#
#######################################################

#######################################################
#
#  End Solar Power Stations
#
#######################################################




#######################################################
#
#  Begin Advanced Roads
#
#######################################################

object_StaffMenuAR2										 -->
buildtoolbar_popup_staff_StaffMenuAR2					 This is only a Menu Separator
object_StaffMenuLG2										 -->
buildtoolbar_popup_staff_StaffMenuLG2					 This is only a Menu Separator

tooltip_SupplyTruck										 If you see me driving on the default road, then something is wrong.\n\nSTART WITH THE ADVANCED ROADS 2.0 GRANT TO BUILD A TRAFFIC TERMINAL.\n\nAlso make sure this mod is on top of all other mods in your modslist to work properly.

object_TreeRemover										 Tree Remover

object_RoadGate2TrafficLightLarge						 Traffic Light
object_RoadGate2TrafficLightSmall						 Traffic Light
tooltip_RoadGate2_SidelaneLight							 Turns red when a TowTruck is processing,\nturns green when it's done and leaving.

object_RoadGate2PostLeftSmall							 Left Post
object_RoadGate2PostRightSmall							 Right Post
object_RoadGate2PostLeftLarge							 Left Post
object_RoadGate2PostRightLarge							 Right Post
object_RoadGate2PostLeftPoW								 Left Post
object_RoadGate2PostRightPoW							 Right Post

object_RoadGate2Small									 Road Gate
object_RoadGate2SmallSpawner							 Road Gate (Small)
buildtoolbar_popup_staff_RoadGate2SmallSpawner			 Advanced Roads 2.0 gate for single lanes.\nUse the buttons to configure.

object_RoadGate2Large									 Road Gate
object_RoadGate2LargeSpawner							 Road Gate (Large)
buildtoolbar_popup_staff_RoadGate2LargeSpawner			 Advanced Roads 2.0 gate for double lanes.\nUse the buttons to configure.

tooltip_RoadGate2_Separatorline							 =================
tooltip_RoadGate2_Button_SubType						 Colour: *X
tooltip_RoadGate2_Button_Direction						 Direction: *X
tooltip_RoadGate2_Button_PostType						 Post: *X
tooltip_RoadGate2_Button_Lights							 Lights: *X
tooltip_RoadGate2_Button_TrafficLight					 Traffic Light: *X
tooltip_RoadGate2_Button_StaffScan						 Staff Scan: *X
tooltip_RoadGate2_Button_RemoveCrap						 Del Box/Rubble/Trash
tooltip_RoadGate2_Button_LinkGate						 Linked Gates: *X
tooltip_RoadGate2_Button_LinkGate1						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate2						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate3						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate4						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate5						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate6						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate7						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate8						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate9						 Pos *P  Link *X
tooltip_RoadGate2_Button_LinkGate10						 Pos *P  Link *X

object_StreetManager2									 Street Manager 2.0
tooltip_StreetManager2									 \nID: *H\nHandles vehicles and road gates on the map.\nShows lane status on RoadMarkers.\n\nClick me to change the skin of any vehicle.\nOnly new vehicles will get the updated skin, existing ones on the map are not updated.
tooltip_StreetManager2_SeparatorSubTypes				 ==TRUCK SKINS==
tooltip_StreetManager2_ChangeSubTypeDeliveries			 Deliveries: *X/9
tooltip_StreetManager2_ChangeSubTypeExports				 Exports: *X/9
tooltip_StreetManager2_ChangeSubTypeGarbage				 Garbage: *X/9
tooltip_StreetManager2_ChangeSubTypeIntake				 Intake: *X/14
tooltip_StreetManager2_ChangeSubTypeEmergency			 Hearse: *X/14
tooltip_StreetManager2_ChangeSubTypeFireEngine			 FireEngine: *X/13
tooltip_StreetManager2_ChangeSubTypeAmbulance			 Paramedics: *X/14
tooltip_StreetManager2_ChangeSubTypeRiotVan				 RiotVan: *X/15
tooltip_StreetManager2_ChangeSubTypeTroopTruck			 TroopTruck: *X/11

object_RoadMarker2										 Road Marker

object_LoadChecker										 Exports & Garbage Checker
object_CargoGarbage										 Cargo Garbage
object_CargoDeliveries									 Cargo Deliveries
object_CargoDeliveriesEmpty								 Deliveries Packaging
object_CargoExports										 Cargo Exports

object_CargoStopSign									 Stop Sign
tooltip_CargoStopSign									 Home ID: *X\nCargoStation ID: *Y\nNumber: *Z
tooltip_CargoStopSign_DeliveriesArriving				 Home ID: *X\nCargoStation ID: *Y\nNumber: *Z\n*T cargo items arriving\n\n=== [ *A ] === [ FOOD DISTRIBUTION ]\n=  Ingredients / Foodtrays / Staff Food / Cookers,\n=  Fridge / Sink / Serving Table / Sprinklers\n\n=== [ *B ] === [ LAUNDRY DISTRIBUTION ]\n=  Prisoner Uniforms / Vending Uniforms,\n=  Ironing Boards / Laundry Machines / Baskets\n\n=== [ *C ] === [ VENDING DISTRIBUTION ]\n=  Library Books / Shop / Vending Machines stock\n\n=== [ *D ] === [ FORESTRY DISTRIBUTION ]\n=  Tree Saplings / Forestry Tree\n\n=== [ *E ] === [ WORKSHOP MATERIALS ]\n=  Sheet Metal / Wood,\n=  Workshop Saw / Press / Carpenter Table\n\n=== [ *F ] === [ PLANTATION / GARDEN ]\n=  Seeds / Compost / ClothSpool / DDT\n\n=== [ *G ] === [ ACCOUNTING MATERIALS ]\n=  Dirty Money\n\n=== [ *H ] === [ PHONEFACTORY MATERIALS ]\n=  Sheet Aluminium\n\n=== [ *I ] === [ COMPUTER MATERIALS ]\n=  PrinterPaper / Toner / Drumkit\n=  ServerParts\n\n=== [ *J ] === [ CONSTRUCTION ]\n=  Brick / Concrete / Metal / Steel,\n=  Electrical Cable / Water Pipes,\n=  Power Station / Capacitors,\n=  WaterPump Station / WaterBoiler\n\n=== [ *K ] === [ FLOORS ]\n=  Floor Tiles / Grass Turf\n\n=== [ *L ] === [ ALL OTHER CARGO ]\n=  Anything else which is not listed above
tooltip_CargoStopSign_PrisonersArriving					 Home ID: *X\nCargoStation ID: *Y\nNumber: *Z\n*T prisoner(s) arriving\n\n=== [ *A ] === [ MINSEC ]\n=  Prisoners for the Minimum Security wing\n\n=== [ *B ] === [ MEDSEC ]\n=  Prisoners for the Normal Security wing\n\n=== [ *C ] === [ MAXSEC ]\n=  Prisoners for the Maximum Security wing\n\n=== [ *D ] === [ PROTECTED ]\n=  Prisoners for the Protected Custody area\n\n=== [ *D ] === [ SUPMAX ]\n=  Prisoners for the Super Max security wing\n\n=== [ *F ] === [ DR ]\n=  Prisoners for Death Row\n\n=== [ *G ] === [ INSANE ]\n=  Prisoners who are completely nuts
tooltip_CargoStopSign_TrafficTerminalRequired			 A Traffic Terminal is required

object_CargoTruckBay									 Cargo Truck Bay
object_TmpCargoTruckBay									 Deliveries On Route
object_IntakeTruckBay									 Prisoner Truck Bay
object_EmergencyTruckBay								 Hearse Truck Bay
object_CalloutTruckBay									 Callout Truck Bay
tooltip_Bay												 \nID: *H\nCargoStation ID: *I\nBay Number *N\nAmount: *A
tooltip_BayIntake										 \nID: *H\nCargoStation ID: *I\nBay Number *N\nPrisoners: *A

object_CargoStation										 Cargo Station
tooltip_CargoStation_Placement							 \nIf you are not happy with the placement of this cargo station, then press Remove Station NOW.\n\nClick the DEPLOY button to create a road and to complete the station.\n\nYou can place several cargo stations of the same road width per road. Use the buttons to configure the cargo station.\n\nThere must be a Traffic Terminal on the map before the station can accept cargo.
tooltip_CargoStation_Compact							 Home ID: *H\n\nTraffic enabled: *X\n\n*Y
tooltip_CargoStation_Large								 Home ID: *H\n\nLEFT SIDE:\nTraffic enabled: *A\n\n*B\n\n\nRIGHT SIDE:\nTraffic enabled: *C\n\n*D
tooltip_CargoStation_Deliveries							 This Cargo Station is used to deliver the cargo you specify with my buttons. Zoning its cargo area (3x5) as CARGO AREA room is optional. When specified stuff is available, a Cargo Truck will deliver it.
tooltip_CargoStation_Exports							 This Cargo Station collects goods for exports. Zone the cargo area as EXPORTS room (3x5). When exports are available, a Cargo or Exports Truck will pick it up.
tooltip_CargoStation_Garbage							 This Cargo Station collects garbage. Zone the cargo area as GARBAGE room (3x5). When garbage is available, a Cargo or Garbage Truck will pick it up.
tooltip_CargoStation_Intake								 This Cargo Station will be used to deliver prisoners. Zoning its cargo area (3x5) as INTAKE AREA room is optional. Specify the authorized Security Level and toggle between escorting new prisoners either to Reception, or directly to their cells.
tooltip_CargoStation_Emergency							 This Cargo Station will be used to collect dead bodies. Emergency call-outs will also arrive at this station type. Zoning its cargo area (3x5) as EMERGENCY room is optional.
tooltip_CargoStation_Button_Delete						 Delete station
tooltip_CargoStation_Or									 ====== OR =======
tooltip_CargoStation_Button_BuildRoad					 DEPLOY
tooltip_CargoStation_Button_BuildRails					 DEPLOY
tooltip_CargoStation_Separatorline						 =================
tooltip_CargoStation_Button_ReBuildRoad					 Rebuild Road
tooltip_CargoStation_Button_FloorType					 Toggle Floor
tooltip_CargoStation_Button_FloorTypeRoad				 [Road] Platform
tooltip_CargoStation_Button_FloorTypePlatform			 [Platform] Road
tooltip_CargoStation_Button_SubType						 Colour: *X
tooltip_CargoStation_Button_Orange						 orange
tooltip_CargoStation_Button_Blue						 blue
tooltip_CargoStation_Button_Beige						 beige
tooltip_CargoStation_Button_Green						 green
tooltip_CargoStation_Button_White						 white
tooltip_CargoStation_Button_StationFloor				 Floor: *X
tooltip_CargoStation_Button_NORMAL						 NORMAL
tooltip_CargoStation_Button_ELEVATED					 ELEVATED
tooltip_CargoStation_Button_StationHeight				 Height: *X
tooltip_CargoStation_Button_COMPACT						 [12] 21 tiles
tooltip_CargoStation_Button_TALL						 12 [21] tiles
tooltip_CargoStation_Button_ToggleLights				 Toggle lights
tooltip_CargoStation_Button_RecyclingArea				 Recycling: *X
tooltip_CargoStation_Button_DeleteStack					 Delete boxes/stack
tooltip_CargoStation_Button_CargoSide					 *X SIDE
tooltip_CargoStation_Button_LEFT						 LEFT
tooltip_CargoStation_Button_RIGHT						 RIGHT
tooltip_CargoStation_Button_CargoType					 Type: *X
tooltip_CargoStation_Button_Deliveries					 DELIVERIES
tooltip_CargoStation_Button_Exports						 EXPORTS
tooltip_CargoStation_Button_Garbage						 GARBAGE
tooltip_CargoStation_Button_Intake						 INTAKE
tooltip_CargoStation_Button_Emergency					 EMERGENCY
tooltip_CargoStation_Button_TrafficEnabled				 ENABLED: *X
tooltip_CargoStation_SeparatorlineCARGO					 === CARGO: ===
tooltip_CargoStation_Button_BuildingDelivery			 *X        Building
tooltip_CargoStation_Button_FloorsDelivery				 *X    Floor/Grass
tooltip_CargoStation_Button_LaundryDelivery				 *X       Uniforms
tooltip_CargoStation_Button_FoodDelivery				 *X    Food/Trays
tooltip_CargoStation_Button_ForestDelivery				 *X       Forestry
tooltip_CargoStation_Button_VendingDelivery				 *X       Vending
tooltip_CargoStation_Button_Workshop1Delivery			 *X      Workshop
tooltip_CargoStation_Button_Workshop2Delivery			 *X      Plantation
tooltip_CargoStation_Button_Workshop3Delivery			 *X  MoneyLaundry
tooltip_CargoStation_Button_Workshop4Delivery			 *X PhoneWorkshop
tooltip_CargoStation_Button_Workshop5Delivery			 *X   PC hardware
tooltip_CargoStation_Button_OtherDelivery				 *X          Other
tooltip_CargoStation_Button_yes							 YES
tooltip_CargoStation_Button_no							 NO
tooltip_CargoStation_Button_Delivery_yes				 V
tooltip_CargoStation_Button_Delivery_no					 X
tooltip_CargoStation_Button_SecLevel					 Unload: *X
tooltip_CargoStation_Button_IsIntake					 To Reception: *X
tooltip_CargoStation_Button_SecLevel_ALL				 ALL
tooltip_CargoStation_Button_SecLevel_MinSec				 MINSEC
tooltip_CargoStation_Button_SecLevel_Normal				 MEDSEC
tooltip_CargoStation_Button_SecLevel_MaxSec				 MAXSEC
tooltip_CargoStation_Button_SecLevel_Protected			 PROTECT
tooltip_CargoStation_Button_SecLevel_SuperMax			 SUPMAX
tooltip_CargoStation_Button_SecLevel_DeathRow			 DEATHROW
tooltip_CargoStation_Button_SecLevel_Insane				 INSANE
tooltip_CargoStation_Button_SecLevel1					 *X         MinSec
tooltip_CargoStation_Button_SecLevel2					 *X         Normal
tooltip_CargoStation_Button_SecLevel3					 *X        MaxSec
tooltip_CargoStation_Button_SecLevel4					 *X      Protected
tooltip_CargoStation_Button_SecLevel5					 *X      SuperMax
tooltip_CargoStation_Button_SecLevel6					 *X      DeathRow
tooltip_CargoStation_Button_SecLevel7					 *X          Insane

tooltip_CargoStation_SeparatorEquipment					 ====Equipment====
tooltip_CargoStation_Button_CalloutEquipmentFireman		 Fireman: *X
tooltip_CargoStation_Button_CalloutEquipmentParamedic	 Paramedic: *X
tooltip_CargoStation_Button_CalloutEquipmentRiotGuard	 RiotGuard: *X
tooltip_CargoStation_Button_CalloutEquipmentArmedGuard	 ArmedGuard: *X
tooltip_CargoStation_Button_CalloutEquipmentSoldier		 Soldier: *X
tooltip_CargoStation_CalloutEquipment_Hose				 Hose
tooltip_CargoStation_CalloutEquipment_Extinguisher		 Extinguisher
tooltip_CargoStation_CalloutEquipment_Needle			 Needle
tooltip_CargoStation_CalloutEquipment_SedativeSyringe	 Syringe
tooltip_CargoStation_CalloutEquipment_Baton				 Baton
tooltip_CargoStation_CalloutEquipment_AssaultRifle		 Assault
tooltip_CargoStation_CalloutEquipment_AK47				 AK 47
tooltip_CargoStation_CalloutEquipment_Axe				 Axe
tooltip_CargoStation_CalloutEquipment_BatteringRam		 BatteringRam
tooltip_CargoStation_CalloutEquipment_Gun				 Gun
tooltip_CargoStation_CalloutEquipment_Knife				 Knife
tooltip_CargoStation_CalloutEquipment_Rifle				 Rifle
tooltip_CargoStation_CalloutEquipment_Shotgun			 Shotgun
tooltip_CargoStation_CalloutEquipment_SubMachineGun		 Uzi
tooltip_CargoStation_CalloutEquipment_Tazer				 Tazer


object_CargoStationDoubleSpawner						 Cargo Station (Double Road)
buildtoolbar_popup_staff_CargoStationDoubleSpawner		 Can be placed anywhere on the map.\nSpawns a double road if no road exists.\nIf you want, you can place several stations on the same road.\n\nAfter placing, use its BUTTONS to configure what this station will do. Toggle LEFT and RIGHT side to set up each road lane. Toggle ENABLED if you want to activate a side. Both sides are independent, so for example you can have the right side turned on while the left side is inactive.\n\nRequires a Traffic Terminal on the map to be operational. The Traffic Terminal must be switched to AUTO before it starts sending cargo to the stations.

object_CargoStationUnloadLeftSpawner					 Cargo Station (Unload Left)
buildtoolbar_popup_staff_CargoStationUnloadLeftSpawner	 Can be placed anywhere on the map.\nSpawns a single road lane if no road exists.\nIf you want, you can place several stations on the same road.\n\nAfter placing, use its BUTTONS to configure what this station will do. In case you need it, you can even toggle its placement afterwards, by clicking LEFT / RIGHT side. It will then hop to the other side of the road.\n\nToggle the ENABLED button if you want to activate this station.\n\nRequires a Traffic Terminal on the map to be operational. The Traffic Terminal must be switched to AUTO before it starts sending cargo to the stations.

object_CargoStationUnloadRightSpawner					 Cargo Station (Unload Right)
buildtoolbar_popup_staff_CargoStationUnloadRightSpawner	 Can be placed anywhere on the map.\nSpawns a single road lane if no road exists.\nIf you want, you can place several stations on the same road.\n\nAfter placing, use its BUTTONS to configure what this station will do. In case you need it, you can even toggle its placement afterwards, by clicking LEFT / RIGHT side. It will then hop to the other side of the road.\n\nToggle the ENABLED button if you want to activate this station.\n\nRequires a Traffic Terminal on the map to be operational. The Traffic Terminal must be switched to AUTO before it starts sending cargo to the stations.

object_CargoStationGantryCrane							 Cargo Gantry
object_CargoStationGantryHook							 Cargo Hook
object_CargoStationControl								 Cargo Station Control
job_custom_ActivateDeliveriesStation					 Activate Deliveries Station
job_custom_OperateDeliveriesStation						 Operate Deliveries Station
job_custom_LeaveDeliveriesStation						 Leave Deliveries Station
job_custom_ActivateExportsStation						 Activate Exports Station
job_custom_OperateExportsStation						 Operate Exports Station
job_custom_LeaveExportsStation							 Leave Exports Station
job_custom_ActivateGarbageStation						 Activate Garbage Station
job_custom_OperateGarbageStation						 Operate Garbage Station
job_custom_LeaveGarbageStation							 Leave Garbage Station
job_custom_ActivateIntakeStation						 Activate Intake Station
job_custom_OperateIntakeStation							 Operate Intake Station
job_custom_LeaveIntakeStation							 Leave Intake Station
job_custom_ActivateEmergencyStation						 Activate Emergency Station
job_custom_OperateEmergencyStation						 Operate Emergency Station
job_custom_LeaveEmergencyStation						 Leave Emergency Station
job_custom_ActivateCalloutStation						 Activate Call-out Station
job_custom_OperateCalloutStation						 Operate Call-out Station
job_custom_LeaveCalloutStation							 Leave Call-out Station

object_CargoStationFireEngine							 Fireman Equipment

object_CargoStopSignHeliPad								 Stop Sign

object_CargoHelipad										 Helipad
tooltip_CargoHelipad_Placement							 \nIf you are not happy with the placement of this helipad, then press Delete helipad NOW.\n\nClick the DEPLOY button to create the helipad.\n\nUse the buttons to configure the helipad.\n\nThere must be a Traffic Terminal on the map before the station can accept cargo.
tooltip_CargoHelipad_TrafficTerminalRequired			 A Traffic Terminal is required
tooltip_CargoHelipad_Button_Delete						 Delete helipad
tooltip_CargoHelipad_Or									 ====== OR =======
tooltip_CargoHelipad_Button_BuildHelipad				 DEPLOY
tooltip_CargoHelipad_Separatorline						 =================
tooltip_CargoHelipad_Button_DeleteStack					 Delete boxes/stack
tooltip_CargoHelipad_Button_FloorType					 Floor: *X
tooltip_CargoHelipad_FloorType_Compact					 compact
tooltip_CargoHelipad_FloorType_Large					 large
tooltip_CargoHelipad									 HeliPad ID: *Y\nNumber: *Z
tooltip_CargoHelipad_DeliveriesTraffic					 HeliPad ID: *H\n\nThis helipad is used to deliver the cargo you specify with my buttons.\nThere is no need to zone this area.\nWhen specified stuff is available, a Chinook will deliver it.\n\nTraffic enabled: *X
tooltip_CargoHelipad_DeliveriesArriving					 HeliPad ID: *Y\nNumber: *Z\n*T cargo items arriving\n\n=== [ *A ] === [ FOOD DISTRIBUTION ]\n=  Ingredients / Foodtrays / Staff Food / Cookers,\n=  Fridge / Sink / Serving Table / Sprinklers\n\n=== [ *B ] === [ LAUNDRY DISTRIBUTION ]\n=  Prisoner Uniforms / Vending Uniforms,\n=  Ironing Boards / Laundry Machines / Baskets\n\n=== [ *C ] === [ VENDING DISTRIBUTION ]\n=  Library Books / Shop / Vending Machines stock\n\n=== [ *D ] === [ FORESTRY DISTRIBUTION ]\n=  Tree Saplings / Forestry Tree\n\n=== [ *E ] === [ WORKSHOP MATERIALS ]\n=  Sheet Metal / Wood,\n=  Workshop Saw / Press / Carpenter Table\n\n=== [ *F ] === [ PLANTATION / GARDEN ]\n=  Seeds / Compost / ClothSpool / DDT\n\n=== [ *G ] === [ ACCOUNTING MATERIALS ]\n=  Dirty Money\n\n=== [ *H ] === [ PHONEFACTORY MATERIALS ]\n=  Sheet Aluminium\n\n=== [ *I ] === [ COMPUTER MATERIALS ]\n=  PrinterPaper / Toner / Drumkit\n=  ServerParts\n\n=== [ *J ] === [ CONSTRUCTION ]\n=  Brick / Concrete / Metal / Steel,\n=  Electrical Cable / Water Pipes,\n=  Power Station / Capacitors,\n=  WaterPump Station / WaterBoiler\n\n=== [ *K ] === [ FLOORS ]\n=  Floor Tiles / Grass Turf\n\n=== [ *L ] === [ ALL OTHER CARGO ]\n=  Anything else which is not listed above
tooltip_CargoHelipad_ExportsTraffic						 HeliPad ID: *H\n\nThis helipad collects goods for exports.\nZone the helipad area as Exports room (8x8). When exports are available, a Chinook will pick it up.\n\nTraffic enabled: *X
tooltip_CargoHelipad_GarbageTraffic						 HeliPad ID: *H\n\nThis helipad collects garbage.\nZone the helipad area as Garbage room (8x8). When garbage is available, a Chinook will pick it up.\n\nTraffic enabled: *X
tooltip_CargoHelipad_IntakeTraffic						 HeliPad ID: *H\n\nThis helipad will be used to deliver prisoners.\nThere is no need to zone this area.\nSpecify the authorized Security Level and toggle between escorting new prisoners either to Reception, or directly to their cells.\n\nTraffic enabled: *X
tooltip_CargoHelipad_PrisonersArriving					 HeliPad ID: *Y\nNumber: *Z\n*T prisoner(s) arriving\n\n=== [ *A ] === [ MINSEC ]\n=  Prisoners for the Minimum Security wing\n\n=== [ *B ] === [ MEDSEC ]\n=  Prisoners for the Normal Security wing\n\n=== [ *C ] === [ MAXSEC ]\n=  Prisoners for the Maximum Security wing\n\n=== [ *D ] === [ PROTECTED ]\n=  Prisoners for the Protected Custody area\n\n=== [ *D ] === [ SUPMAX ]\n=  Prisoners for the Super Max security wing\n\n=== [ *F ] === [ DR ]\n=  Prisoners for Death Row\n\n=== [ *G ] === [ INSANE ]\n=  Prisoners who are completely nuts
tooltip_CargoHelipad_EmergencyTraffic					 HeliPad ID: *H\n\nThis helipad will be used to collect dead bodies.\nThere is no need to zone this area.\n\nTraffic enabled: *X

object_CargoHelipadSpawner								 Cargo Helipad
buildtoolbar_popup_staff_CargoHelipadSpawner			 Can be placed anywhere to deliver and export cargo.\n\nAfter placing, use its BUTTONS to configure what this helipad will do.\n\nToggle the ENABLED button if you want to activate this helipad.\n\nRequires a Traffic Terminal on the map to be operational. The Traffic Terminal must be switched to =D= AUTO before it starts sending cargo to the stations.

object_IntakeHelipadSpawner								 Intake Helipad
buildtoolbar_popup_staff_IntakeHelipadSpawner			 Can be placed anywhere to deliver prisoners.\n\nAfter placing, use its BUTTONS to configure what this helipad will do.\n\nToggle the ENABLED button if you want to activate this helipad.\n\nRequires a Traffic Terminal on the map to be operational. The Traffic Terminal must be switched to =I= AUTO before it starts sending prisoners to the stations.

object_CalloutHelipad									 Call-Out Helipad
buildtoolbar_popup_staff_CalloutHelipad					 Place this call-out helipad anywhere in your prison.\nIt will spawn a temporary way point for all Call-Out types in the Emergencies menu (except DLC).\n\n -> When calling Chinooks, the selected emergency call-out will be dropped off at this waypoint.\n\n - > When using call-outs arriving by truck, then the nearest available Cargo Station with Emergency enabled is used. The emergencies will walk to this waypoint by themselves.\n\n -> When playing on an Island map without road, this helipad is useless due to game restrictions.

tooltip_CalloutHelipad									 \n No call-out helipad was placed before calling the emergencies.\nThis random spot will be used to drop off the call-out.
tooltip_CalloutHelipadA									 \n === [ Arriving type: no emergencies called ] ===\n\nUse the Emergencies menu to call for Chinook Emergencies of your choice.\n\n\n === [ Call-out equipment: default ] ===\n\nClick me to change the equipment of the arriving call-out while the chinook is airborne.
tooltip_CalloutHelipadB									 \n === [ Arriving type: *X ] ===\n\n\n === [ Call-out equipment: *Y ] ===\n\nClick me to change the equipment of the arriving call-out while the chinook is airborne.\nParamedics/Orderly equipment can't be changed.
tooltip_CalloutHelipadC									 \n === [ Arriving type: FireBrigade ] ===\n\n\n === [ Call-out equipment: *X ] ===\n\nClick me to change the equipment of the arriving call-out while the chinook is airborne.\nParamedics/Orderly equipment can't be changed.\n\n\n === [ Method: *Y ] ===\n\nYou can specify if Firemen perform a Fly By or are being dropped off.
tooltip_CalloutHelipad_SeparatorMethod					 ==== Firemen ====
tooltip_CalloutHelipad_Button_ToggleFiremanMethod		  *X
tooltip_CalloutHelipad_FiremanMethod_FlyBy				 Fly By
tooltip_CalloutHelipad_FiremanMethod_DropOff			 Drop Off
tooltip_CalloutHelipad_SeparatorEquipment				 ====Equipment====
tooltip_CalloutHelipad_Button_ToggleCalloutEquipment	  *X
tooltip_CalloutHelipad_CalloutEquipment_Hose			 Hose
tooltip_CalloutHelipad_CalloutEquipment_Extinguisher	 Fire extinguisher
tooltip_CalloutHelipad_CalloutEquipment_Needle			 Needle
tooltip_CalloutHelipad_CalloutEquipment_SedativeSyringe  Sedative syringe
tooltip_CalloutHelipad_CalloutEquipment_Baton			 Baton
tooltip_CalloutHelipad_CalloutEquipment_AssaultRifle	 Assault rifle
tooltip_CalloutHelipad_CalloutEquipment_AK47			 AK 47
tooltip_CalloutHelipad_CalloutEquipment_Axe				 Axe
tooltip_CalloutHelipad_CalloutEquipment_BatteringRam	 Battering ram
tooltip_CalloutHelipad_CalloutEquipment_Gun				 Gun
tooltip_CalloutHelipad_CalloutEquipment_Knife			 Knife
tooltip_CalloutHelipad_CalloutEquipment_Rifle			 Rifle
tooltip_CalloutHelipad_CalloutEquipment_Shotgun			 Shotgun
tooltip_CalloutHelipad_CalloutEquipment_SubMachineGun	 Uzi
tooltip_CalloutHelipad_CalloutEquipment_Tazer			 Tazer
object_CalloutStationTruck								 Callout Engine Block

object_Chinook2											 Chinook
tooltip_Chinook2_Status									 *X\nStatus: *Y

object_CargoChinookHook									 Chinook (Cargo)
object_ExportsChinookHook								 Chinook (Exports)
object_EmergencyChinookHook								 Chinook (Emergency)
tooltip_ChinookHook										 Helipad ID: *H\nHook Number *N\nAmount: *A

object_IntakeChinookInside								 Chinook (inside)
object_IntakeChinookBlock								 Chinook (block)
tooltip_IntakeChinookBlock								 Blocks this part of the Chinook

object_IntakeChinookHook								 Chinook (hook)
object_IntakeChinookDoor								 Chinook (door)
object_IntakeChinookPilot								 Chinook (pilot)
object_IntakeChinookGuard								 Chinook (guard)

object_HoseXY											 X/Y Hose Position Spawner Thingy

object_Chinook2GrantChecker								 Grants checker (you can sell me after the grant completed)

object_TrafficTerminal									 Traffic Terminal
tooltip_TrafficTerminal									 \n=== [ *X ] === [DELIVERY METHOD]\n=\n= AUTO -> Deliveries are sorted and transported\n=== to enabled Cargo Helipads / Stations\n=== whenever they are ready to accept cargo.\n=== Specify on stations / pads which cargo to deliver.\n= SUSPEND -> Deliveries are stockpiled\n=== until you switch it back to AUTO.\n=== No deliveries meanwhile, just garbage / exports,\n=== and dead bodies collection.\n=== Queued items stay here meanwhile.\n\n===[ *A ] === [ TOTAL QUEUED ]\n= These items are ready to be delivered.\n= Stack Area tooltips show details.\n\n\n=== [ *Y ] === [INTAKE METHOD]\n=\n= AUTO -> Prisoners are sorted and transported\n=== to enabled Cargo Helipads / Stations\n=== whenever they are ready to accept prisoners.\n=== Specify security level on stations / pads.\n= SUSPEND -> Prisoners are stockpiled\n=== and all their needs get reset\n=== until you switch it back to AUTO.\n=== No intake to Cargo Helipads / Stations.\n=== Already queued prisoners stay here.\n\n===[ *B ] === [ TOTAL PRISONERS ]\n= These prisoners are ready to be delivered\n=  MinSec: *C  =  Normal: *D  =  MaxSec: *E\n=  Protect: *F  =  SuperMax: *G  =  DR: *H\n=  Insane: *I\n\nIMPORTANT:\nMARK THIS ENCLOSED ROOM AS TRAFFIC TERMINAL.\nNO DOORS SHOULD EXIST.
tooltip_TrafficTerminal_Button_DeleteTerminal			 Delete terminal
tooltip_TrafficTerminal_AnimateChinook					 === ANIMATE ===
tooltip_TrafficTerminal_Button_AnimateChinook			 Chinooks: *X
tooltip_TrafficTerminal_Button_TruckLights				 Truck lights: *X
tooltip_TrafficTerminal_SeparatorLine					 =============
tooltip_TrafficTerminal_DeliveryMethod					 =D= *X ==
tooltip_TrafficTerminal_IntakeMethod					 =I= *X ==
tooltip_TrafficTerminal_Button_DeleteStack				 Delete my stack
tooltip_TrafficTerminal_Button_DeletePrisoners			 Delete prisoners
tooltip_TrafficTerminal_TerminalPrisonerSort			 = PRISONER SORT =
tooltip_TrafficTerminal_TerminalSnitchConfig			 = SNITCH TO PC =
tooltip_TrafficTerminal_Button_minsec					 MinSec: *X
tooltip_TrafficTerminal_Button_medsec					 MedSec: *X
tooltip_TrafficTerminal_Button_maxsec					 MaxSec: *X
tooltip_TrafficTerminal_Button_supmax					 SupMax: *X
tooltip_TrafficTerminal_Button_legendary				 Legendary -> *X
tooltip_TrafficTerminal_Button_lieutenant				 Lieutenant -> *X
tooltip_TrafficTerminal_Button_green					 Green     -> *X
tooltip_TrafficTerminal_Button_red						 Red       -> *X
tooltip_TrafficTerminal_Button_blue						 Blue      -> *X
tooltip_TrafficTerminal_Button_mother					 Mother    -> *X
tooltip_TrafficTerminal_Button_addicted					 Addict    -> *X
tooltip_TrafficTerminal_Button_insane					 Insane    -> *X
tooltip_TrafficTerminal_YES								 YES
tooltip_TrafficTerminal_NO								 NO
tooltip_TrafficTerminal_MinSec							 MIN
tooltip_TrafficTerminal_Normal							 MED
tooltip_TrafficTerminal_MaxSec							 MAX
tooltip_TrafficTerminal_SuperMax						 SUP
tooltip_TrafficTerminal_Protected						 PC
tooltip_TrafficTerminal_DeathRow						 DR

object_TrafficTerminalSpawner							 Traffic Terminal
buildtoolbar_popup_staff_TrafficTerminalSpawner			 Sorts out the arrival of new deliveries and prisoners.\nRequired by Cargo Helipads / Stations.\n\nMark the created room as TRAFFIC TERMINAL and remove older Deliveries areas you have on the map.\n\nNO DOORS SHOULD EXIST TO THIS ROOM.\n\nThe Traffic Terminal will be in SUSPEND mode\n(no deliveries will be brought to stations)\nuntil you click it and turn it to AUTO.\n=D= toggles Deliveries to all stations on/off\n=I= toggles prisoner Intake on/off

object_TrafficTerminalIntakeDisplayLeft					 Intake Display
object_TrafficTerminalIntakeDisplayRight				 Intake Display
object_TrafficTerminalIntakeDisplay						 Intake Display
object_TrafficTerminalCargoDisplayLeft					 Delivery Display
object_TrafficTerminalCargoDisplayRight					 Delivery Display

object_HeadTailChecker									 HeadTailChecker

object_StackTransferrer									 Stack Transferrer
tooltip_StackTransferrer								 This way point transfers incoming deliveries and prisoners to the Traffic Terminal.

object_QueuedStackChecker								 Queued Stack Checker

object_StackInQueueTop									 Queued Stack Area
tooltip_StackInQueueTop_Totals							 Sorted items, waiting to be delivered:\n\n=== [ *A ] === [ FOOD DISTRIBUTION ]\n=  Ingredients / Foodtrays / Staff Food / Cookers,\n=  Fridge / Sink / Serving Table / Sprinklers\n\n=== [ *B ] === [ LAUNDRY DISTRIBUTION ]\n=  Prisoner Uniforms / Vending Uniforms,\n=  Ironing Boards / Laundry Machines / Baskets\n\n=== [ *C ] === [ VENDING DISTRIBUTION ]\n=  Library Books / Shop / Vending Machines stock\n\n=== [ *D ] === [ FORESTRY DISTRIBUTION ]\n=  Tree Saplings / Forestry Tree\n\n=== [ *E ] === [ WORKSHOP MATERIALS ]\n=  Sheet Metal / Wood,\n=  Workshop Saw / Press / Carpenter Table\n\n=== [ *F ] === [ PLANTATION / GARDEN ]\n=  Seeds / Compost / ClothSpool / DDT

object_StackInQueueBottom								 Queued Stack Area
tooltip_StackInQueueBottom_Totals						 Sorted items, waiting to be delivered:\n\n=== [ *A ] === [ ACCOUNTING MATERIALS ]\n=  Dirty Money\n\n=== [ *B ] === [ PHONEFACTORY MATERIALS ]\n=  Sheet Aluminium\n\n=== [ *C ] === [ COMPUTER MATERIALS ]\n=  PrinterPaper / Toner / Drumkit\n=  ServerParts\n\n=== [ *D ] === [ CONSTRUCTION ]\n=  Brick / Concrete / Metal / Steel,\n=  Electrical Cable / Water Pipes,\n=  Power Station / Capacitors,\n=  WaterPump Station / WaterBoiler\n\n=== [ *E ] === [ FLOORS ]\n=  Floor Tiles / Grass Turf\n\n=== [ *F ] === [ ALL OTHER CARGO ]\n=  Anything else

object_PrisonerStackHolder								 Prisoner Holder

object_DeliveriesTruckDriver							 Deliveries Truck Driver
object_ExportsTruckDriver								 Exports Truck Driver
object_GarbageTruckDriver								 Garbage Truck Driver
object_IntakeTruckDriver								 Prisoner Truck Driver
object_EmergencyTruckDriver								 Hearse Truck Driver
object_CalloutTruckDriver								 Callout Truck Driver

object_FireStarter										 Fire Starter
buildtoolbar_popup_obj_FireStarter						 Spawn a fire at the position where you place me down.

equipment_Extinguisher									 Extinguisher
equipment_AK47											 AK 47
equipment_SubMachineGun									 Uzi

object_CargoStationTruck								 Engine Block
tooltip_CargoStationTruck_Separatorline					 =================
tooltip_CargoStationTruck_TruckSkin						 \nVehicle ID: *H\nClick on the Street Manager next to\nthe Traffic Terminal to change my skin
tooltip_CargoStationTruck_SlowingDownForStation			 \nVehicle ID: *H\nCargoStation ID: *I\n\nSlowing down for Cargo Station...\n\nVehicle speed: *S
tooltip_CargoStationTruck_SlowingDownForGate			 \nVehicle ID: *H\nCargoStation ID: *I\n\nSlowing down for gate...\n\nVehicle speed: *S
tooltip_CargoStationTruck_SlowingDownForVehicle			 \nVehicle ID: *H\nCargoStation ID: *I\n\nSlowing down for *F...\n\nVehicle speed: *S
tooltip_CargoStationTruck_StoppedForVehicle				 \nVehicle ID: *H\nCargoStation ID: *I\n\nStopped and waiting for *F...\n\nVehicle speed: 0
tooltip_CargoStationTruck_StoppedForPeople				 \nVehicle ID: *H\nCargoStation ID: *I\n\nWaiting for people crossing the road...\n\nVehicle speed: 0
tooltip_CargoStationTruck_DrivingWithGates				 \nVehicle ID: *H\nCargoStation ID: *I\n\nStatus: *A\n\nDistance to gate *G is: *X\n\nVehicle speed: *S\n\nVehicle behind me: *B\nDistance: *Y\n\nVehicle in front: *F\nDistance: *Z
tooltip_CargoStationTruck_DrivingNoGates				 \nVehicle ID: *H\nCargoStation ID: *I\n\nStatus: *A\n\nNo known gates ahead\n\nVehicle speed: *S\n\nVehicle behind me: *B\nDistance: *Y\n\nVehicle in front: *F\nDistance: *Z
tooltip_CargoStationTruck_StoppedAndProcessing			 \nVehicle ID: *H\nCargoStation ID: *I\n\nStopped and processing...
tooltip_CargoStationTruck_StoppedAndWaiting				 \nVehicle ID: *H\nCargoStation ID: *I\n\nStopped and waiting...
tooltip_CargoStationTruck_NoRoadMarker					 \nVehicle ID: *H\nNo RoadMarker found, ignoring all gates except default Road Gate and Road Barrier

object_PreviewTruckSkinBG								 Preview Background
object_DeliveriesTruckSkin								 Deliveries Truck
object_PreviewDeliveriesTruckSkin						 Deliveries Preview
object_ExportsTruckSkin									 Exports Truck
object_PreviewExportsTruckSkin							 Exports Preview
object_GarbageTruckSkin									 Garbage Truck
object_PreviewGarbageTruckSkin							 Garbage Preview
object_EmergencyTruckSkin								 Emergency Truck
object_PreviewEmergencyTruckSkin						 Emergency Preview
object_IntakeTruckSkin									 Prisoner Truck
object_PreviewIntakeTruckSkin							 Prisoner Preview
object_FireEngineTruckSkin								 FireEngine Truck
object_PreviewFireEngineTruckSkin						 FireEngine Preview
object_RiotVanTruckSkin									 RiotVan Truck
object_PreviewRiotVanTruckSkin							 RiotVan Preview
object_AmbulanceTruckSkin								 Paramedics Truck
object_PreviewAmbulanceTruckSkin						 Paramedics Preview
object_TroopTruckSkin									 Troop Truck
object_PreviewTroopTruckSkin							 Troop Preview

interfacecallout_Troops									 Soldiers
interfacecallout_Chinook2Firebrigade					 Chinook FireBrigade
interfacecallout_Chinook2Paramedics						 Chinook Paramedics
interfacecallout_Chinook2Orderly						 Chinook Orderly
interfacecallout_Chinook2RiotGuards						 Chinook RiotGuards
interfacecallout_Chinook2ArmedGuards					 Chinook ArmedGuards
interfacecallout_Chinook2ParaTroopers					 Chinook ParaTroopers


material_RoadMarkerTile									 RoadMarker Tile
material_RoadGate2Wall									 RoadGate Wall
material_TTFloorA										 Traffic Terminal
material_TTFloorB										 Traffic Terminal
material_TTFloorC										 Traffic Terminal

room_Garbage										 	 Garbage Area
buildtoolbar_popup_room_Garbage							 Where Sorted Garbage gets collected before it goes to Exports.\n\nYou can place a Trash Compactor here (or put it at Recycling) to stack the garbage into bags of 60.
room_Exports										 	 Exports Area
room_Deliveries											 Traffic Terminal
buildtoolbar_popup_room_deliveries						 Where your goods, materials, and prisoners are dropped off. Requires a Traffic Terminal from the Staff Menu to sort incoming stuff.
room_CargoStorage										 Cargo  Area
buildtoolbar_popup_room_CargoStorage					 Used to complete the Advanced Roads grant for a Cargo Station / Helipad with Deliveries enabled.\nWhen done, this room type becomes optional.\n\nMark the stations cargo area (3x5) or (9x9).\n\nTip: you could also mark it as a Storage area, so Workmen can roam there when they are idle.\n\nCargo stations don't need this room zoning to drop off deliveries. It's just there in case you want a room name for it.
room_CargoIntake										 Intake Area
buildtoolbar_popup_room_CargoIntake						 Used to complete the Advanced Roads grant for a Cargo Station / Helipad with Intake enabled.\nWhen done, this room type becomes optional.\n\nMark the stations intake area (3x5) or (20x9).\n\nIntake stations don't need this room zoning to drop off the prisoners. It's just there in case you want a room name for it.
room_CargoEmergencies									 Emergency st.
buildtoolbar_popup_room_CargoEmergencies				 Used to complete the Advanced Roads grant for a Cargo Station / Helipad with Emergency enabled.\nWhen done, this room type becomes optional.\n\nMark the stations emergency area (3x5) or (7x7).\n\nEmergency stations don't need this room zoning to collect dead people or to drop off emergency call-outs. It's just there in case you want a room name for it.

object_GrantCheckerTerminal								 Grant Checker "Global Deliveries"
object_GrantCheckerTerminalI							 Grant Checker "Global Intake"
object_GrantCheckerDeliveries							 Grant Checker "Station / Helipad"
object_GrantCheckerBuilding								 Grant Checker "Building"
object_GrantCheckerFloors								 Grant Checker "Floor/Grass"
object_GrantCheckerForestForest							 Grant Checker "Forestry"
object_GrantCheckerVendingVending						 Grant Checker "Vending"
object_GrantCheckerLaundry								 Grant Checker "Uniforms"
object_GrantCheckerFood									 Grant Checker "Food/Trays"
object_GrantCheckerWorkshop								 Grant Checker "Workshop"
object_GrantCheckerOther								 Grant Checker "Other"
object_GrantCheckerExports								 Grant Checker "Exports"
object_GrantCheckerGarbage								 Grant Checker "Garbage"
object_GrantCheckerIntake								 Grant Checker "Intake"
object_GrantCheckerMinSec								 Grant Checker "MinSc"
object_GrantCheckerMedSec								 Grant Checker "MedSec"
object_GrantCheckerEmergency							 Grant Checker "Emergencies"

objective_firstgrant                				     Start the Advanced Roads grants
objective_firstgrant_description   					     Start the Advanced Roads grants as soon as possible, by opening the reports window (pressing the button in the bottom right of the screen), selecting the Grants tab and picking Advanced Roads 1/7: Traffic Terminal.

objective_builddeliveriesroom							 Start the Advanced Roads grants as soon as possible
objective_builddeliveriesroom_description				 Before building a prison you MUST first set up a Traffic Terminal and place various Cargo Stations / Helipads.\n\nYou can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nNew objects are in the STAFF MENU.\n\nUse the Advanced Roads GRANTS to guide you through the important steps.


objective_Grant_TrafficTerminal							 Advanced Roads 1/7: Traffic Terminal
objective_Grant_TrafficTerminal_description				 Place 1 Traffic Terminal with unlimited Cargo Stations and Helipads to handle sorted deliveries, exports, garbage, prisoner intake, call-outs and collecting dead people.\n\nContinue with the next Advanced Roads grants when you are done.
objective_Grant_TrafficTerminal_CreateTerminalA1		 -- REMOVE ALL EXISTING --\nDELIVERIES/EXPORTS/GARBAGE\n-- AREAS ON  THE MAP --\n\nPut 1 Traffic Terminal\n - Find it in the Staff menu
objective_Grant_TrafficTerminal_CreateTerminalB			 Finish spawned room\n - Zone room (8x7)\n - as TRAFFIC TERMINAL
objective_Grant_TrafficTerminal_CreateTerminalC			 Select vehicle skins\n - Click on Street Manager\n - next to Traffic Terminal

objective_Grant_CargoStation_Deliveries					 Advanced Roads 2/7: Deliveries
objective_Grant_CargoStation_Deliveries_description		 You can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nComplete the Advanced Roads 1/7 grant first.
objective_Grant_CargoStation_Deliveries_CreateStation	 Put CargoStation / Helipad\n - Find it in the Staff menu\n - Hit the DEPLOY button\n\n - Set Type: DELIVERIES\n - Zone (3x5) or (9x9)\n - as CARGO AREA room
objective_Grant_CargoStation_Deliveries_ToggleBuilding	 Toggle "Building"
objective_Grant_CargoStation_Deliveries_ToggleFloors	 Toggle "Floor/Grass"
objective_Grant_CargoStation_Deliveries_ToggleLaundry	 Toggle "Uniforms"
objective_Grant_CargoStation_Deliveries_ToggleVending	 Toggle "Vending"
objective_Grant_CargoStation_Deliveries_ToggleForest	 Toggle "Forest"
objective_Grant_CargoStation_Deliveries_ToggleFood		 Toggle "Food/Trays"
objective_Grant_CargoStation_Deliveries_ToggleWorkshop	 Toggle "Workshop"
objective_Grant_CargoStation_Deliveries_ToggleOther		 Toggle "Other"
objective_Grant_CargoStation_Deliveries_EnableStation	 Enable specified cargo.\n - Hit the ENABLED button
objective_Grant_CargoStation_Deliveries_EnableTerminalD	 Enable Global Deliveries.\n - Click Traffic Terminal\n - Set =D= to AUTO

objective_Grant_CargoStation_Garbage					 Advanced Roads 3/7: Garbage
objective_Grant_CargoStation_Garbage_description		 You can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nComplete the Advanced Roads 1/7 grant first.
objective_Grant_CargoStation_Garbage_CreateStation		 Put CargoStation / Helipad\n - Find it in the Staff menu\n - Or toggle SIDE button\n\n - Set Type: GARBAGE\n - Zone (3x5) or (7x7)\n - as GARBAGE AREA room
objective_Grant_CargoStation_Garbage_EnableStation		 Activate Station / Helipad\n - Hit the ENABLED button

objective_Grant_CargoStation_Exports					 Advanced Roads 4/7: Exports
objective_Grant_CargoStation_Exports_description		 You can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nComplete the Advanced Roads 1/7 grant first.
objective_Grant_CargoStation_Exports_CreateStation		 Put CargoStation / Helipad\n - Find it in the Staff menu\n - Or toggle SIDE button\n\n - Set Type: EXPORTS\n - Zone (3x5) or (7x7)\n - as EXPORTS AREA room
objective_Grant_CargoStation_Exports_EnableStation		 Activate Station / Helipad\n - Hit the ENABLED button

objective_Grant_CargoStation_Intake						 Advanced Roads 5/7: Intake
objective_Grant_CargoStation_Intake_description			 You can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nComplete the Advanced Roads 1/7 grant first.
objective_Grant_CargoStation_Intake_CreateStation		 Put CargoStation / Helipad\n - Find it in the Staff menu\n - Or toggle SIDE button\n\n - Set Type: INTAKE\n - Zone (3x5) or (20x9)\n - as INTAKE AREA room
objective_Grant_CargoStation_Intake_ToggleMin	 		 Toggle "MinSec"
objective_Grant_CargoStation_Intake_ToggleMed			 Toggle "Normal"
objective_Grant_CargoStation_Intake_EnableStation		 Activate Station / Helipad\n - Hit the ENABLED button
objective_Grant_CargoStation_Intake_EnableTerminalI		 Enable global Intake.\n - Click Traffic Terminal\n - Set =I= to AUTO

objective_Grant_CargoStation_Emergency					 Advanced Roads 6/7: Emergency
objective_Grant_CargoStation_Emergency_description		 You can place several Cargo Stations on one road, or use dedicated roads per station, that's up to you. Roads will be spawned when they don't exist yet.\n\nComplete the Advanced Roads 1/7 grant first.
objective_Grant_CargoStation_Emergency_CreateStation	 Put CargoStation / Helipad\n - Find it in the Staff menu\n - Or toggle SIDE button\n\n - Set Type: EMERGENCY\n - Zone (3x5) or (7x7)\n - as EMERGENCY ST. room
objective_Grant_CargoStation_Emergency_EnableStation	 Activate Station / Helipad\n - Hit the ENABLED button

objective_Grant_ChinookCallout							 Advanced Roads 7/7: Call-out demo
objective_Grant_ChinookCallout_description				 Create a fire and call the Chinook FireBrigade from the Emergencies menu to take care of it.\n\nComplete the Advanced Roads 1/7 grant first. 
objective_Grant_ChinookCallout_FireStarter				 Start a fire on the map\n - Use FireStarter (Staff)
objective_Grant_ChinookCallout_CalloutHelipad			 Place 1 Callout Helipad\n - Leftside of the fire\n - Chinook goes to this waypoint
objective_Grant_ChinookCallout_Callout1					 Call 1 Chinook FireBrigade\n - From the Emergencies menu\n\n - Use buttons on Helipad\n - to select a Method\n - and desired Equipment

object_PrisonerIntakeCashMinSec							 Prisoner Intake (MinSec)
object_PrisonerIntakeCashNormal							 Prisoner Intake (MedSec)
object_PrisonerIntakeCashMaxSec							 Prisoner Intake (MaxSec)
object_PrisonerIntakeCashSuperMax						 Prisoner Intake (SuperMax)
object_PrisonerIntakeCashDeathRow						 Prisoner Intake (DeathRow)
object_PrisonerIntakeCashInsane							 Prisoner Intake (Insane)
object_PrisonerIntakeCashLegendary						 Prisoner Intake (Legendary)
tooltip_PrisonerIntakeCash								 Prisoner Intake money goes to Exports.

#######################################################
#
#  Begin Limo Garage
#
#######################################################

tooltip_Init_Garage										 The Garage will be created when the foundation is done.
object_FoundationChecker								 Foundation Checker

object_SmallRoadPole									 Road Pole
object_RoadPoleStart									 Road Pole
object_RoadPoleEnd										 Road Pole

object_LimoTowTruckSkin									 Tow Truck
object_CarPartsTowTruckSkin								 Tow Truck
object_TowTruck2Driver									 Tow Truck Driver
object_TowTruck2DriverMilitary							 Tow Truck Driver
object_Limo2Driver0										 Limo Driver
object_Limo2Driver1										 Limo Driver
object_Limo2Driver2										 Limo Driver
object_Limo2Driver3										 Limo Driver
object_Limo2Driver4										 Limo Driver
object_Limo2Driver5										 Limo Driver
object_Limo2Driver6										 Limo Driver
object_Limo2Driver7										 Limo Driver
object_Limo2Driver8										 Limo Driver
object_Limo2Driver9										 Limo Driver
object_Limo2Driver10									 Limo Driver
object_Limo2Driver11									 Limo Driver
object_Limo2Driver12									 Limo Driver
object_Limo2Driver13									 Limo Driver
object_Limo2Driver14									 Limo Driver
object_Limo2Driver15									 Limo Driver
object_Limo2DriverLeaving								 Limo Driver (Leaving)

object_Limo2Window										 Window
object_Limo2											 Limo
object_Limo2Broken										 Broken Limo
object_Limo2Repaired									 Repaired Limo
object_Limo2RepairedOnRoad								 Repaired Limo
object_Limo2OnFloor										 Limo on floor
object_Limo2OnCrane										 Limo on crane

object_Limo2FilingCabinet								 Limo Filing Cabinet
object_Limo2Papers										 Limo Papers
object_GantryCrane2BoothOrder							 This is a dummy material which loads into slot1 of the booth to start its Processor functionality. When the processor job starts, it will set a Timer on the booth, telling the gantry crane it can start moving around.
object_Limo2RepairPapers								 Limo Repair Papers
object_Limo2RepairPapersCopy							 Limo Repair Papers (copy)
object_Limo2Receipt										 Limo Receipt
object_Limo2Bill1										 Cheap Limo Bill
object_Limo2Bill2										 Cheap Limo Bill
object_Limo2Bill3										 Cheap Limo Bill
object_Limo2Bill4										 Average Limo Bill
object_Limo2Bill5										 Average Limo Bill
object_Limo2Bill6										 Average Limo Bill
object_Limo2Bill7										 Average Limo Bill
object_Limo2Bill8										 Expensive Limo Bill
object_Limo2Bill9										 Expensive Limo Bill
object_Limo2Bill10										 Expensive Limo Bill

object_CraneOperator2									 Crane Operator
buildtoolbar_popup_staff_CraneOperator2					 The Crane Operator will operate the gantry crane and write repair bills for the limo drivers when they come to fetch a repaired car.
object_CarMechanic2										 Car Mechanic
buildtoolbar_popup_staff_CarMechanic2					 The Car Mechanic will teach your prisoners how to repair cars in a Limo Garage. He can also fix cars if no prisoners are working.

object_GantryCrane2Spawner								 Limo Garage Installer
buildtoolbar_popup_staff_GantryCrane2Spawner			 Spawns a Limo Garage template:\n - after calculating the map size, you can configure the Limo Garage placement and size with my buttons.\n\n - Press the Show/Hide button to see how much space the garage will take. You can sack these spawned preview parts at any moment without a problem.\n\n - Press the Build Floor button once you are done. If you want to place walls inside this building then you can ONLY use the special Limo Wall, which doesn't block movement (otherwise the Gantry Crane will get stuck).\n\n - Next, place up to 16 Limo Repair Spots (depending on garage size). Also place 1 Rack spot, 1 Gantry Control spot, 1 Service Desk spot and 1 Filing Cabinet spot. You can sell all these objects and place them again until you are happy with your layout.\n\n - When your garage looks the way you want it, press the Check For Objects button. All required items are present? Then the garage is finalized and ready for use.


reportTitle_GarageInstaller								 Limo Garage Installer

reportTab_tab1											 Overview
reportTab_tab2											 Placement
reportTab_tab3											 Objects
reportTab_tab4											 Deployment
reportTab_tab5											 Logistics

reportTooltip_CaptionTimeWarp							 TIMEWARP
reportTooltip_TimeWarp									 The installer is now calculating the TimeWarpFactor and checks if you are using the Slow Time Mutator. Keep an eye on the tooltip to see the progress...

reportTooltip_CaptionOverview							 OVERVIEW
reportTooltip_Overview									 This Garage Installer will guide you while creating a Limo Garage.\nYou will need to complete a few steps which will be presented as new tabs to the left. Start by pressing one of the buttons below:

reportButton_StartBuilding								 Let's start!
reportButton_CancelBuilding								 Oops, I changed my mind...

reportTooltip_Placement									 Your garage can have 8 different layouts as shown above. Before building the garage, you need to specify which of these layouts you want to use. Make your choice with the buttons below:

reportButton_OptionSelected								   √
reportButton_OptionUnavailable							   X
reportTooltip_GaragePlacement							 PLACEMENT
reportButton_GaragePlacement							 *B
reportButton_GaragePlacementLeft						 left
reportButton_GaragePlacementRight						 right
reportButton_GaragePlacementCentre						 centre

reportTooltip_GarageSize								 GARAGE SIZE
reportButton_GarageSize									 *B
reportButton_GarageSizeNormal							 normal
reportButton_GarageSizeTall								 tall
reportButton_GarageSizeWide								 wide

reportTooltip_GarageRoadSize							 ROAD SIZE
reportButton_GarageRoadSize							    *B
reportButton_GarageRoadSizeSingle						 single
reportButton_GarageRoadSizeDouble						 double

reportTooltip_GarageType								 GARAGE TYPE
reportButton_GarageType									 *B
reportButton_GarageTypeNormal							 normal
reportButton_GarageTypeMilitary							 military

reportTooltip_ShowHidePreview							 Press the Show/Hide button to see how much space your layout will take. You can sell these spawned preview parts at any time, or remove me as well at the Overview tab.
reportButton_ShowHidePreview							 Show/Hide preview

reportTooltip_BuildFloor								 Press the Build Foundation button once you are happy!
reportButton_BuildFloor									 Build Foundation

reportTooltip_CaptionFoundationDone						 CONGRATULATIONS!
reportTooltip_FoundationDone							 The first steps to build a garage have been completed.\nThe next objective is to place the required inventory in your garage. More info is at the Objects tab. Current inventory:

reportTooltip_FoundationDone1							  Repair Spots\nCar Parts Rack\nGantry Control\nService Desk\nLimo Filing Cabinet
reportTooltip_FoundationDone2 *A\n*B\n*C\n*D\n*E

reportTooltip_FoundationDoneTips						 For Quickbuild users, or those who forgot:\nYou can toggle between a Military or Normal garage here.

reportTooltip_CaptionObjects							 WALLS AND OBJECTS
reportTooltip_Objects									 If you want to place walls inside this garage, then you can ONLY use the special Limo Wall which doesn't block movement (otherwise the Gantry Crane will get stuck).\n\nPlace up to 16 Limo Repair Spots (depending on garage size) anywhere in your garage. Also place 1 Rack spot, 1 Gantry Control spot, 1 Service Desk spot and 1 Filing Cabinet spot. Optionally place up to 10 Lesson Cars. You can sell all these objects and place them again until you are happy with your layout.\n\nWhen your garage looks the way you want it then press the button below. All required items are present? Then the garage is finalized and ready for use.
reportButton_CheckObjects								 Check for objects

reportTooltip_CaptionTips								 PLACEMENT TIPS
reportTooltip_TipsAdjacent								 If you want to make two adjacent garages: build the foundation of the first garage and place a new Garage Installer somewhere inside the building as shown below. It will automatically adjust and make the second garage adjacent:
reportTooltip_TipsPath									 If you want a path between garages: place the second Installer below the first garage. The top of the Installer always shows the top wall of the garage. Link the bottom and top gates of these garages at the Road Marker, so they will open at the same time:
reportTooltip_TipsMaxGarage								 You can build up to 3 garages on the same lane if there is a walking path in between the garages. If you make them all adjacent then you can have up to 4 garages. This limitation is due to the RoadMarker which can handle up to 10 gates per road.

reportTooltip_CaptionDeployment							 DEPLOYMENT
reportTooltip_Deployment								 When the garage is done, zone the Limo Garage and the Limo Waiting Room. They will be separate sectors.\n\nOpen the Deployment window to set the Security levels: you can mark the whole garage for one level, or divide it for example like shown above. It might be appropriate to zone the road and the waiting room as Access Only and Staff Only, depending on your prison layout.\n\nIf you made Limo Walls inside the building, then zone your rooms with 1 spare tile between the walls, and zone the area below the walls as Access Only. The Access Only zone will be 3 tiles wide, with the wall in the middle. This should somehow prevent people from walking through these fake walls, since they don't block movement.

reportTooltip_CaptionLogistics							 LOGISTICS
reportTooltip_Logistics									 Open the logistics screen to assign jobs to the garage. If you divided the garage into separate sectors, then you can assign jobs for each sector in the garage like shown above.\n\nDon't forget to set up your reform programs as well, so prisoners can learn how to work here. For the practical reform lessons each prisoner will need a Lesson Car.


object_GantryCrane2SpawnerCentreNormal					 Limo Garage Prefab Installer
object_GantryCrane2SpawnerCentreTall					 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftNormal					 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftWide						 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftTall						 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightNormal					 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightWide						 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightTall						 Limo Garage Prefab Installer

object_GantryCrane2SpawnerCentreNormalDouble			 Limo Garage Prefab Installer
object_GantryCrane2SpawnerCentreTallDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftNormalDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftWideDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerLeftTallDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightNormalDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightWideDouble				 Limo Garage Prefab Installer
object_GantryCrane2SpawnerRightTallDouble				 Limo Garage Prefab Installer

quickbuild_LimoGarageRightNormalDouble					 Right Normal Double
quickbuild_LimoGarageRightWideDouble					 Right Wide Double
quickbuild_LimoGarageRightTallDouble					 Right Tall Double

quickbuild_LimoGarageCentreNormalDouble					 Centre Normal Double
quickbuild_LimoGarageCentreTallDouble					 Centre Tall Double

quickbuild_LimoGarageLeftNormalDouble					 Left Normal Double
quickbuild_LimoGarageLeftWideDouble						 Left Wide Double
quickbuild_LimoGarageLeftTallDouble						 Left Tall Double

quickbuild_LimoGarageRightNormal						 Right Normal Single
quickbuild_LimoGarageRightWide							 Right Wide Single
quickbuild_LimoGarageRightTall							 Right Tall Single

quickbuild_LimoGarageCentreNormal						 Centre Normal Single
quickbuild_LimoGarageCentreTall							 Centre Tall Single

quickbuild_LimoGarageLeftNormal							 Left Normal Single
quickbuild_LimoGarageLeftWide							 Left Wide Single
quickbuild_LimoGarageLeftTall							 Left Tall Single

object_Limo2Preview										 Limo repair spot
object_Limo2LessonPreview								 Lesson car spot
object_CarPartsRack2Preview								 Parts Rack spot
object_GantryCrane2BoothPreview							 Gantry Control spot
object_Limo2FilingCabinetPreview						 Filing Cabinet spot
object_Limo2ServiceDeskPreview							 Service Desk spot
object_GantryCrane2Preview								 Gantry Crane preview
object_GantryRail2Preview								 Gantry Crane Rail preview
object_GantryRoadGate2Preview							 Road Gate preview

buildtoolbar_popup_staff_Limo2Preview					 Place some Limo Repair Spots in your garage where you want cars to be placed on the floor by the Gantry Crane.\n\nClick my button to toggle between Repair or Paint Cabin spot.\n\nMaximum amount of Repair plus Paint Cabin Spots:\n Tall or Wide garage -> 16\n Normal garage -> 8
buildtoolbar_popup_staff_Limo2LessonPreview				 Place up to 10 optional Limo Lesson Spots in your garage.\n\nPrisoners need this lesson spot to complete the reform program.\n\nA garage must have normal repair spots as well, otherwise the lesson spots don't get broken engines.
buildtoolbar_popup_staff_CarPartsRack2Preview			 Place 1 Car Parts Rack in your garage.
buildtoolbar_popup_staff_GantryCrane2BoothPreview		 Place 1 Gantry Crane Control booth in your garage.
buildtoolbar_popup_staff_Limo2FilingCabinetPreview		 Place 1 Filing Cabinet spot in your garage.\nUse my button to rotate.
buildtoolbar_popup_staff_Limo2ServiceDeskPreview		 Place 1 Service Desk spot in your garage.\nUse my button to rotate.


tooltip_Caption_GarageSetup								 ==== SETUP ====
tooltip_Caption_GarageTooltipInfo						 = TOOLTIP INFO =
tooltip_ShowLimo2BoothInfo								 Booth: *X
tooltip_Button_ShowLimo2InfoNo							 No
tooltip_Button_ShowLimo2InfoYes							 Yes
reportTooltip_MilitaryYes								 military
tooltip_ShowLimo2CraneInfo								 Crane: *X
tooltip_ShowLimo2HookInfo								 Hook: *X
tooltip_ShowLimo2RackInfo								 Rack: *X
tooltip_ShowLimo2LimoInfo								 Cars: *X
tooltip_ShowLimo2LessonInfo								 Lesson: *X
tooltip_ShowLimo2TruckInfo								 Truck: *X
tooltip_Button_DeleteGarage								 Delete Garage
tooltip_Button_ResetGarage								 Reset Garage
tooltip_Button_ResetGate								 Clear Gates Auth
tooltip_Button_ClearErrorLogs							 Clear Error Logs
tooltip_Button_UnloadTruck								 Unload Truck

object_GantryRail2SlotFiller							 Slot filler
object_GantryCrane2Hook									 Gantry Crane Hook
object_GantryCrane2										 Gantry Crane
object_GantryCrane2RailLeft								 Gantry Crane Rail
object_GantryCrane2RailRight							 Gantry Crane Rail
object_GantryCrane2Wheel								 Gantry Crane Wheel
object_GantryCrane2Booth								 Gantry Crane Control
object_Limo2ServiceDesk									 Service Desk
object_CarPartsRack2									 Car Parts Rack
object_GantryCrane2PaintCabin							 Paint Cabin
object_Limo2Lesson										 Lesson Car
object_Limo2Engine										 Engine (obsolete)
object_Limo2EngineOnCrane								 Engine on crane
object_Limo2EngineOnTruck								 Engine on truck
object_Limo2EngineInCar									 Engine in car
object_Limo2EngineInLessonCar							 Engine in lesson
object_Limo2EngineInRack								 Engine in rack


room_Limo2WaitingRoom									 Limo Waiting Room
buildtoolbar_popup_room_Limo2WaitingRoom				 People coming to fetch their repaired limo will hang out in this sector.
room_LimoGarage2										 Limo Garage
buildtoolbar_popup_room_LimoGarage2						 The Limo Garage is a workshop where prisoners repair broken cars. The cars will be delivered by a Tow Truck, so a road leading to this room is required.\n\nTo build a garage, use the Limo Garage Installer from the Staff menu.\n\nYou can have several garages on the same road, or have several roads with garages.\n\nGarage roads do not allow other traffic types.

research_LimoRepairShop									 Limo Garage 2.0
researchtooltip_LimoRepairShop							 The Limo Garage is a workshop where prisoners repair broken cars. They require a theoretic and a practical reform program before they can work here. A Limo Garage requires a road leading straight to this room. You can find the Garage Installer and required objects to create your personal garage in the Staff menu once the research is completed.

reformprogram_Limo2RepairTheoretic						 Limo Repair (Theoretic)
reformprogram_Limo2RepairTheoretic_text					 The theoretic course for the Limo Garage takes place in a classroom where your prisoners learn about car engines and stuff. After this course they will go to the practical part of the reform program where they learn how to deal with cars in the garage.
reformprogram_Limo2RepairPractical						 Limo Repair (Practical)
reformprogram_Limo2RepairPractical_text					 After finishing the Limo Repair Theoretic reform program, your prisoners will go to this course in the Limo Garage to learn how to repair car engines with actual bolts and nuts instead of theory books.

job_custom_RepairEngine2								 Repair engine
job_custom_RemoveEngine2								 Remove engine
job_custom_RefurbishEngine2								 Refurbish engine
job_custom_MountNewEngine2								 Mount new engine
job_custom_PaintCar2									 Paint car
job_custom_OpenHood2									 Open hood
job_custom_CloseHood2									 Close hood
job_custom_WriteBill0									 Write bill
job_custom_WriteBill1									 Write bill
job_custom_WriteBill2									 Write bill
job_custom_WriteBill3									 Write bill
job_custom_WriteBill4									 Write bill
job_custom_WriteBill5									 Write bill
job_custom_WriteBill6									 Write bill
job_custom_WriteBill7									 Write bill
job_custom_WriteBill8									 Write bill
job_custom_WriteBill9									 Write bill
job_custom_WriteBill10									 Write bill
job_custom_WriteBill11									 Write bill
job_custom_WriteBill12									 Write bill
job_custom_WriteBill13									 Write bill
job_custom_WriteBill14									 Write bill
job_custom_WriteBill15									 Write bill
job_custom_PayBill0										 Pay bill
job_custom_PayBill1										 Pay bill
job_custom_PayBill2										 Pay bill
job_custom_PayBill3										 Pay bill
job_custom_PayBill4										 Pay bill
job_custom_PayBill5										 Pay bill
job_custom_PayBill6										 Pay bill
job_custom_PayBill7										 Pay bill
job_custom_PayBill8										 Pay bill
job_custom_PayBill9										 Pay bill
job_custom_PayBill10									 Pay bill
job_custom_PayBill11									 Pay bill
job_custom_PayBill12									 Pay bill
job_custom_PayBill13									 Pay bill
job_custom_PayBill14									 Pay bill
job_custom_PayBill15									 Pay bill
job_custom_LimoDriverLeaving							 Leave garage
job_custom_LimoDriverLeavingMilitary					 Leave garage
job_custom_TruckDriverLeaving							 Leave garage
job_custom_TruckDriverLeavingMilitary					 Leave garage

equipment_DriverLicence									 Driver Licence
equipment_ExpensiveLimo2Bill							 Expensive Limo Bill
equipment_SprayPainter									 Spray Painter
equipment_Limo2Receipt									 Limo Receipt
equipment_Wrench										 Wrench

material_Limo2Wall										 Limo Wall
material_Limo2WallConcrete								 Limo Wall Concrete
material_Limo2WallBrick									 Limo Wall Brick
material_Limo2WallBrownStrike							 Limo Wall Brown
material_Limo2WallNewBBlockWall							 Limo Wall White
material_Limo2WallNewTiledWall							 Limo Wall Tiled
material_Limo2WallPavedFence							 Limo Paved Fence
material_Limo2WallTiledFence							 Limo Tiled Fence

tooltip_GantryCraneReset								 Gantry Crane Reset
tooltip_limo2onfloor									 CarUID: *X\nRepair Spot: *Y
tooltip_limo2lesson										 CarUID: *X\nLesson Spot: *Y
tooltip_limo2engine										 CarUID: *X\nRepair Spot: *Y
tooltip_Caption_GaragePlacement							 Step 1/5 Where?
tooltip_Button_GaragePlacement							 *X
tooltip_Button_Left										 Road right
tooltip_Button_Centre									 Centre road
tooltip_Button_Right									 Road left
tooltip_Caption_GarageSize								 Step 2/5 Size?
tooltip_Button_GarageSize								 *X
tooltip_Button_Military									 Military: *X
tooltip_Button_IsMilitary_No							 No
tooltip_Button_IsMilitary_Yes							 Yes

tooltip_Button_Normal									 Normal
tooltip_Button_Tall										 Tall
tooltip_Button_Wide										 Wide
tooltip_Caption_PreviewGarage							 Step 3/5 Preview
tooltip_Button_ShowPreview								 Show or Hide
tooltip_Caption_BuildFloor								 Step 4/5 Build
tooltip_Button_BuildFloor								 Create floor
tooltip_Caption_Inventory								 Step 5/5 Objects
tooltip_Button_ScanInventory							 Check for objects
tooltip_Caption_PlaceRepairSpots						 Limo RepairSpots
tooltip_Caption_PlaceBooth								 1 Gantry Control
tooltip_Caption_PlaceRack								 1 Car Parts Rack
tooltip_Caption_PlaceDesk								 1 Service Desk
tooltip_Caption_PlaceFiling								 1 Limo Filing Cabinet
tooltip_Caption_toggleRepair							 Repair or Paint?
tooltip_Button_toggleRepair								 *X
tooltip_toggleSpotType_Repair							 Repair Spot
tooltip_toggleSpotType_Paint							 Paint Cabin Spot
tooltip_Button_toggleRotate								 Rotate

tooltip_GantryCraneBoothOverview						 HomeUID: *A\n\n _________________________ CURRENT TASK\n |  *B*C

tooltip_RepairSpotReserved								 (not in use)
tooltip_RepairSpotFree									 Empty Repair Spot
tooltip_RepairSpotLoading								 Getting car from truck
tooltip_PaintSpotFree									 Empty Paint Spot
tooltip_RepairSpotInUse									 Repair in progress
tooltip_RepairSpotEngineDamage							 Repair in progress, engine damage:
tooltip_PaintSpotInUse									 Painting in progress
tooltip_RequestNewEngine								 Requesting new engine
tooltip_BringNewEngine									 Getting a new engine
tooltip_MountNewEngine									 Mount new engine
tooltip_RefurbishEngine									 Refurbish engine in lesson car
tooltip_RepairSpotDone									 Repaired, waiting for bill...
tooltip_RepairSpotPaid									 Bill paid, waiting for crane...
tooltip_LessonSpotFree									 Empty Lesson Spot
tooltip_LessonSpotTaken									 Waiting for engine...
tooltip_LessonSpotGettingEngine							 Getting engine to refurbish
tooltip_LessonSpotInUse									 Refurbish in progress
tooltip_LessonSpotReserved								 (not in use)

tooltip_Caption_GarageSeparator							 =================
tooltip_Caption_GarageTools								 = CRANE STUCK? =
tooltip_Button_MakeRoad									 Show road
tooltip_Button_ShowRepairSpots							 Show Repair Spots
tooltip_CraneIdle										 Gantry Crane is idle
tooltip_FetchingLimofromTowTruckspot1					 Fetch Limo from TowTruck spot 1
tooltip_FetchingLimofromTowTruckspot2					 Fetch Limo from TowTruck spot 2
tooltip_FetchingEnginefromTowTruckspot1					 Fetch Engine from TowTruck spot 1
tooltip_FetchingEnginefromTowTruckspot2					 Fetch Engine from TowTruck spot 2
tooltip_Placingrepairedlimo0 							 Place repaired limo 1 on road
tooltip_Placingrepairedlimo1 							 Place repaired limo 2 on road
tooltip_Placingrepairedlimo2 							 Place repaired limo 3 on road
tooltip_Placingrepairedlimo3 							 Place repaired limo 4 on road
tooltip_Placingrepairedlimo4 							 Place repaired limo 5 on road
tooltip_Placingrepairedlimo5 							 Place repaired limo 6 on road
tooltip_Placingrepairedlimo6 							 Place repaired limo 7 on road
tooltip_Placingrepairedlimo7 							 Place repaired limo 8 on road
tooltip_Placingrepairedlimo8 							 Place repaired limo 9 on road
tooltip_Placingrepairedlimo9 							 Place repaired limo 10 on road
tooltip_Placingrepairedlimo10 							 Place repaired limo 11 on road
tooltip_Placingrepairedlimo11							 Place repaired limo 12 on road
tooltip_Placingrepairedlimo12 							 Place repaired limo 13 on road
tooltip_Placingrepairedlimo13 							 Place repaired limo 14 on road
tooltip_Placingrepairedlimo14 							 Place repaired limo 15 on road
tooltip_Placingrepairedlimo15 							 Place repaired limo 16 on road

tooltip_Placingenginefromlimo0							 Place limo 1 engine in lesson car
tooltip_Placingenginefromlimo1							 Place limo 2 engine in lesson car
tooltip_Placingenginefromlimo2							 Place limo 3 engine in lesson car
tooltip_Placingenginefromlimo3							 Place limo 4 engine in lesson car
tooltip_Placingenginefromlimo4							 Place limo 5 engine in lesson car
tooltip_Placingenginefromlimo5							 Place limo 6 engine in lesson car
tooltip_Placingenginefromlimo6							 Place limo 7 engine in lesson car
tooltip_Placingenginefromlimo7							 Place limo 8 engine in lesson car
tooltip_Placingenginefromlimo8							 Place limo 9 engine in lesson car
tooltip_Placingenginefromlimo9							 Place limo 10 engine in lesson car
tooltip_Placingenginefromlimo10							 Place limo 11 engine in lesson car
tooltip_Placingenginefromlimo11							 Place limo 12 engine in lesson car
tooltip_Placingenginefromlimo12							 Place limo 13 engine in lesson car
tooltip_Placingenginefromlimo13							 Place limo 14 engine in lesson car
tooltip_Placingenginefromlimo14							 Place limo 15 engine in lesson car
tooltip_Placingenginefromlimo15							 Place limo 16 engine in lesson car

tooltip_Placingenginefromlessoncar1						 Place lesson car 1 engine in rack
tooltip_Placingenginefromlessoncar2						 Place lesson car 2 engine in rack
tooltip_Placingenginefromlessoncar3						 Place lesson car 3 engine in rack
tooltip_Placingenginefromlessoncar4						 Place lesson car 4 engine in rack
tooltip_Placingenginefromlessoncar5						 Place lesson car 5 engine in rack
tooltip_Placingenginefromlessoncar6						 Place lesson car 6 engine in rack
tooltip_Placingenginefromlessoncar7						 Place lesson car 7 engine in rack
tooltip_Placingenginefromlessoncar8						 Place lesson car 8 engine in rack
tooltip_Placingenginefromlessoncar9						 Place lesson car 9 engine in rack
tooltip_Placingenginefromlessoncar10					 Place lesson car 10 engine in rack

tooltip_Placinglimoonrepairspot0						 Place limo on repair spot 1
tooltip_Placinglimoonrepairspot1						 Place limo on repair spot 2
tooltip_Placinglimoonrepairspot2						 Place limo on repair spot 3
tooltip_Placinglimoonrepairspot3						 Place limo on repair spot 4
tooltip_Placinglimoonrepairspot4						 Place limo on repair spot 5
tooltip_Placinglimoonrepairspot5						 Place limo on repair spot 6
tooltip_Placinglimoonrepairspot6						 Place limo on repair spot 7
tooltip_Placinglimoonrepairspot7						 Place limo on repair spot 8
tooltip_Placinglimoonrepairspot8						 Place limo on repair spot 9
tooltip_Placinglimoonrepairspot9						 Place limo on repair spot 10
tooltip_Placinglimoonrepairspot10						 Place limo on repair spot 11
tooltip_Placinglimoonrepairspot11						 Place limo on repair spot 12
tooltip_Placinglimoonrepairspot12						 Place limo on repair spot 13
tooltip_Placinglimoonrepairspot13						 Place limo on repair spot 14
tooltip_Placinglimoonrepairspot14						 Place limo on repair spot 15
tooltip_Placinglimoonrepairspot15						 Place limo on repair spot 16

tooltip_Placingengineinrackspot0						 Place engine in rack spot 1
tooltip_Placingengineinrackspot1						 Place engine in rack spot 2
tooltip_Placingengineinrackspot2						 Place engine in rack spot 3
tooltip_Placingengineinrackspot3						 Place engine in rack spot 4
tooltip_Placingengineinrackspot4						 Place engine in rack spot 5
tooltip_Placingengineinrackspot5						 Place engine in rack spot 6
tooltip_Placingengineinrackspot6						 Place engine in rack spot 7
tooltip_Placingengineinrackspot7						 Place engine in rack spot 8

tooltip_Fetchingenginefromrackspot0						 Fetch engine from rack spot 1
tooltip_Fetchingenginefromrackspot1						 Fetch engine from rack spot 2
tooltip_Fetchingenginefromrackspot2						 Fetch engine from rack spot 3
tooltip_Fetchingenginefromrackspot3						 Fetch engine from rack spot 4
tooltip_Fetchingenginefromrackspot4						 Fetch engine from rack spot 5
tooltip_Fetchingenginefromrackspot5						 Fetch engine from rack spot 6
tooltip_Fetchingenginefromrackspot6						 Fetch engine from rack spot 7
tooltip_Fetchingenginefromrackspot7						 Fetch engine from rack spot 8

tooltip_Fetchengineforlimo0								 Fetch engine for limo 1
tooltip_Fetchengineforlimo1								 Fetch engine for limo 2
tooltip_Fetchengineforlimo2								 Fetch engine for limo 3
tooltip_Fetchengineforlimo3								 Fetch engine for limo 4
tooltip_Fetchengineforlimo4								 Fetch engine for limo 5
tooltip_Fetchengineforlimo5								 Fetch engine for limo 6
tooltip_Fetchengineforlimo6								 Fetch engine for limo 7
tooltip_Fetchengineforlimo7								 Fetch engine for limo 8
tooltip_Fetchengineforlimo8								 Fetch engine for limo 9
tooltip_Fetchengineforlimo9								 Fetch engine for limo 10
tooltip_Fetchengineforlimo10							 Fetch engine for limo 11
tooltip_Fetchengineforlimo11							 Fetch engine for limo 12
tooltip_Fetchengineforlimo12							 Fetch engine for limo 13
tooltip_Fetchengineforlimo13							 Fetch engine for limo 14
tooltip_Fetchengineforlimo14							 Fetch engine for limo 15
tooltip_Fetchengineforlimo15							 Fetch engine for limo 16

tooltip_Placingengineinlimo0							 Place engine in limo 1
tooltip_Placingengineinlimo1							 Place engine in limo 2
tooltip_Placingengineinlimo2							 Place engine in limo 3
tooltip_Placingengineinlimo3							 Place engine in limo 4
tooltip_Placingengineinlimo4							 Place engine in limo 5
tooltip_Placingengineinlimo5							 Place engine in limo 6
tooltip_Placingengineinlimo6							 Place engine in limo 7
tooltip_Placingengineinlimo7							 Place engine in limo 8
tooltip_Placingengineinlimo8							 Place engine in limo 9
tooltip_Placingengineinlimo9							 Place engine in limo 10
tooltip_Placingengineinlimo10							 Place engine in limo 11
tooltip_Placingengineinlimo11							 Place engine in limo 12
tooltip_Placingengineinlimo12							 Place engine in limo 13
tooltip_Placingengineinlimo13							 Place engine in limo 14
tooltip_Placingengineinlimo14							 Place engine in limo 15
tooltip_Placingengineinlimo15							 Place engine in limo 16

tooltip_Placingengineinlessoncar1						 Place engine in lesson car 1
tooltip_Placingengineinlessoncar2						 Place engine in lesson car 2
tooltip_Placingengineinlessoncar3						 Place engine in lesson car 3
tooltip_Placingengineinlessoncar4						 Place engine in lesson car 4
tooltip_Placingengineinlessoncar5						 Place engine in lesson car 5
tooltip_Placingengineinlessoncar6						 Place engine in lesson car 6
tooltip_Placingengineinlessoncar7						 Place engine in lesson car 7
tooltip_Placingengineinlessoncar8						 Place engine in lesson car 8
tooltip_Placingengineinlessoncar9						 Place engine in lesson car 9
tooltip_Placingengineinlessoncar10						 Place engine in lesson car 10

tooltip_button_cranespeed								 Crane Speed: *X
tooltip_cranespeed_1.5									 slow
tooltip_cranespeed_2.75									 medium
tooltip_cranespeed_4									 fast
tooltip_Parkingthecrane									 Parking the crane

objective_Grant_LimoGarage2								 Limo Garage
objective_Grant_LimoGarage2_description					 Build a Limo Garage to repair and paint cars
objective_Grant_LimoGarage2_Research					 First you must research Limo Garage 2.0
objective_Grant_LimoGarage2_SpawnerNumber				 Place a Limo Garage Installer from the Staff menu, specify desired size and placement and press the Create Floor button
objective_Grant_LimoGarage2_RepairNumber				 Place at least 4 Limo Repair Spots
objective_Grant_LimoGarage2_LessonNumber				 Place at least 2 Lesson Spots
objective_Grant_LimoGarage2_BoothNumber					 Place 1 Gantry Control spot
objective_Grant_LimoGarage2_RackNumber					 Place 1 Parts Rack spot
objective_Grant_LimoGarage2_DeskNumber					 Place 1 Service Desk spot
objective_Grant_LimoGarage2_FilingNumber				 Place 1 Filing Cabinet spot
objective_Grant_LimoGarage2_LimoGarageRoom				 Zone the room as Limo Garage
objective_Grant_LimoGarage2_LimoWaitingRoom				 Zone the Service Desk area as Limo Waiting Room
objective_Grant_LimoGarage2_CarMechanicNumber			 Hire at least 1 Car Mechanic
objective_Grant_LimoGarage2_CraneOperatorNumber			 Hire at least 1 Crane Operator. When finished you can press the Check For Objects button on the Garage Installer to complete the garage

objective_Grant_LimoMechanics2							 Limo Mechanics
objective_Grant_LimoMechanics2_description				 Educate prisoners and start to repair cars
objective_Grant_LimoMechanics2_Research					 First you must complete the Limo Garage grant
objective_Grant_LimoMechanics2_ProgramPassed1			 Have 2 prisoners pass the Limo Repair (theoretic) reform program
objective_Grant_LimoMechanics2_ProgramPassed2			 Have 2 prisoners pass the Limo Repair (practical) reform program
objective_Grant_LimoMechanics2_Assigned					 Assign 2 prisoners to work at the Limo Garage
objective_Grant_LimoMechanics2_Repaired					 Repair 1 car

object_Nr1												 Spot One
Object_Nr2												 Spot Two
object_Nr3												 Spot Three
object_Nr4												 Spot Four
object_Nr5												 Spot Five
object_Nr6												 Spot Six
object_Nr7												 Spot Seven
object_Nr8												 Spot Eight
object_Nr9												 Spot Nine
object_Nr10												 Spot Ten
object_Nr11												 Spot Eleven
object_Nr12												 Spot Twelve
object_Nr13												 Spot Thirteen
object_Nr14												 Spot Fourteen
object_Nr15												 Spot Fifteen
object_Nr16												 Spot Sixteen


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#  End Limo Garage
#
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#  End Advanced Roads
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#  Begin Blast Door by SHOT(by)GUN
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object_blastdoor										 Blast Door
buildtoolbar_popup_obj_blastdoor						 Massive door to really lock your prison down.\n\nNOTE: you must place Electrical Cable and a Door Servo first, because once the Blast Door has been placed it will be impossible to mount a servo.
tooltip_blastdoor_servomissing							 This door works only with servos

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#
#  End Blast Door by SHOT(by)GUN
#
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#
#  Begin PingPong by QueenSusanne
#
#######################################################

object_pingpongtable									 Ping-Pong Table
buildtoolbar_popup_obj_pingpongtable					 Satisfy prisoners or staff needs for recreation and exercise with a game of ping-pong\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -4.0\n -> Exercise: -1.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -4.0
action_playpingpong										 Playing Ping-Pong

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#
#  End PingPong by QueenSusanne
#
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#
#  Begin Office Chair by alike03
#
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object_CentredOfficeChair								 Centred Office Chair
buildtoolbar_popup_obj_CentredOfficeChair				 A centred chair for the Office Desk

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#  End Office Chair by alike03
#
#######################################################

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#
#  Begin Zone Designator by KillHour
#
#######################################################

object_zonedesignator									 Zone Designator
buildtoolbar_popup_obj_zonedesignator					 Allows you to designate multiple deployment zones in a room.

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#
#  End Zone Designator by KillHour
#
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#
#  Begin Money Laundering Mod (Easy Mode) by hoosdatGuy
#
#######################################################

object_dirtymoney										 Dirty Money
object_cleanmoney										 Clean Money
object_moneytable										 Money Table
buildtoolbar_popup_obj_moneytable						 This special table allows your prisoners to launder your money.
object_moneysafe										 Money Safe
buildtoolbar_popup_obj_moneysafe						 Your money can be stored in this strong safe.
object_goldbars											 Gold Bars
buildtoolbar_popup_obj_goldbars							 Its only function is to show other people how rich you are.\nThey can always be sold for half their value.
object_moneystatue										 "The Millionaire"
buildtoolbar_popup_obj_moneystatue						 Demonstrate the ridiculous amount of wealth you have.\nToo bad you can only sell it for half of what you paid.
object_prisonerstatue									 "The Marble Inmate"
buildtoolbar_popup_obj_prisonerstatue					 Show your appreciation for art with this expensive statue.\nResellable for half price.
room_accounting											 Accounting
buildtoolbar_popup_room_accounting						 This room is where your prisoners launder money.
room_vault												 Vault
buildtoolbar_popup_room_vault							 Store valuable things in here:\n\nClean Money coming from Accounting is stored in various Money Safes. Stack it up and Sell it when you need some cash.

research_moneylaundering								 Money Laundering
researchtooltip_moneylaundering							 Allows your prison to launder the dirty money you make doing illegal things on the side.\n\nExperts: That's not how it works! You: Sorry I can't hear you over these piles of cash!

reformprogram_financeclass								 "Finance Class"
reformprogram_financeclass_text							 The brochure says that this class provides inmates with valuable financial skills. In reality you're preparing them to launder money for you.

objective_Grant_MoneyLaundry							 Money Laundry
objective_Grant_MoneyLaundry_description				 Let your prisoners do some creative work which will result in quite some cash
objective_Grant_MoneyLaundry_Research					 First you must research Money Laundering
objective_Grant_MoneyLaundry_Accountant					 Hire 1 Accountant
objective_Grant_MoneyLaundry_AccountingRoom				 Build an Accounting room
objective_Grant_MoneyLaundry_MoneyTableNumber			 Place 2 MoneyTables in Accounting

objective_Grant_MoneyLaundry_Production						 Clean Money Production
objective_Grant_MoneyLaundry_Production_description			 Launder dirty money in your Accounting room
objective_Grant_MoneyLaundry_Production_Research			 First you must complete the Money Laundry grant
objective_Grant_MoneyLaundry_Production_ProgramPassed		 Have 2 prisoners pass the "Finance Class" reform program
objective_Grant_MoneyLaundry_Production_AccountingAssigned	 Assign 2 prisoners to work at Accounting
objective_Grant_MoneyLaundry_Production_MoneyProduction		 Launder a lot of Dirty Money

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#
#  End Money Laundering Mod (Easy Mode) by hoosdatGuy
#
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#######################################################
#
#  Begin Mental Architect by joey20100
#
#######################################################

material_PaddedWall										 Padded Wall
material_PaddedTile										 Padded Tile

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#
#  End Mental Architect by joey20100
#
#######################################################



#######################################################
#
#  Begin Color Coded Walls by charlycelles
#
#######################################################


material_ConcreteWallProtCus							 PC Wall
material_ConcreteWallLowSec								 MinSec Wall
material_ConcreteWallMedSec								 MedSec Wall
material_ConcreteWallMaxSec								 MaxSec Wall
material_ConcreteWallSuperMaxSec						 SupMax Wall

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#
#  End Color Coded Walls by charlycelles
#
#######################################################



#######################################################
#
#  Begin SCP Architect Overhaul by Jofoyo
#
#######################################################

material_ConcreteWallDeathRow							 DeathRow Wall
material_ConcreteWallDirt								 Dirt Wall
material_ConcreteWallBrownStrike						 Brown Wall
material_ConcreteWallBlackRust							 Black Rust Wall
material_ConcreteWallBrownRust							 Brown Rust Wall

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#
#  End SCP Architect Overhaul by Jofoyo
#
#######################################################



#######################################################
#
#  Begin Andrew's Carpets by Andrew Bro
#
#######################################################

material_carpetOne										 Beige Carpet
material_carpetTwo										 Brown Carpet
material_carpetThree									 Beige Carpet
material_carpetFour										 Brown Carpet

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#
#  Begin Andrew's Carpets by Andrew Bro
#
#######################################################


material_VaultTiles										 Vault Tiles
material_DarkMetalFloor									 Dark Metal


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#
#  Begin More Materials by patzschi
#
#######################################################

object_FloorMaterial									 Floor Material

material_RailwayLeft									 Railway Left
material_RailwayRight									 Railway Right
material_RailwayTop										 Railway Top
material_RailwayBottom									 Railway Bottom
material_RailwayCrossing1								 Railway Cross TL
material_RailwayCrossing2								 Railway Cross TR
material_RailwayCrossing3								 Railway Cross BL
material_RailwayCrossing4								 Railway Cross BR
material_RailwayCrossingA								 Railway Road TL
material_RailwayCrossingB								 Railway Road TR
material_RailwayCrossingC								 Railway Road BL
material_RailwayCrossingD								 Railway Road BR
material_RailwayRoadTop									 Railway Road Top
material_RailwayRoadBottom								 Railway Road Bottom
material_RailwayCTileTop								 Railway Tile Top
material_RailwayCTileBottom								 Railway Tile Bottom
material_RailwayCTileLeft								 Railway Tile Left
material_RailwayCTileRight								 Railway Tile Right
material_RailwayCrossingV1								 Railway Outline TL
material_RailwayCrossingV2								 Railway Outline TR
material_RailwayCrossingV3								 Railway Outline BL
material_RailwayCrossingV4								 Railway Outline BR
material_RailwayCrossingC1								 Railway Curb TL
material_RailwayCrossingC2								 Railway Curb TR
material_RailwayCrossingC3								 Railway Curb BL
material_RailwayCrossingC4								 Railway Curb BR
material_RailwayRoadLeft								 Railway Road Left
material_RailwayRoadRight								 Railway Road Right
material_RailwayCrossingCA								 Railway Curb TL
material_RailwayCrossingCB								 Railway Curb TR
material_RailwayCrossingCC								 Railway Curb BL
material_RailwayCrossingCD								 Railway Curb BR

material_RailwayStationCT								 Station Tiles
material_RailwayStationTL								 Station TL
material_RailwayStationTC								 Station TC
material_RailwayStationTR								 Station TR
material_RailwayStationCL								 Station CL
material_RailwayStationCR								 Station CR
material_RailwayStationBL								 Station BL
material_RailwayStationBC								 Station BC
material_RailwayStationBR								 Station BR
material_RailwayStationTS1								 Station Stairs T1
material_RailwayStationTS2								 Station Stairs T2
material_RailwayStationLS1								 Station Stairs L1
material_RailwayStationLS2								 Station Stairs L2
material_RailwayStationRS1								 Station Stairs R1
material_RailwayStationRS2								 Station Stairs R2
material_RailwayStationBS1								 Station Stairs B1
material_RailwayStationBS2								 Station Stairs B2
material_RailwayStationCTL								 Station CTL
material_RailwayStationCTR								 Station CTR
material_RailwayStationCBL								 Station CBL
material_RailwayStationCBR								 Station CBR

material_RailwaySwitchLeft1								 Railway Switch Left
material_RailwaySwitchLeft2								 Railway Switch Left
material_RailwaySwitchLeft3								 Railway Switch Left
material_RailwaySwitchLeft4								 Railway Switch Left
material_RailwaySwitchLeft5								 Railway Switch Left
material_RailwaySwitchLeft6								 Railway Switch Left
material_RailwaySwitchLeft7								 Railway Switch Left
material_RailwaySwitchLeft8								 Railway Switch Left
material_RailwaySwitchLeft9								 Railway Switch Left
material_RailwaySwitchLeft10							 Railway Switch Left
material_RailwaySwitchLeft11							 Railway Switch Left
material_RailwaySwitchLeft12							 Railway Switch Left
material_RailwaySwitchLeft13							 Railway Switch Left
material_RailwaySwitchLeft14							 Railway Switch Left
material_RailwaySwitchLeft15							 Railway Switch Left
material_RailwaySwitchLeft16							 Railway Switch Left
material_RailwaySwitchLeft17							 Railway Switch Left
material_RailwaySwitchLeft18							 Railway Switch Left
material_RailwaySwitchLeft19							 Railway Switch Left
material_RailwaySwitchLeft20							 Railway Switch Left
material_RailwaySwitchLeft21							 Railway Switch Left
material_RailwaySwitchLeft22							 Railway Switch Left
material_RailwaySwitchLeft23							 Railway Switch Left
material_RailwaySwitchLeft24							 Railway Switch Left
material_RailwaySwitchLeft25							 Railway Switch Left
material_RailwaySwitchLeft26							 Railway Switch Left
material_RailwaySwitchLeft27							 Railway Switch Left
material_RailwaySwitchLeft28							 Railway Switch Left
material_RailwaySwitchLeft29							 Railway Switch Left
material_RailwaySwitchLeft30							 Railway Switch Left
material_RailwaySwitchLeft31							 Railway Switch Left
material_RailwaySwitchLeft32							 Railway Switch Left
material_RailwaySwitchLeft33							 Railway Switch Left
material_RailwaySwitchLeft34							 Railway Switch Left
material_RailwaySwitchLeft35							 Railway Switch Left
material_RailwaySwitchLeft36							 Railway Switch Left
material_RailwaySwitchLeft37							 Railway Switch Left
material_RailwaySwitchLeft38							 Railway Switch Left
material_RailwaySwitchLeft39							 Railway Switch Left
material_RailwaySwitchLeft40							 Railway Switch Left
material_RailwaySwitchLeft41							 Railway Switch Left
material_RailwaySwitchLeft42							 Railway Switch Left
material_RailwaySwitchLeft43							 Railway Switch Left
material_RailwaySwitchLeft44							 Railway Switch Left
material_RailwaySwitchLeft45							 Railway Switch Left
material_RailwaySwitchLeft46							 Railway Switch Left
material_RailwaySwitchLeft47							 Railway Switch Left
material_RailwaySwitchLeft48							 Railway Switch Left
material_RailwaySwitchLeft49							 Railway Switch Left
material_RailwaySwitchLeft50							 Railway Switch Left
material_RailwaySwitchLeft51							 Railway Switch Left
material_RailwaySwitchLeft52							 Railway Switch Left
material_RailwaySwitchLeft53							 Railway Switch Left
material_RailwaySwitchLeft54							 Railway Switch Left

material_RailwaySwitchRight1							 Railway Switch Right
material_RailwaySwitchRight2							 Railway Switch Right
material_RailwaySwitchRight3							 Railway Switch Right
material_RailwaySwitchRight4							 Railway Switch Right
material_RailwaySwitchRight5							 Railway Switch Right
material_RailwaySwitchRight6							 Railway Switch Right
material_RailwaySwitchRight7							 Railway Switch Right
material_RailwaySwitchRight8							 Railway Switch Right
material_RailwaySwitchRight9							 Railway Switch Right
material_RailwaySwitchRight10							 Railway Switch Right
material_RailwaySwitchRight11							 Railway Switch Right
material_RailwaySwitchRight12							 Railway Switch Right
material_RailwaySwitchRight13							 Railway Switch Right
material_RailwaySwitchRight14							 Railway Switch Right
material_RailwaySwitchRight15							 Railway Switch Right
material_RailwaySwitchRight16							 Railway Switch Right
material_RailwaySwitchRight17							 Railway Switch Right
material_RailwaySwitchRight18							 Railway Switch Right
material_RailwaySwitchRight19							 Railway Switch Right
material_RailwaySwitchRight20							 Railway Switch Right
material_RailwaySwitchRight21							 Railway Switch Right
material_RailwaySwitchRight22							 Railway Switch Right
material_RailwaySwitchRight23							 Railway Switch Right
material_RailwaySwitchRight24							 Railway Switch Right
material_RailwaySwitchRight25							 Railway Switch Right
material_RailwaySwitchRight26							 Railway Switch Right
material_RailwaySwitchRight27							 Railway Switch Right
material_RailwaySwitchRight28							 Railway Switch Right
material_RailwaySwitchRight29							 Railway Switch Right
material_RailwaySwitchRight30							 Railway Switch Right
material_RailwaySwitchRight31							 Railway Switch Right
material_RailwaySwitchRight32							 Railway Switch Right
material_RailwaySwitchRight33							 Railway Switch Right
material_RailwaySwitchRight34							 Railway Switch Right
material_RailwaySwitchRight35							 Railway Switch Right
material_RailwaySwitchRight36							 Railway Switch Right
material_RailwaySwitchRight37							 Railway Switch Right
material_RailwaySwitchRight38							 Railway Switch Right
material_RailwaySwitchRight39							 Railway Switch Right
material_RailwaySwitchRight40							 Railway Switch Right
material_RailwaySwitchRight41							 Railway Switch Right
material_RailwaySwitchRight42							 Railway Switch Right
material_RailwaySwitchRight43							 Railway Switch Right
material_RailwaySwitchRight44							 Railway Switch Right
material_RailwaySwitchRight45							 Railway Switch Right
material_RailwaySwitchRight46							 Railway Switch Right
material_RailwaySwitchRight47							 Railway Switch Right
material_RailwaySwitchRight48							 Railway Switch Right
material_RailwaySwitchRight49							 Railway Switch Right
material_RailwaySwitchRight50							 Railway Switch Right
material_RailwaySwitchRight51							 Railway Switch Right
material_RailwaySwitchRight52							 Railway Switch Right
material_RailwaySwitchRight53							 Railway Switch Right
material_RailwaySwitchRight54							 Railway Switch Right

material_RailwaySwitchTop1							 Railway Switch Top
material_RailwaySwitchTop2							 Railway Switch Top
material_RailwaySwitchTop3							 Railway Switch Top
material_RailwaySwitchTop4							 Railway Switch Top
material_RailwaySwitchTop5							 Railway Switch Top
material_RailwaySwitchTop6							 Railway Switch Top
material_RailwaySwitchTop7							 Railway Switch Top
material_RailwaySwitchTop8							 Railway Switch Top
material_RailwaySwitchTop9							 Railway Switch Top
material_RailwaySwitchTop10							 Railway Switch Top
material_RailwaySwitchTop11							 Railway Switch Top
material_RailwaySwitchTop12							 Railway Switch Top
material_RailwaySwitchTop13							 Railway Switch Top
material_RailwaySwitchTop14							 Railway Switch Top
material_RailwaySwitchTop15							 Railway Switch Top
material_RailwaySwitchTop16							 Railway Switch Top
material_RailwaySwitchTop17							 Railway Switch Top
material_RailwaySwitchTop18							 Railway Switch Top
material_RailwaySwitchTop19							 Railway Switch Top
material_RailwaySwitchTop20							 Railway Switch Top
material_RailwaySwitchTop21							 Railway Switch Top
material_RailwaySwitchTop22							 Railway Switch Top
material_RailwaySwitchTop23							 Railway Switch Top
material_RailwaySwitchTop24							 Railway Switch Top
material_RailwaySwitchTop25							 Railway Switch Top
material_RailwaySwitchTop26							 Railway Switch Top
material_RailwaySwitchTop27							 Railway Switch Top
material_RailwaySwitchTop28							 Railway Switch Top
material_RailwaySwitchTop29							 Railway Switch Top
material_RailwaySwitchTop30							 Railway Switch Top
material_RailwaySwitchTop31							 Railway Switch Top
material_RailwaySwitchTop32							 Railway Switch Top
material_RailwaySwitchTop33							 Railway Switch Top
material_RailwaySwitchTop34							 Railway Switch Top
material_RailwaySwitchTop35							 Railway Switch Top
material_RailwaySwitchTop36							 Railway Switch Top
material_RailwaySwitchTop37							 Railway Switch Top
material_RailwaySwitchTop38							 Railway Switch Top
material_RailwaySwitchTop39							 Railway Switch Top
material_RailwaySwitchTop40							 Railway Switch Top
material_RailwaySwitchTop41							 Railway Switch Top
material_RailwaySwitchTop42							 Railway Switch Top
material_RailwaySwitchTop43							 Railway Switch Top
material_RailwaySwitchTop44							 Railway Switch Top
material_RailwaySwitchTop45							 Railway Switch Top
material_RailwaySwitchTop46							 Railway Switch Top
material_RailwaySwitchTop47							 Railway Switch Top
material_RailwaySwitchTop48							 Railway Switch Top
material_RailwaySwitchTop49							 Railway Switch Top
material_RailwaySwitchTop50							 Railway Switch Top
material_RailwaySwitchTop51							 Railway Switch Top
material_RailwaySwitchTop52							 Railway Switch Top
material_RailwaySwitchTop53							 Railway Switch Top
material_RailwaySwitchTop54							 Railway Switch Top

material_RailwaySwitchBottom1							 Railway Switch Bottom
material_RailwaySwitchBottom2							 Railway Switch Bottom
material_RailwaySwitchBottom3							 Railway Switch Bottom
material_RailwaySwitchBottom4							 Railway Switch Bottom
material_RailwaySwitchBottom5							 Railway Switch Bottom
material_RailwaySwitchBottom6							 Railway Switch Bottom
material_RailwaySwitchBottom7							 Railway Switch Bottom
material_RailwaySwitchBottom8							 Railway Switch Bottom
material_RailwaySwitchBottom9							 Railway Switch Bottom
material_RailwaySwitchBottom10							 Railway Switch Bottom
material_RailwaySwitchBottom11							 Railway Switch Bottom
material_RailwaySwitchBottom12							 Railway Switch Bottom
material_RailwaySwitchBottom13							 Railway Switch Bottom
material_RailwaySwitchBottom14							 Railway Switch Bottom
material_RailwaySwitchBottom15							 Railway Switch Bottom
material_RailwaySwitchBottom16							 Railway Switch Bottom
material_RailwaySwitchBottom17							 Railway Switch Bottom
material_RailwaySwitchBottom18							 Railway Switch Bottom
material_RailwaySwitchBottom19							 Railway Switch Bottom
material_RailwaySwitchBottom20							 Railway Switch Bottom
material_RailwaySwitchBottom21							 Railway Switch Bottom
material_RailwaySwitchBottom22							 Railway Switch Bottom
material_RailwaySwitchBottom23							 Railway Switch Bottom
material_RailwaySwitchBottom24							 Railway Switch Bottom
material_RailwaySwitchBottom25							 Railway Switch Bottom
material_RailwaySwitchBottom26							 Railway Switch Bottom
material_RailwaySwitchBottom27							 Railway Switch Bottom
material_RailwaySwitchBottom28							 Railway Switch Bottom
material_RailwaySwitchBottom29							 Railway Switch Bottom
material_RailwaySwitchBottom30							 Railway Switch Bottom
material_RailwaySwitchBottom31							 Railway Switch Bottom
material_RailwaySwitchBottom32							 Railway Switch Bottom
material_RailwaySwitchBottom33							 Railway Switch Bottom
material_RailwaySwitchBottom34							 Railway Switch Bottom
material_RailwaySwitchBottom35							 Railway Switch Bottom
material_RailwaySwitchBottom36							 Railway Switch Bottom
material_RailwaySwitchBottom37							 Railway Switch Bottom
material_RailwaySwitchBottom38							 Railway Switch Bottom
material_RailwaySwitchBottom39							 Railway Switch Bottom
material_RailwaySwitchBottom40							 Railway Switch Bottom
material_RailwaySwitchBottom41							 Railway Switch Bottom
material_RailwaySwitchBottom42							 Railway Switch Bottom
material_RailwaySwitchBottom43							 Railway Switch Bottom
material_RailwaySwitchBottom44							 Railway Switch Bottom
material_RailwaySwitchBottom45							 Railway Switch Bottom
material_RailwaySwitchBottom46							 Railway Switch Bottom
material_RailwaySwitchBottom47							 Railway Switch Bottom
material_RailwaySwitchBottom48							 Railway Switch Bottom
material_RailwaySwitchBottom49							 Railway Switch Bottom
material_RailwaySwitchBottom50							 Railway Switch Bottom
material_RailwaySwitchBottom51							 Railway Switch Bottom
material_RailwaySwitchBottom52							 Railway Switch Bottom
material_RailwaySwitchBottom53							 Railway Switch Bottom
material_RailwaySwitchBottom54							 Railway Switch Bottom


material_GrassWaterCornerFloor							 Grass / Water
material_GrassWaterCornerFloor1							 Grass / Water
material_GrassWaterCornerFloor2							 Grass / Water
material_GrassWaterCornerFloor3							 Grass / Water
material_SandWaterCornerFloor							 Sand / Water
material_SandWaterCornerFloor1							 Sand / Water
material_SandWaterCornerFloor2							 Sand / Water
material_SandWaterCornerFloor3							 Sand / Water
material_DirtWaterCornerFloor							 Dirt / Water
material_DirtWaterCornerFloor1							 Dirt / Water
material_DirtWaterCornerFloor2							 Dirt / Water
material_DirtWaterCornerFloor3							 Dirt / Water
material_LongGrassWaterCornerFloor						 LongGrass / Water
material_LongGrassWaterCornerFloor1						 LongGrass / Water
material_LongGrassWaterCornerFloor2						 LongGrass / Water
material_LongGrassWaterCornerFloor3						 LongGrass / Water
material_SnowWaterCornerFloor							 Snow / Water
material_SnowWaterCornerFloor1							 Snow / Water
material_SnowWaterCornerFloor2							 Snow / Water
material_SnowWaterCornerFloor3							 Snow / Water

material_cinderbwall			 						 Cinder-block Wall
material_WoodenWall				 						 Wooden Wall
material_PoWPerimeterWall			 					 Perimeter Wall
material_mud					 						 Mud
material_LongGrass										 Long Grass
material_BlueMosaic										 Blue Mosaic
material_SalmonTiles									 Salmon Tiles
material_WoodLaminate									 Wood Laminate
material_BlackMosaic									 Black Mosaic
material_BrownMosaic									 Brown Mosaic
material_LightWood										 Light Wood
material_RedTiles										 Red Tiles
material_RedCarpet3										 Red Carpet
material_BlueCarpet3									 Blue Carpet
material_GreenCarpet									 Green Carpet
material_RedCarpet1										 Red Carpet
material_BlueCarpet1									 Blue Carpet
material_GreenCarpet1									 Green Carpet
material_OrangeCarpet									 Orange Carpet
material_YellowCarpet									 Yellow Carpet
material_YellowCarpet1									 Yellow Carpet
material_RedCarpet2										 Red Carpet
material_BlueCarpet2									 Blue Carpet
material_GreenCarpet2									 Green Carpet
material_YellowCarpet2									 Yellow Carpet
material_BlackCarpet1									 Black Carpet
material_WhiteCarpet									 White Carpet
material_WhiteCarpet1									 White Carpet
material_BlackCarpet2									 Black Carpet
material_WhiteCarpet2									 White Carpet
material_LightBlueCarpet								 Blue Carpet
material_BlackCarpet									 Black Carpet
material_GreyTiles										 Grey Tiles
material_BlackTiles										 Black Tiles
material_OrangeTiles									 Orange Tiles
material_BlueTiles										 Blue Tiles
material_YellowTiles									 Yellow Tiles
material_DarkWood										 Dark Wood
material_Cobblestone									 Cobble Stone
material_LinoleumFloor									 Linoleum Floor
material_KeramikFloor									 Ceramic Floor
material_GraniteFloor									 Granite Floor
material_MetallTiles									 Metal Tiles
material_DarkParkett									 Dark Parket
material_StoneTiles										 Stone Tiles
material_RoofTiles1										 Roof Tiles 1
material_RoofTiles2										 Roof Tiles 2
material_FX2K_Tile1										 Concrete Tile
material_FX2K_Tile2										 Crazy Paving
material_FX2K_Tile3										 Grey Carpet
material_FX2K_Tile4										 Grey Carpet
material_FX2K_Tile5										 Yellow Carpet
material_FX2K_Tile6										 Orange Carpet
material_FX2K_Tile7										 Green Carpet
material_FX2K_Tile8										 Green Carpet
material_FX2K_Tile9										 Kitchen Tiles
material_FX2K_Tile10									 Blue Carpet
material_FX2K_Tile11									 Blue Carpet
material_FX2K_Tile12									 Blue Carpet
material_FX2K_Tile13									 Dark Wood Floor
material_FX2K_Tile14									 Red Carpet
material_FX2K_Tile15									 Maroon Carpet
material_FX2K_Tile16									 Purple Carpet
material_LooseStone										 Loose Stone
material_PavedFence										 Paved Fence
material_SandFence										 Sand Fence
material_GravelFence									 Gravel Fence
material_SnowFence										 Snow Fence
material_WaterFence										 Water Fence
material_PavedBushFence									 Paved Bush Fence
material_StoneBushFence									 Stone Bush Fence
material_TiledFence										 Tiled Fence
material_TiledBushFence									 Tiled Bush Fence
material_GrassFence										 Grass Fence
material_LongGrassFence									 Long Grass Fence
material_JailFence										 Jail Fence
material_JailWall										 Jail Wall
material_GlassWall										 Glass Wall
material_YellowBigMosaic								 Yellow Mosaic
material_GreenBigMosaic									 Green Mosaic
material_WhiteBigMosaic									 White Mosaic
material_RedBigMosaic									 Red Mosaic
material_GreyBigMosaic									 Grey Mosaic

#######################################################
#
#  End More Materials by patzschi
#
#######################################################



#######################################################
#
#  Begin Deployment Lines by nekjjw
#
#######################################################

research_DeploymentLines							 	 Deployment Lines
researchtooltip_DeploymentLines							 This will enable the Deployment Lines in the Materials menu. Deployment lines will allow you to build colour coded floors for various security levels.
material_T0_WhiteTile									 White Tile
material_BL_PublicTile									 Public Tile
material_BR_PublicTile									 Public Tile
material_C_PublicTile									 Public Tile
material_T3_PublicTile									 Public Tile
material_T6_PublicTile									 Public Tile
material_T9_PublicTile									 Public Tile
material_T12_PublicTile									 Public Tile
material_TL_PublicTile									 Public Tile
material_TR_PublicTile									 Public Tile
material_X_PublicTile									 Public Tile
material_Y_PublicTile									 Public Tile
material_BL_PublicConcrete								 Public Concrete
material_BR_PublicConcrete								 Public Concrete
material_C_PublicConcrete								 Public Concrete
material_T3_PublicConcrete								 Public Concrete
material_T6_PublicConcrete								 Public Concrete
material_T9_PublicConcrete								 Public Concrete
material_T12_PublicConcrete								 Public Concrete
material_TL_PublicConcrete								 Public Concrete
material_TR_PublicConcrete								 Public Concrete
material_X_PublicConcrete								 Public Concrete
material_Y_PublicConcrete								 Public Concrete
material_BL_StaffTile									 Staff Tile
material_BR_StaffTile									 Staff Tile
material_C_StaffTile									 Staff Tile
material_T3_StaffTile									 Staff Tile
material_T6_StaffTile									 Staff Tile
material_T9_StaffTile									 Staff Tile
material_T12_StaffTile									 Staff Tile
material_TL_StaffTile									 Staff Tile
material_TR_StaffTile									 Staff Tile
material_X_StaffTile									 Staff Tile
material_Y_StaffTile									 Staff Tile
material_BL_StaffConcrete								 Staff Concrete
material_BR_StaffConcrete								 Staff Concrete
material_C_StaffConcrete								 Staff Concrete
material_T3_StaffConcrete								 Staff Concrete
material_T6_StaffConcrete								 Staff Concrete
material_T9_StaffConcrete								 Staff Concrete
material_T12_StaffConcrete								 Staff Concrete
material_TL_StaffConcrete								 Staff Concrete
material_TR_StaffConcrete								 Staff Concrete
material_X_StaffConcrete								 Staff Concrete
material_Y_StaffConcrete								 Staff Concrete
material_BL_MinimumTile									 Minimum Tile
material_BR_MinimumTile									 Minimum Tile
material_C_MinimumTile									 Minimum Tile
material_T3_MinimumTile									 Minimum Tile
material_T6_MinimumTile									 Minimum Tile
material_T9_MinimumTile									 Minimum Tile
material_T12_MinimumTile								 Minimum Tile
material_TL_MinimumTile									 Minimum Tile
material_TR_MinimumTile									 Minimum Tile
material_X_MinimumTile									 Minimum Tile
material_Y_MinimumTile									 Minimum Tile
material_BL_MinimumConcrete								 Minimum Concrete
material_BR_MinimumConcrete								 Minimum Concrete
material_C_MinimumConcrete								 Minimum Concrete
material_T3_MinimumConcrete								 Minimum Concrete
material_T6_MinimumConcrete								 Minimum Concrete
material_T9_MinimumConcrete								 Minimum Concrete
material_T12_MinimumConcrete							 Minimum Concrete
material_TL_MinimumConcrete								 Minimum Concrete
material_TR_MinimumConcrete								 Minimum Concrete
material_X_MinimumConcrete								 Minimum Concrete
material_Y_MinimumConcrete								 Minimum Concrete
material_BL_MediumTile									 Medium Tile
material_BR_MediumTile									 Medium Tile
material_C_MediumTile									 Medium Tile
material_T3_MediumTile									 Medium Tile
material_T6_MediumTile									 Medium Tile
material_T9_MediumTile									 Medium Tile
material_T12_MediumTile									 Medium Tile
material_TL_MediumTile									 Medium Tile
material_TR_MediumTile									 Medium Tile
material_X_MediumTile									 Medium Tile
material_Y_MediumTile									 Medium Tile
material_BL_MediumConcrete								 Medium Concrete
material_BR_MediumConcrete								 Medium Concrete
material_C_MediumConcrete								 Medium Concrete
material_T3_MediumConcrete								 Medium Concrete
material_T6_MediumConcrete								 Medium Concrete
material_T9_MediumConcrete								 Medium Concrete
material_T12_MediumConcrete								 Medium Concrete
material_TL_MediumConcrete								 Medium Concrete
material_TR_MediumConcrete								 Medium Concrete
material_X_MediumConcrete								 Medium Concrete
material_Y_MediumConcrete								 Medium Concrete
material_BL_MaximumTile									 Maximum Tile
material_BR_MaximumTile									 Maximum Tile
material_C_MaximumTile									 Maximum Tile
material_T3_MaximumTile									 Maximum Tile
material_T6_MaximumTile									 Maximum Tile
material_T9_MaximumTile									 Maximum Tile
material_T12_MaximumTile								 Maximum Tile
material_TL_MaximumTile									 Maximum Tile
material_TR_MaximumTile									 Maximum Tile
material_X_MaximumTile									 Maximum Tile
material_Y_MaximumTile									 Maximum Tile
material_BL_MaximumConcrete								 Maximum Concrete
material_BR_MaximumConcrete								 Maximum Concrete
material_C_MaximumConcrete								 Maximum Concrete
material_T3_MaximumConcrete								 Maximum Concrete
material_T6_MaximumConcrete								 Maximum Concrete
material_T9_MaximumConcrete								 Maximum Concrete
material_T12_MaximumConcrete							 Maximum Concrete
material_TL_MaximumConcrete								 Maximum Concrete
material_TR_MaximumConcrete								 Maximum Concrete
material_X_MaximumConcrete								 Maximum Concrete
material_Y_MaximumConcrete								 Maximum Concrete
material_BL_ProtectiveTile								 Protective Tile
material_BR_ProtectiveTile								 Protective Tile
material_C_ProtectiveTile								 Protective Tile
material_T3_ProtectiveTile								 Protective Tile
material_T6_ProtectiveTile								 Protective Tile
material_T9_ProtectiveTile								 Protective Tile
material_T12_ProtectiveTile								 Protective Tile
material_TL_ProtectiveTile								 Protective Tile
material_TR_ProtectiveTile								 Protective Tile
material_X_ProtectiveTile								 Protective Tile
material_Y_ProtectiveTile								 Protective Tile
material_BL_ProtectiveConcrete							 Protective Concrete
material_BR_ProtectiveConcrete							 Protective Concrete
material_C_ProtectiveConcrete							 Protective Concrete
material_T3_ProtectiveConcrete							 Protective Concrete
material_T6_ProtectiveConcrete							 Protective Concrete
material_T9_ProtectiveConcrete							 Protective Concrete
material_T12_ProtectiveConcrete							 Protective Concrete
material_TL_ProtectiveConcrete							 Protective Concrete
material_TR_ProtectiveConcrete							 Protective Concrete
material_X_ProtectiveConcrete							 Protective Concrete
material_Y_ProtectiveConcrete							 Protective Concrete
material_BL_SupermaxTile								 Supermax Tile
material_BR_SupermaxTile								 Supermax Tile
material_C_SupermaxTile									 Supermax Tile
material_T3_SupermaxTile								 Supermax Tile
material_T6_SupermaxTile								 Supermax Tile
material_T9_SupermaxTile								 Supermax Tile
material_T12_SupermaxTile								 Supermax Tile
material_TL_SupermaxTile								 Supermax Tile
material_TR_SupermaxTile								 Supermax Tile
material_X_SupermaxTile									 Supermax Tile
material_Y_SupermaxTile									 Supermax Tile
material_BL_SupermaxConcrete							 Supermax Concrete
material_BR_SupermaxConcrete							 Supermax Concrete
material_C_SupermaxConcrete								 Supermax Concrete
material_T3_SupermaxConcrete							 Supermax Concrete
material_T6_SupermaxConcrete							 Supermax Concrete
material_T9_SupermaxConcrete							 Supermax Concrete
material_T12_SupermaxConcrete							 Supermax Concrete
material_TL_SupermaxConcrete							 Supermax Concrete
material_TR_SupermaxConcrete							 Supermax Concrete
material_X_SupermaxConcrete								 Supermax Concrete
material_Y_SupermaxConcrete								 Supermax Concrete

#######################################################
#
#  End Deployment Lines by nekjjw
#
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object_WoodSaw											 Wood Saw
buildtoolbar_popup_obj_WoodSaw							 A Wood Saw for the Wood Workshop. 1 Log becomes 4 Wood. Can also be operated by Workmen, so don't build too many. A tiny  Wood Workshop with two Wood Saws is more than enough to supply a lot of wood!
room_WoodWorkshop										 Wood Workshop
buildtoolbar_popup_room_WoodWorkshop					 Where you send your prisoners to die of boredom while making you stacks of Wood out of Logs. Provides a constant Log to Wood production line to help your Carpentry and Coffin Tables. Place some Log and Wood Storage Racks in your normal Workshop and/or Wood Workshop to prevent export.
reformprogram_WoodWork									 Wood Work
reformprogram_WoodWork_text								 A complex trade skill that requires good practical ability. Qualified inmates can use this skill to create high value wood on the WoodSaw.\n\nThis program takes place in a Wood Workshop.

object_YogaMaster										 Yoga Master
buildtoolbar_popup_staff_YogaMaster						 A spiritual master for Yoga Guidance.
room_YogaRoom											 Yoga Room
buildtoolbar_popup_room_YogaRoom						 Where your prisoners can meditate and find peace with their miserable life. 
reformprogram_YogaGuidance								 Yoga Guidance
reformprogram_YogaGuidance_text							 Some prisoners are religious, or have a general need for some spirituality in their life. Bring in a yoga master from the local community to let them meet their inner selves and instil a sense of calm amongst your prisoners.
object_YogaMat											 Yoga Mat
buildtoolbar_popup_obj_YogaMat							 Give prisoners a place to meditate.\n\nSETTLES PRISONER NEEDS:\n -> Spirituality: -0.5
action_Meditate											 Meditating

#######################################################
#
#  Begin BarberMod by oskr13
#
#######################################################

object_RedWigBox										 Red Wig Box
room_WigProductionRoom									 Wig Production
object_RedHairStrand									 Red Hair Strand
object_BrownHairStrand									 Brown Hair Strand
object_BlondBarberPress									 Wig Press (Blond)
object_BrownBarberPress									 Wig Press (Brown)
object_RedBarberPress									 Wig Press (Red)
object_WigBox											 Wig Box
object_BlondHairStrand									 Blond Hair Strand
job_custom_CollectHairStrand							 Collect HairStrand
job_custom_CutHair										 Cut Hair
equipment_HairMag										 Fashion Magazine
equipment_Toothbrush									 Toothbrush
equipment_RazorBlade									 Razor Blade
object_BarberMirror										 Barber Mirror
room_BarberShop											 Barbershop
object_BarberChief										 Barber Chief
object_Barber											 Barber
object_BarberChair										 Barber Chair
object_BarberChairScripted								 Barber Chair (Scripted)
reformprogram_HowToCut									 How To Cut
reformprogram_HowToCut_text								 Making wigs is not a simple thing. Inmates must complete this course before they are permitted to work in the Wig Production Room.
need_name_Barbery										 Barber
needs_help_Barbery										 Prisoners will want a hair cut sooner or later. Build a Barbershop to settle their needs.

action_Shave											 Shaving
action_Haircut											 Getting a hair cut

buildtoolbar_popup_staff_BarberChief					 A Barber Chief will teach your inmates how to cut hair and make wigs.
buildtoolbar_popup_staff_Barber							 A Barber that will give hair cuts to anyone who needs it.

buildtoolbar_popup_obj_BarberChair						 Used to reduce the Barber need of your inmates.\n\nSETTLES PRISONER NEEDS:\n -> Barber: -5.1\n -> Comfort: -1.0\n -> Hygiene: -1.0\n -> Luxuries: -2.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -5.1\n -> Rest: -0.1
buildtoolbar_popup_obj_BarberChairScripted				 Used to reduce the Barber need of your inmates.\n\nThis BarberChair will call a Barber to perform the hair cut and produce extra hair strands for your wig production.\n\nSETTLES PRISONER NEEDS:\n -> Barber: -5.1\n -> Comfort: -1.0\n -> Hygiene: -1.0\n -> Luxuries: -2.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -5.1\n -> Rest: -0.1
buildtoolbar_popup_obj_BarberMirror						 Used to collect hair strands. Goes wonderfully with a Barber Chair

buildtoolbar_popup_obj_BlondBarberPress					 Used to make wig boxes with Blond Hair.
buildtoolbar_popup_obj_BrownBarberPress					 Used to make wig boxes with Brown Hair.
buildtoolbar_popup_obj_RedBarberPress					 Used to make wig boxes with Red Hair.

buildtoolbar_popup_room_BarberShop						 Where you send your qualified prisoners to work and collect hair strands from the Barber Mirrors.
buildtoolbar_popup_room_WigProductionRoom				 Where you send your qualified prisoners to work and make wigs using the Barber Press. Note that 6 blond or brown hair strands are needed in order to make 1 wig box. For red wigs you need 10 red hair strands.

objective_Grant_Barber_Shop								 Barber Shop
objective_Grant_Barber_Shop_description					 Build a Barber Shop for your prisoners
objective_Grant_Barber_Shop_Research					 First you must research Hair Cut
objective_Grant_Barber_Shop_BarberShopRoom				 Build a Barber Shop
objective_Grant_Barber_Shop_BarberChairNumber			 Place 4 Barber Chairs in the Barber Shop
objective_Grant_Barber_Shop_BarberMirrorNumber			 Place 4 Barber Mirrors in the Barber Shop
objective_Grant_Barber_Shop_WigProductionRoom			 Build a WigProduction room
objective_Grant_Barber_Shop_BlondNumber					 Place 1 Wig Press (Blond) in the WigProduction
objective_Grant_Barber_Shop_BrownNumber					 Place 1 Wig Press (Brown) in the WigProduction
objective_Grant_Barber_Shop_RedNumber					 Place 1 Wig Press (Red) in the WigProduction
objective_Grant_Barber_Shop_BarberChiefNumber			 Hire a Barber Chief
objective_Grant_Barber_Shop_BarberNumber				 Hire at least 1 Barber

objective_Grant_Wig_Production							 Wig Production
objective_Grant_Wig_Production_description				 Produce wigs from your WigProduction
objective_Grant_Wig_Production_Research					 First you must complete the Barber Shop grant
objective_Grant_Wig_Production_ProgramPassed			 Have 2 prisoners pass the How To Cut Program
objective_Grant_Wig_Production_BarberAssigned			 Assign 1 prisoner to work at the Barber Shop
objective_Grant_Wig_Production_WigAssigned				 Assign 1 prisoner to work at the Wig Production
objective_Grant_Wig_Production_RedWigProduction			 Produce 10 red wigs
objective_Grant_Wig_Production_WigProduction			 Produce 40 wigs

research_HairCut										 Hair Cut
researchtooltip_HairCut									 Allows you to put your prisoners to work in the Barbershop, teaching your prisoners new skills and earning you money by selling wigs.\n\n Unlocks How To Cut Program, the Barbershop and the Wig Production Room.

#######################################################
#
#  End BarberMod by oskr13
#
#######################################################



#######################################################
#
#  Begin Manufactury 4.0
#
#######################################################



########################### PLANTATION OBJECTS

object_M4_CottonSeed								 Cotton Seeds
object_M4_CottonCompost								 Cotton Compost
object_M4_CottonFertilizer							 Cotton Fertilizer
object_M4_CottonDDT									 DDT
object_M4_RawCotton									 Raw Cotton

equipment_M4_DDTSprayer								 DDT Sprayer

object_M4_CottonPlant								 Cotton Plant
tooltip_M4_PlantSeed								 \nControl ID: *X\n\nA new seed will soon be planted.
tooltip_M4_PlantStatus								 \nControl ID: *X\n\nType: *A\n\nFAST GROW: *L\n\nAge: *B hours *C minutes\nHarvest Hour: *D\n\nNeeds tending: *E\nNeeds water: *F\nNeeds DDT: *G\nNeeds fertilizer: *H\nNeeds pruning: *I\n\nReady to harvest: *J\nRemaining harvest: *Kx
tooltip_M4_need_CottonControl						 This cotton plant needs a Plantation Control before it can grow.\nThe Plantation Control has to be placed within 29 tiles of this plant.\n\nPress the " FIND NEW PLANTS " button on the Plantation Control to activate this plant.
tooltip_M4_Need_Compost								 Cotton Plants need to be planted in Compost before they will grow and produce cotton.\nYou will find it in the Materials menu.

object_M4_CottonPlantSpawner						 Cotton Plant
buildtoolbar_popup_obj_M4_CottonPlantSpawner		 Cotton Plants need to be planted in Compost (from the Materials menu) before they will grow.\n\nRequires a Plantation Control within 29 tiles.\n\nThe Plantation Control in your Cotton Plantation will control the harvest.

object_M4_CottonAreaCovered							 Covered Plants Area
tooltip_M4_CoveredPlantArea							 Covered Plants Area

object_M4_PlantationControl							 Plantation Control
object_M4_PlantationControlSpawner					 Plantation Control
buildtoolbar_popup_obj_M4_PlantationControlSpawner	 Place this Control unit in the centre of your Cotton Plantation.\n\nPress " FIND NEW PLANTS " to scan for Cotton Plants within a range of 3-29 square tiles.\n\nYou can place several control units in one Plantation, all managing their own little batch of Cotton Plants placed around them.\n\nUse my buttons to configure harvest times and range.\n\nDefault random harvest:\n -do nothing, Cotton Plants will grow for 24 hours\n -age gets reset once a harvest job is completed\n -this will result in random harvest times\n\nTo control harvest by HarvestHour:\n -press the buttons to change the hour\n -when hour is set to 0:00 then it's disabled\n\nTo control harvest by DoorTimer:\n -connect DoorTimer -> Plantation Control\n -can be done several times per day\n -set an 'Open' hour to activate a harvest job\n -set 'Closed' hour(s) in between job(s)
tooltip_M4_CottonPlantNotManaged					 WARNING: no Plantation Control found\n\nThis Cotton Plant requires a Plantation Control within 3 to 29 tiles.\n\nThe Plantation Control in your Cotton Plantation will control the harvest.
tooltip_M4_button_ScanArea							 FIND NEW POTS
tooltip_M4_button_ChangeRangePlus					 Range (+)
tooltip_M4_button_ShowHideRange						 Show/Hide: *Xm²
tooltip_M4_button_ChangeRangeMinus					 Range (-)
tooltip_M4_button_RemoveStack						 Remove Stack
tooltip_M4_button_ToggleLights						 Light: *X
tooltip_M4_button_On								 On
tooltip_M4_button_Night								 Night
tooltip_M4_button_Off								 Off
tooltip_M4_button_NeedsYes							 YES
tooltip_M4_button_NeedsNo							 no
tooltip_M4_button_Cotton							 Cotton
tooltip_M4_SeparatorLine							 ==============
tooltip_M4_button_HarvestHourPlus					 Hour (+)
tooltip_M4_button_HarvestHourMinus					 Hour (-)
tooltip_M4_button_HarvestHour						 Harvest: *X
tooltip_M4_SeparatorWeather							 = WEATHER EVENT =
tooltip_M4_button_ToggleLightning					 Lightning: *X
tooltip_M4_PlantControl								 \nControl ID: *X\n\nHarvest Hour is at: *A\n\nFound *B plants to manage in *C tiles range\n\nSuper Compost available: *D\nGets produced by Recycle Bins.\nEnables faster grow time and production x2.\n\nTooltips and jobs are updated every 15 minutes.\n\nMost jobs are issued between 8am and 22pm,\nand some can continue through the night.
tooltip_M4_PlantControlLightning					 \nControl ID: *X\n\nWARNING:\nA plant was struck by lightning!
tooltip_M4_PlantStruck								 Struck by lightning!\nThis plant is dead and will be replaced soon
tooltip_M4_PlantDead								 This plant is dead and will be replaced soon
tooltip_M4_FastGrowYes								 YES\n...but ONLY if Harvest Hour ìs disabled
tooltip_M4_FastGrowNo								 place a Recycle Bin and\nmake Green Garbage at Recycle Desk

object_M4_CottonPrunedPlant							 Pruned Plant
object_M4_CottonDeadPlant							 Dead Plant
object_M4_CottonPlantStruck							 Struck Plant
object_M4_LightningStrike							 Lightning Strike

equipment_M4_Trowel									 Trowel
equipment_M4_Pruners								 Pruners
equipment_M4_Wateringcan							 Watering Can
equipment_M4_DDT									 DDT

object_M4_PlantationTable							 Plantation Table
buildtoolbar_popup_obj_M4_PlantationTable			 This table stores Raw Cotton from your Cotton Plantation.





########################### ROOMS REGARDING PLANTATION

room_M4_CottonPlantation							 Cotton Plantation
buildtoolbar_popup_room_M4_CottonPlantation			 The Cotton Plantation is where your prisoners are working hard for little to no money. They will tend, water and fertilize Cotton Plants until they are ready to harvest. And die from the DDT which they have to use every day. Raw Cotton goes to the Jeans Factory, but gets stored at a Plantation Table as well. A Plantation can only be outdoors.

object_M4_PlantationControlSpawner5					 Prefab Plantation Control Spawner
quickbuild_M4_CottonPlantation5x5					 Cotton Plantation (5x5)
object_M4_PlantationControlSpawner7					 Prefab Plantation Control Spawner
quickbuild_M4_CottonPlantation7x7					 Cotton Plantation (7x7)


########################### PLANTATION STAFF MEMBERS

object_M4_PlantationWorker							 Plantation Worker
buildtoolbar_popup_staff_M4_PlantationWorker		 This workman is helping the prisoners at the Cotton Plantation and learns them how to deal with the plants.




########################### FLOOR MATERIALS

material_Farmland									 Compost
material_Mud										 Mud
material_LongGrass									 Long Grass




########################### PLANTATION REFORM

reformprogram_M4_Plantation							 Plantation
reformprogram_M4_Plantation_text					 Teach your inmates how to cultivate cotton from a plantation.




########################### PLANTATION GRANTS

objective_Grant_M4_CottonPlantation					 Cotton Plantation
objective_Grant_M4_CottonPlantation_description		 Build a Cotton Plantation for your prisoners
objective_Grant_M4_CottonProduction_Research		 First you must research Plantations
objective_Grant_M4_CottonPlantation_Room			 Build a Cotton Plantation
objective_Grant_M4_CottonPlantation_Control			 Place at least 1 Plantation Control
objective_Grant_M4_CottonPlantation_Seeds			 Place 10 Cotton Plants around the Plantation Control
objective_Grant_M4_CottonPlantation_Workermen		 Hire at least 2 Plantation Workers

objective_Grant_M4_CottonProduction					 Cotton Production
objective_Grant_M4_CottonProduction_description		 Produce Raw Cotton from your Cotton Plantation
objective_Grant_M4_CottonProduction_Research		 First you must complete the Cotton Plantation grant
objective_Grant_M4_CottonProduction_Passed			 Have 2 prisoners pass the Plantation reform program
objective_Grant_M4_CottonProduction_Assigned		 Assign 2 prisoners to work at a Cotton Plantation
objective_Grant_M4_CottonProduction_Produced		 Produce 2500 Raw Cotton




########################### PLANTATION JOBS

job_custom_M4_TendCottonPlant						 Tend cotton plant
job_custom_M4_PlantCottonSeed						 Plant cotton seed
job_custom_M4_HarvestCottonPlant					 Harvest cotton plant
job_custom_M4_FertilizeCottonPlant					 Fertilize cotton plant
job_custom_M4_WaterCottonPlant						 Water cotton plant
job_custom_M4_RemoveDeadCottonPlant					 Remove dead cotton plant
job_custom_M4_PruneCottonPlant						 Prune cotton plant
job_custom_M4_DDTCottonPlant						 Spray DDT on cotton plant
job_custom_M4_RemoveStruckCottonPlant				 Remove struck cotton plant

job_custom_M4_SuperTendCottonPlant					 Treat plant with Super Compost





########################### MANUFACTURY OBJECTS

object_M4_Jeans										 Jeans
object_M4_ClothSpool								 Spool of Cloth

object_M4_ManufacturyTable							 Jeans Factory Table
buildtoolbar_popup_obj_M4_ManufacturyTable			 This table stores products produced in the Jeans Factory.

object_M4_SewingStation								 Sewing Station
buildtoolbar_popup_obj_M4_SewingStation				 This workbench takes Spools of Cloth from the Textile Mills in order to make Jeans.

object_M4_TextileMill								 Textile Mill
buildtoolbar_popup_obj_M4_TextileMill				 This workbench turns Raw Cotton from the Cotton Plantation into processed Spools of Cloth.





########################### ROOMS REGARDING MANUFACTURY

room_M4_Manufactury									 Jeans Factory
buildtoolbar_popup_room_M4_Manufactury				 Where prisoners operate expensive and dangerous machinery to produce sub-par goods for your profit.\n\nThis workshop will produce Jeans for exports. It requires Textile Mills to produce Spools of Cloth from Raw Cotton coming from your Cotton Plantation. Prisoners will make Jeans from it at a Sewing Station, after a Tailor learned them how to do it.


########################### MANUFACTURY STAFF MEMBERS

object_M4_Tailor									 Tailor
buildtoolbar_popup_staff_M4_Tailor					 The tailor teaches prisoners how to make jeans at the Jeans Factory and helps making jeans.




########################### MANUFACTURY REFORM

reformprogram_M4_ManufacturyInduction				 Manufacture Safety Induction
reformprogram_M4_ManufacturyInduction_text			 Safety first! Inmates must pass this course before they are permitted to work in the Jeans Factory.




########################### MANUFACTURY GRANTS

objective_Grant_M4_Manufactury						 Jeans Factory
objective_Grant_M4_Manufactury_description			 Build a Jeans Factory for your prisoners
objective_Grant_M4_Manufactury_Research				 First you must complete the Cotton Plantation grant
objective_Grant_M4_Manufactury_Room					 Build a Jeans Factory
objective_Grant_M4_Manufactury_TextileMill			 Place at least 1 Textile Mill
objective_Grant_M4_Manufactury_SewingStation		 Place at least 1 Sewing Station
objective_Grant_M4_Manufactury_Tailor				 Hire a Tailor

objective_Grant_M4_JeansProduction					 Jeans Production
objective_Grant_M4_JeansProduction_description		 Produce jeans from your Jeans Factory
objective_Grant_M4_JeansProduction_Research			 First you must complete the Jeans Factory grant
objective_Grant_M4_JeansProduction_Passed			 Have 2 prisoners pass the Manufacture Induction Program
objective_Grant_M4_JeansProduction_Assigned			 Assign 2 prisoners to work at the Jeans Factory
objective_Grant_M4_JeansProduction_Produced			 Produce 500 Jeans




research_M4_AdvancedManufactury						 Jeans Factory
researchtooltip_M4_AdvancedManufactury				 Unlocks the Jeans Factory room, where after passing the Manufacture Safety Induction reform program led by a workman prisoners can work Sewing Stations to produce blue jeans.
research_M4_Plantations								 Plantations
researchtooltip_M4_Plantations						 Allows you to place a Plantation in your prison so that you can grow Cotton for your Jeans Factory.

#######################################################
#
#  End Manufactury 4.0
#
#######################################################



#######################################################
#
#  Begin Tesla Matic 3.0
#
#######################################################

object_TeslaMatic3										 Tesla-Matic 3.0
buildtoolbar_popup_obj_TeslaMatic3						 An experimental torture shock device to perform stunning tests on your prisoners. Will be used for various kinds of Electroconvulsive Therapy reform programs.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.

object_TeslaSweep3										 Tesla sweep
object_TeslaEnergyBurst3								 Tesla burst
object_TeslaEnergyBurst5								 Tesla burst
object_TeslaEnergyBurst7								 Tesla burst
object_TeslaEnergyBurst9								 Tesla burst
object_TeslaEnergyBurst11								 Tesla burst
object_TeslaEnergyBurst13								 Tesla burst
object_TeslaEnergyBurst15								 Tesla burst
object_PrisonerEnergyBurst3								 Tesla burst
object_TazerAreaCovered									 Covered Tesla Area
object_ExplodedTeslaMatic3								 Exploded Tesla-Matic

object_TeslaMaticExpert3								 Tesla-Matic Expert
buildtoolbar_popup_staff_TeslaMaticExpert3				 The Tesla-Matic Expert will lead the controversial Electroconvulsive Therapy reform program, since the Psychologist became unwilling to continue working on this project when the new Tesla-Matic machines arrived. He could live with the old ones, but this... this new unholy demonic machine with all kinds of buttons to press was a bit too much for the shrink. So the President sent some of his own guys to do the dirty work. Give this man something to do at Headquarters and treat him well.\n\nUsed by the Tesla-Matic 3.0 mod
object_ShadyTeslaDude3									 Shady Tesla Dude
buildtoolbar_popup_staff_ShadyTeslaDude3				 The Shady Tesla Dude is the vague companion of the Tesla-Matic "Expert". He is the guy actually pushing the buttons and making your prisoners smoke their brains out. Give this guy some coffee when he's asking for it, because he will need it. Torturing prisoners in the middle of the night in a godforsaken hole isn't the most pleasurable thing to do... He works at Headquarters too, once he is done doing shady business.\n\nUsed by the Tesla-Matic 3.0 mod


room_TortureCell3										 Torture ECT
buildtoolbar_popup_room_TortureCell3					 Hide this room deep inside your prison where nobody knows about it. Because this room is even nastier than the Execution room. Prisoners who entered this dark cave of hell usually only came out in a smoking body bag...\n\nUsed by the Tesla-Matic 3.0 mod
room_TazerTherapy3										 Electro Convulsive Therapy
buildtoolbar_popup_room_TazerTherapy3					 One of the Top Secret reform programs involves Electroconvulsive Therapy.\nViolent inmates are sent here by the psychologist, in order to 'deal with their problems the hard way'.\n\nUsed by the Tesla-Matic 3.0 mod


quickbuild_TazerTherapy3								 Electro Convulsive Therapy
quickbuild_TazerTherapyLuxe3							 Electro Convulsive Therapy
quickbuild_TortureCellSmall3							 Torture ECT(Small)
quickbuild_TortureCellMedium3							 Torture ECT(Medium)
quickbuild_TortureCellLarge3							 Torture ECT(Large)


reformprogram_BehaviouralTazerTherapy3					 Electroconvulsive Therapy
reformprogram_BehaviouralTazerTherapy3_text				 Tough inmates with a Violence referral are sent here by the psychologist, in order to 'deal with their problems the hard way'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic 3.0 is up to you.\n\nStudies have shown that Electroconvulsive Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the shocking equipment is yet unknown.
reformprogram_AntiDrugsTazerTherapy3					 Anti Drugs ECT
reformprogram_AntiDrugsTazerTherapy3_text				 Inmates with a drugs record are sent here by the Doctor, in order to get rid of their drug addiction by 'experimental electrical impulses'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic 3.0 is up to you.\n\nStudies have shown that Anti Drugs Electroconvulsive Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the shocking equipment is yet unknown.
reformprogram_AntiAlcoholTazerTherapy3					 Anti Alcohol ECT
reformprogram_AntiAlcoholTazerTherapy3_text				 Inmates with an alcohol record are sent here by the Psychologist, in order to get rid of their alcohol addiction by 'experimental electrical impulses'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic 3.0 is up to you.\n\nStudies have shown that Anti Alcohol Electroconvulsive Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the shocking equipment is yet unknown.
reformprogram_VoluntaryTazerTherapy3					 Voluntary ECT
reformprogram_VoluntaryTazerTherapy3_text				 The word has spread across the prison and some prisoners actually think they can be helped with their problems by some Electroconvulsive Therapy as well, even if they have no violent behaviour or addiction. Perhaps they carry some problems from the past which got them in prison, and they want to try any kind of treatment.\n\nOf course the Shady Tesla Dude is willing to teach those inmates a lesson too. Whether they get an easy or a hard lessen is up to how you will configure the Tesla-Matic 3.0.\n\nVolunteers attending this program will be paid some cash. At least that's what the brochure says. In fact, they'll only get paid a load of Amperage.


research_TortureCells									 Electroconvulsive Therapy
researchtooltip_TortureCells							 Whatever you do when you accept this Research...\n\n...keep those torture cells the hell out of sight of mayor Calvin Heller. He has no security clearance to be allowed to know anything about this project.\n\nEven the Governor has no access to these Top Secret files. This comes from way up, only the President and a few others know...


tooltip_T3separatorline									 =================
tooltip_T3teslaoptions									 = TESLA MATIC =
tooltip_T3button_TazerNow								 Shock NOW
tooltip_T3button_Amperage								 Amperage: *X
tooltip_T3button_Interval								 Interval: *X
tooltip_T3button_changerangeplus						 Range (+)
tooltip_T3button_ShowHideRange							 Show range *Xm²
tooltip_T3button_changerangeminus						 Range (-)
tooltip_T3caption_Who									 Who gets tazed?
tooltip_T3button_MisbehaviourOptions					 Misbehaviour options
tooltip_T3button_IgnoreOptions							 Ignore options
tooltip_T3caption_SideEffects							 Side Effects
tooltip_T3button_BladderOptions							 Bladder options
tooltip_T3button_BowelsOptions							 Bowels options
tooltip_T3button_DamageOptions							 Damage options
tooltip_T3button_CalmingOptions							 Calming options
tooltip_T3button_PerformanceOptions						 Energy options
tooltip_T3button_BowelsOptions							 Bowels options
tooltip_T3button_TazerEverybody							 Shock Everybody
tooltip_T3button_TazerMisbehaving						 Shock Misbehaving
tooltip_T3button_IgnoreNobody							 Ignore Nobody
tooltip_T3button_IgnoreInjured							 Ignore Injured
tooltip_T3caption_Performance							 Performance
tooltip_T3button_EnergyBurstOn							 Energy Burst On
tooltip_T3button_EnergyBurstOff							 Energy Burst Off
tooltip_T3button_PrisonerBurstOn						 Prisoner Burst On
tooltip_T3button_PrisonerBurstOff						 Prisoner Burst Off
tooltip_T3button_BladderOn								 Bladder On
tooltip_T3button_BladderOff								 Bladder Off
tooltip_T3button_BowelsOn								 Bowels On
tooltip_T3button_BowelsOff								 Bowels Off
tooltip_T3button_CalmOn									 Calming On
tooltip_T3button_CalmOff								 Calming Off
tooltip_T3button_deadly_off								 Damage Off
tooltip_T3button_deadly_notdeadly						 Not Deadly
tooltip_T3button_deadly_dieslow							 Suffer and Die
tooltip_T3button_deadly_1S1K							 1 Shot 1 Kill
tooltip_T3button_SmokeOn								 Smoke On
tooltip_T3button_SmokeOff								 Smoke Off
tooltip_T3button_ClearSmoke								 Clear Smoke

tooltip_T3Amperage_low									 low
tooltip_T3Amperage_medium								 medium
tooltip_T3Amperage_high									 high
tooltip_T3Amperage_ultra								 ultra
tooltip_T3Amperage_insane								 insane

tooltip_T3Interval_low									 low
tooltip_T3Interval_medium								 medium
tooltip_T3Interval_high									 high
tooltip_T3Interval_therapy								 therapy
tooltip_T3Interval_survey								 survey

tooltip_T3tazertime_low									 every 5 minutes
tooltip_T3tazertime_medium								 4x per hour
tooltip_T3tazertime_high								 2x per hour
tooltip_T3tazertime_therapy								 at Therapy ending
tooltip_T3tazertime_survey								 every 10 seconds

tooltip_T3TeslaNoPower									 \nWelcome to Tesla-Matic 3.0\nYour wish is my command...\n\n*M\n\nPower OFF  ||  Timer OFF  ||  Range *Rm²\n\nPlace Electrical Cable to activate\n\nMake sure that your Power Station has\nenough capacity and is switched On
tooltip_T3TeslaTimerInActive							 \nWelcome to Tesla-Matic 3.0\nYour wish is my command...\n\n*M\n\nPower ON   ||  Timer OFF  ||  Range *Am²\nShock *BIgnore *C\n\nSweeps *D with *E Amps\nSpecify active hours with my DoorTimer\n\n---------------- S E T U P ----------------\n\nFor Electroconvulsive Therapy sessions:\n - activate timer during SECOND hour only\n - set the Interval to 'Therapy'\n\nFor Parole & Visitation:\n - set the Interval to 'Survey'\n\nFor Solitary & Torture Cells:\n - be gentle... or not
tooltip_T3TeslaTimerActive_TazerCountDown				 \nWelcome to Tesla-Matic 3.0\nYour wish is my command...\n\n*M\n\nPower ON   ||  Timer ON   ||  Range *Am²\nShock *BIgnore *C\n\nSweeps *D with *E Amps\nNext sweep in *F minutes at *G\n\nShocked prisoners  *H\nAverage damage     *I\n\n---------------- S E T U P ----------------\n\nFor Electroconvulsive Therapy sessions:\n - activate timer during SECOND hour only\n - set the Interval to 'Therapy'\n\nFor Parole & Visitation:\n - set the Interval to 'Survey'\n\nFor Solitary & Torture Cells:\n - be gentle... or not
tooltip_T3TeslaTimerActive_SurveyCountDown				 \nWelcome to Tesla-Matic 3.0\nYour wish is my command...\n\n*M\n\nPower ON   ||  Timer ON   ||  Range *Am²\nShock *BIgnore *C\n\nSweeps *D with *E Amps\nNext sweep in *F seconds\n\nShocked prisoners  *G\nAverage damage     *H\n\n---------------- S E T U P ----------------\n\nFor Electroconvulsive Therapy sessions:\n - activate timer during SECOND hour only\n - set the Interval to 'Therapy'\n\nFor Parole & Visitation:\n - set the Interval to 'Survey'\n\nFor Solitary & Torture Cells:\n - be gentle... or not
tooltip_T3TeslaTimerActive_SweepActive				 \nWelcome to Tesla-Matic 3.0\nYour wish is my command...\n\n*M\n\nPower ON   ||  Timer ON   ||  Range *Am²\nShock *BIgnore *C\n\nSweeps *D with *E Amps\n----------- SWEEP ACTIVATED -----------\n\nShocked prisoners  *F\nAverage damage     *G\n\n---------------- S E T U P ----------------\n\nFor Electroconvulsive Therapy sessions:\n - activate timer during SECOND hour only\n - set the Interval to 'Therapy'\n\nFor Parole & Visitation:\n - set the Interval to 'Survey'\n\nFor Solitary & Torture Cells:\n - be gentle... or not
tooltip_T3TeslaOverload									 \nTesla-Matic exploded and needs replacement. Repairing is useless, your workman have no idea how to repair the buttons which control the device.\n\nThat's it. You've been a bit too generous with the amperage. Don't try to fry more than 50 prisoners at once or the system might fry itself, like it did just now...\n\nIt is experimental technology after all.

tooltip_T3on											 ON
tooltip_T3off											 OFF

tooltip_T3yes											 YES
tooltip_T3no											 NO

objective_Grant_TazerTherapy3							 Electroconvulsive Therapy 3.0
objective_Grant_TazerTherapy3_description				 Build an Electroconvulsive Therapy room for experimental shock sessions to 'cure' your prisoners.
objective_Grant_TazerTherapy3_Research					 First you must research Torture Cells
objective_Grant_TazerTherapy3_TazerTherapyRoom			 Build an Electroconvulsive Therapy room or use the QuickBuild
objective_Grant_TazerTherapy3_TeslaNumber				 Place 1 Tesla-Matic 3.0 in the centre
objective_Grant_TazerTherapy3_ChairNumber				 Place 8 chairs around the Tesla-Matic
objective_Grant_TazerTherapy3_ProgramPassed1			 Have 2 prisoners pass the Voluntary ECT reform program
objective_Grant_TazerTherapy3_ProgramPassed2			 Have 1 prisoner pass the Anti Alcohol ECT reform program
objective_Grant_TazerTherapy3_ProgramPassed3			 Have 1 prisoner pass the Anti Drugs ECT reform program

causeofdeath_tortured									 Tortured to death by Tesla-Matic

#######################################################
#
#  End Tesla Matic 3.0
#
#######################################################



#######################################################
#
#  Begin Tesla Matic 2.0
#
#######################################################

object_TeslaMatic										 TeslaMatic (outdated, gets deleted by script)
object_TeslaBattery										 Tesla Battery (outdated, gets deleted by script)
object_TeslaBatteryQuick								 Tesla Battery Quick Charge (outdated, gets deleted by script)
object_TeslaEnergyBurst									 Tesla burst
object_PrisonerEnergyBurst								 Tesla burst

object_teslamatic2										 Tesla-Matic (Model TM2A)
buildtoolbar_popup_uts_teslamatic2						 An experimental tazer torture device to do tests on your prisoners. Will be used for various kinds of Tazer Therapy reform programs. Both models have a bit different sizing for placement purposes.
object_teslamatic2b										 Tesla-Matic (Model TM2B)
buildtoolbar_popup_uts_teslamatic2b						 An experimental tazer torture device to do tests on your prisoners. Will be used for various kinds of Tazer Therapy reform programs. Both models have a bit different sizing for placement purposes.
object_teslabattery2									 Tesla Battery
object_depletedTeslaBattery								 Tesla Battery (Depleted)
quickbuild_TazerTherapy									 Tazer Therapy
quickbuild_TortureCellSmall								 Torture Cell(Small)
quickbuild_TortureCellMedium							 Torture Cell(Medium)
quickbuild_TortureCellLarge								 Torture Cell(Large)
room_TortureCell										 Torture Cell
buildtoolbar_popup_room_TortureCell						 Hide this room deep inside your prison where nobody knows about it. Because this room is even nastier than the Execution room. Prisoners who entered this dark cave of hell usually only came out in a smoking body bag...
room_TazerTherapy										 Tazer Therapy
buildtoolbar_popup_room_TazerTherapy					 One of the Top Secret reform programs involves Tazer Therapy.\nViolent inmates are sent here by the psychologist, in order to 'deal with their problems the hard way'.
reformprogram_BehaviouralTazerTherapy					 Behavioural Tazer Therapy
reformprogram_BehaviouralTazerTherapy_text				 Tough inmates with a Violence referral are sent here by the psychologist, in order to 'deal with their problems the hard way'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic, is up to you.\n\nStudies have shown that Behavioural Tazer Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the torturing tazer equipment is yet unknown.
reformprogram_AntiDrugsTazerTherapy						 Anti Drugs Tazer Therapy
reformprogram_AntiDrugsTazerTherapy_text				 Inmates with a drugs record are sent here by the Doctor, in order to get rid of their drug addiction by 'experimental electrical impulses'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic, is up to you.\n\nStudies have shown that Anti Drugs Tazer Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the torturing tazer equipment is yet unknown.
reformprogram_AntiAlcoholTazerTherapy					 Anti Alcohol Tazer Therapy
reformprogram_AntiAlcoholTazerTherapy_text				 Inmates with an alcohol record are sent here by the Psychologist, in order to get rid of their alcohol addiction by 'experimental electrical impulses'.\n\nWith this reform program you can push some buttons to decide the impact of it. Whether you be harsh or forgiving with the Tesla-Matic, is up to you.\n\nStudies have shown that Anti Alcohol Tazer Therapy will also have a calming effect on prisoners. If this happens because of the lessons, the inspiring teacher, or the torturing tazer equipment is yet unknown.
reformprogram_VoluntaryTazerTherapy						 Voluntary Tazer Therapy
reformprogram_VoluntaryTazerTherapy_text				 The word has spread across the prison and some prisoners actually think they can be helped with their problems by some Tazer Therapy as well, even if they have no violent behaviour or addiction. Perhaps they carry some problems from the past which got them in prison, and they want to try any kind of treatment.\n\nOf course the Shady Tesla Dude is willing to teach those inmates a lesson too. Whether they get an easy or a hard lessen is up to how you will configure the Tesla-Matic.\n\nVolunteers attending this program will be paid some cash. At least that's what the brochure says. In fact, they'll only get a load of tazer shots.
research_TortureCells									 Torture Cells
researchtooltip_TortureCells							 Whatever you do when you accept this Research...\n\n...keep those torture cells the hell out of sight of mayor Calvin Heller. He has no security clearance to be allowed to know anything about this project.\n\nEven the Governor has no access to these Top Secret files. This comes from way up, only the President and a few others know...
object_TazerAreaCovered									 Covered Tesla Area
tooltip_separatorline									 =================
tooltip_teslaoptions									 = TESLA MATIC =
tooltip_button_ForceDischarge							 Tazer NOW
tooltip_button_ForceRecharge							 Force Recharge
tooltip_button_OrderBattery								 Install Battery
tooltip_button_Voltage									 Voltage: *X
tooltip_button_Interval									 Interval: *X
tooltip_button_changerangeplus							 Range (+)
tooltip_button_ShowHideRange							 Show/Hide: *Xm²
tooltip_button_changerangeminus							 Range (-)
tooltip_caption_Who										 Who gets tazed?
tooltip_button_MisbehaviourOptions						 Misbehaviour options
tooltip_button_IgnoreOptions							 Ignore options
tooltip_caption_SideEffects								 Side Effects:
tooltip_button_BladderOptions							 Bladder options
tooltip_button_BowelsOptions							 Bowels options
tooltip_button_DamageOptions							 Damage options
tooltip_button_CalmingOptions							 Calming options
tooltip_button_SmokeOptions								 Smoke options
tooltip_button_TazerEverybody							 Tazer Everybody
tooltip_button_TazerMisbehaving							 Tazer Misbehaving
tooltip_button_IgnoreNobody								 Ignore Nobody
tooltip_button_IgnoreInjured							 Ignore Injured
tooltip_button_BladderOn								 Bladder On
tooltip_button_BladderOff								 Bladder Off
tooltip_button_BowelsOn									 Bowels On
tooltip_button_BowelsOff								 Bowels Off
tooltip_button_CalmOn									 Calming On
tooltip_button_CalmOff									 Calming Off
tooltip_button_deadly_off								 Damage Off
tooltip_button_deadly_notdeadly							 Not Deadly
tooltip_button_deadly_dieslow							 Suffer and Die
tooltip_button_deadly_1S1K								 1 Shot 1 Kill
tooltip_button_SmokeOn									 Smoke On
tooltip_button_SmokeOff									 Smoke Off
tooltip_button_ClearSmoke								 Clear Smoke

tooltip_low												 low
tooltip_medium											 medium
tooltip_high											 high
tooltip_veryhigh										 very high
tooltip_ultra											 ultra
tooltip_insane											 insane

tooltip_hourly											 hourly

tooltip_notcharging										 \n\nRecharges left: *Y\n\nCurrent Charge: *X/5\nTesla-Matic needs active wired signal to charge.
tooltip_charging0										 \n\nRecharges left: *X\nCharging battery   +/-
tooltip_charging1										 \n\nRecharges left: *X\nCharging battery +
tooltip_charging2										 \n\nRecharges left: *X\nCharging battery ++
tooltip_charging3										 \n\nRecharges left: *X\nCharging battery +++
tooltip_charging4										 \n\nRecharges left: *X\nCharging battery ++++
tooltip_charging5										 \n\nRecharges left: *X\nCharging battery +++++
tooltip_charging6										 \n\nRecharges left: *X\nCharging battery   +/+
tooltip_charging7										 \n\nRecharges left: *X\nCharging battery   -/+
tooltip_charging8										 \n\nTesla Battery broken.\n\nA new battery will be installed soon.
tooltip_fullycharged									 \n\nRecharges left: *X\nTesla Battery fully charged.
tooltip_currentcharge									 \n\nRecharges left: *Y\nCurrent Charge: *X/5
tooltip_BatteryBroken									 \n\nTesla Battery broken.\n\nA new battery will be installed soon.
tooltip_NoBattery										 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B\n\nA new battery will be installed soon.
tooltip_init_tesla										 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\n          Initializing, please wait...\n          Starting system in *A minutes
tooltip_BatteryOrdered									 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B\n\nA new battery will be installed soon.
tooltip_wireactive_batteryfound							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            New battery installed.\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_batterydischarged					 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Battery discharged.\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep disabled
tooltip_wireactive_charging0							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery   +/-\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging1							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery +\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging2							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery ++\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging3							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery +++\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging4							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery ++++\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging5							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery +++++\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging6							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery   +/+\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging7							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Charging battery   -/+\n\nWired signal active.\n\nSweeps *C at *V voltage\nNext tazer sweep in *D minutes
tooltip_wireactive_charging8							 \n\nTesla Battery broken.\n\nA new battery will be installed soon.
tooltip_wireactive_tazercountdown						 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Battery Charge *C/5\n\nWired signal active.\n\nSweeps *D at *V voltage\nNext tazer sweep in *E minutes
tooltip_wireactive_tazerresults							 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B            Battery Charge *C/5\n\nWired signal active.\n\nTAZED PRISONERS *X  AVERAGE DAMAGE *Y
tooltip_nowire											 \n\nWelcome to Tesla-Matic\nYour wish is my command.\n\nBATTERY *B\n\nNo wired signal active.\n\nUse a PowerSwitch or DoorTimer\nto activate the Tesla-Matic or\nto charge the Tesla Battery.
tooltip_Overload										 \n\nTesla-Matic exploded and needs replacement. Repairing is useless, your workman have no idea how to repair the buttons which control the device.\n\nThat's it. You've been a bit too generous with the tazer power. Don't try to fry more than 50 prisoners at once or the system might fry itself, like it did just now...\n\nIt is experimental technology after all.
tooltip_tazertime_low									 every 5 minutes
tooltip_tazertime_medium								 4x per hour
tooltip_tazertime_high									 2x per hour
tooltip_tazertime_hourly								 1x per hour

tooltip_on												 ON
tooltip_off												 OFF

tooltip_yes												 YES
tooltip_no												 NO

object_TeslaMaticExpert									 Tesla-Matic Expert
object_ShadyTeslaDude									 Shady Tesla Dude
object_TeslaBatteryBox									 Tesla Battery Box
job_custom_InstallTeslaBattery							 Install Tesla Battery
job_custom_RemoveTeslaBattery							 Remove Tesla Battery
buildtoolbar_popup_staff_TeslaMaticExpert				 The Tesla-Matic Expert will lead the controversial Tazer Therapy reform program, since the Psychologist became unwilling to continue working on this project when the new Tesla-Matic machines arrived. He could live with the old ones, but this... this new unholy demonic machine with all kinds of buttons to press was a bit too much for the shrink. So the President sent some of his own guys to do the dirty work. Give this man an Office and treat him well.
buildtoolbar_popup_staff_ShadyTeslaDude					 The Shady Tesla Dude is the vague companion of the Tesla-Matic "Expert". He is the guy actually pushing the buttons and making your prisoners smoke their brains out. Give this guy some coffee when he's asking for it, because he will need it. Torturing prisoners in the middle of the night in a godforsaken hole isn't the most pleasurable thing to do... He will require an office too, once he is done doing shady business.

objective_Grant_TazerTherapy							 Tazer Therapy
objective_Grant_TazerTherapy_description				 Build a Tazer Therapy room for experimental tazer sessions to 'cure' your prisoners.
objective_Grant_TazerTherapy_Research					 First you must research Torture Cells
objective_Grant_TazerTherapy_TazerTherapyRoom			 Build a Tazer Therapy room
objective_Grant_TazerTherapy_TeslaNumber				 Place 1 Tesla-Matic (Model TM2A) in the centre
objective_Grant_TazerTherapy_ChairNumber				 Place 8 chairs around the TeslaMatic
objective_Grant_TazerTherapy_ProgramPassed1				 Have 2 prisoners pass the Voluntary Tazer Therapy reform program
objective_Grant_TazerTherapy_ProgramPassed2				 Have 1 prisoner pass the Anti Alcohol Tazer Therapy reform program
objective_Grant_TazerTherapy_ProgramPassed3				 Have 1 prisoner pass the Anti Drugs Tazer Therapy reform program

causeofdeath_tortured									 Tortured to death by TeslaMatic

#######################################################
#
#  End Tesla Matic 2.0
#
#######################################################



#######################################################
#
# Begin Lottery 2.0
#
#######################################################

object_VendingStackLottery								 Lottery Tickets
object_VendingSoldLottery								 Lottery Ticket
equipment_VendingSpawnedLottery0						 Lottery Ticket
equipment_VendingSpawnedLottery1						 Lottery Ticket
equipment_VendingSpawnedLottery2						 Lottery Ticket
job_custom_RefillVendingStackLottery					 Refill Vending Machine (Lottery)
object_VendingMachineLottery							 Vending (Lottery)
buildtoolbar_popup_obj_VendingMachineLottery			 A Vending Machine with Lottery Tickets for your prisoners and staff members.\n\nPrisoners and gambling, what could go wrong? The prisoners might have made lots of cash during Work hours, so give them a reason to spend it.\n\nPlace various Lottery Ticket Vending machines in the Canteen, Yard or Common Rooms. A Staffroom is also OK.\n\nSETTLES PRISONER NEEDS:\n -> All: -33.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Recreation: -50.0

object_VendingLotteryCash								 Lottery Stakes
object_LotteryJackpot									 Lottery Jackpot

object_VendingLotterySafe								 Lottery Safe
buildtoolbar_popup_obj_VendingLotterySafe				 A Lottery safe which stores all the cash from the prisoners and staff members who bought a Lottery Ticket. The Prison Lottery might pay out all the cash inside this safe, or give you another prize, who knows?\n\nPrisoners are able to daydream at the Safe, settling some needs, so place it in the Yard.\n\nYou can only build 1 Safe on the map. If you place another one, then the old safe gets deleted.\n\nWARNING: Jackpot gets RESET if you currently have a Sylvester Lottery Safe. The Jackpot and Tickets Sold are only transferred between equal safe types!\n\nThe Prison Lottery can be customized on the Settings tab to match your prison size a bit.\n\nMinimum sold tickets depends on your settings.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Super Jackpot $ 100,000\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.6\n -> Family: -0.6\n -> Freedom: -0.6\n -> Luxuries: -0.6\n -> Warmth: -0.6

#object_VendingSylvesterSafeSpawner						 Sylvester Lottery Safe
#buildtoolbar_popup_obj_VendingSylvesterSafeSpawner		 Spawns a Lottery safe which stores all the cash from the prisoners and staff members who bought a Lottery Ticket. The Sylvester Lottery might pay out all the cash inside this safe, or give you another prize, who knows?\n\nPrisoners are able to daydream at the Safe, settling some needs, so place it in the Yard.\n\nYou can only build 1 Safe on the map. If you place another one, then the old safe gets deleted.\n\nWARNING: Jackpot gets RESET if you currently have a Prison Lottery Safe. The Jackpot and Tickets Sold are only transferred between equal safe types!\n\nThe Sylvester Lottery will take place on every first day of Spring (every 28 days in the game).\n\nMinimum of 1,000 sold tickets required.\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,000,000\n - Sylvester Super Jackpot $ 4,500,000\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.6\n -> Family: -0.6\n -> Freedom: -0.6\n -> Luxuries: -0.6\n -> Warmth: -0.6

#object_VendingLotterySafeSpawner						 Prison Lottery Safe
#buildtoolbar_popup_obj_VendingLotterySafeSpawner		 Spawns a Lottery safe which stores all the cash from the prisoners and staff members who bought a Lottery Ticket. The Prison Lottery might pay out all the cash inside this safe, or give you another prize, who knows?\n\nPrisoners are able to daydream at the Safe, settling some needs, so place it in the Yard.\n\nYou can only build 1 Safe on the map. If you place another one, then the old safe gets deleted.\n\nWARNING: Jackpot gets RESET if you currently have a Sylvester Lottery Safe. The Jackpot and Tickets Sold are only transferred between equal safe types!\n\nThe Prison Lottery can be customized on the Settings tab to match your prison size a bit.\n\nMinimum sold tickets depends on your settings.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Super Jackpot $ 100,000\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.6\n -> Family: -0.6\n -> Freedom: -0.6\n -> Luxuries: -0.6\n -> Warmth: -0.6

object_VendingLotteryWinnerMarker						 Lottery Winner

object_Win5000											 You've won $ 5,000 with your Lottery bet!
object_Lost5000											 You've lost $ 5,000 with your Lottery bet...

object_PrisonLotterySuperJackpot						 Super Jackpot: $ 10,000
object_PrisonLotteryMegaJackpot							 Mega Jackpot: $ 100,000
object_SylvesterLotterySuperJackpot						 Sylvester Super Jackpot: $ 1,000,000
object_SylvesterLotteryMegaJackpot						 Sylvester Mega Jackpot: $ 4,500,000

object_LotteryOfficial									 Lottery Official

object_VendingEarnings									 Vending Money

action_V2BuyLotteryTicket								 Buy Lottery Ticket
action_V2StaffBuyLotteryTicket							 Buy Lottery Ticket

tooltip_TicketVendingMachine0Items						 Available: 0 items
tooltip_TicketVendingMachineXItems						 Available: *X items

tooltip_LotteryTicketVendingMachine0Items				 Available: 0 items
tooltip_LotteryTicketVendingMachineXItems				 Available: *X items

action_V2StareAtSafe									 Daydream at Lottery Safe

job_custom_OpenLotterySafe								 Open Lottery Safe
job_custom_StoreStakeInSafe								 Store stakes in Lottery Safe
job_custom_StartValidatingTickets						 Start the lottery validation
job_custom_ValidateTickets								 Validate lottery tickets

tooltip_VM2PresentWonAtLottery							 This present was won at the Lottery
tooltip_VM2LotterySuperJackpot							 Sell me to cash your winnings.
tooltip_VM2LotteryMegaJackpot							 Sell me to cash your winnings.
tooltip_VM2SylvesterSuperJackpot						 Sell me to cash your winnings.
tooltip_VM2SylvesterMegaJackpot							 Sell me to cash your winnings.
tooltip_VM2Win5000										 Sell me to cash your winnings.
tooltip_VM2Lost5000										 Sell me to pay your debt.
tooltip_VM2WardenCarriesJackpot							 Carrying $ *J from the lottery
tooltip_VM2WardenCarriesJackpotSuper					 Carrying $ *J and the Super Jackpot
tooltip_VM2WardenCarriesJackpotMega						 Carrying $ *J and the Mega Jackpot

reportTooltip_VM2LotterySoldTicketValid					 validated
reportTooltip_VM2LotterySoldTicketFake					 is fake
reportTooltip_VM2LotterySoldTicketSold					 SOLD!
reportTooltip_VM2LotterySoldTicketNotSold				 NOT SOLD!
reportTooltip_VM2LotteryOutcome4						 Somebody is very happy, find the prisoner!
reportTooltip_VM2LotteryOutcome16						 The staff member has resigned, you can't grab the cash.
reportTooltip_VM2LotteryOutcome1						 Something is rumbling amongst the prisoners...
reportTooltip_VM2LotterySoldTicketValidating			 Validating the sold lottery tickets...
reportTooltip_VM2LotterySoldTicketNumber				 Ticket #*C with number #*T *V
reportTooltip_VM2LotterySoldTicketAFewMomentsLater		 ...A few moments later...
reportTooltip_VM2LotterySoldTicketPending				 . . . 

reportTooltip_VM2LotteryOutcome5						 The SUPER JACKPOT has been won, find the prisoner!
reportTooltip_VM2LotteryOutcome6						 The MEGA JACKPOT has been won, find the prisoner!

tooltip_VM2LotteryWinnerMarker							 Click me!
reportTooltip_VM2LotteryOutcome17						 The SUPER JACKPOT has also been won, what a shame...
reportTooltip_VM2LotteryOutcome18						 The MEGA JACKPOT has also been won, what a shame...

reportTooltip_VM2LotteryOutcome2						 The warden also won the SUPER JACKPOT, kinda smelly...
reportTooltip_VM2LotteryOutcome3						 The warden also won the MEGA JACKPOT, kinda smelly...

reportTooltip_VM2LotteryWinnerZeroCash					 $ $
reportTooltip_VM2LotteryWinnerNobody					 NOBODY

tooltip_VM2LotteryDone									 \nHAPPY NEW YEAR & ALL THE BEST FOR 2020!
tooltip_VM2LotteryDoneWeekly							 \nCONGRATULATIONS TO ALL THE WINNERS!
tooltip_VM2LotterySafeWeekly							 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery can take place in *D day(s)\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Mega Jackpot $ 100,000
tooltip_VM2LotterySafeWeeklyStart						 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nPress my button to start the lottery!\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Mega Jackpot $ 100,000
tooltip_VM2LotterySafeWeeklyNeedsSold					 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nMust sell *X more tickets\nbefore the lottery can start\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Mega Jackpot $ 100,000
tooltip_VM2LotterySafeWeeklyMinutes						 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery can take place in *D minute(s)\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Mega Jackpot $ 100,000
tooltip_VM2LotterySafeWeeklyHours						 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery can take place in *D hour(s)\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Prison Super Jackpot $ 10,000\n - Prison Mega Jackpot $ 100,000
tooltip_VM2LotterySafeStart								 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nPress my button to start the lottery!\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,00,000\n - Sylvester Mega Jackpot $ 4,500,000
tooltip_VM2LotterySafeNeedsSold							 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nMust sell *X more tickets\nbefore the lottery can start\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,000,000\n - Sylvester Mega Jackpot $ 4,500,000
tooltip_VM2LotterySafeMinutes							 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery can take place in *D minute(s)\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,000,000\n - Sylvester Mega Jackpot $ 4,500,000
tooltip_VM2LotterySafeHours								 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery can take place in *D hour(s)\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,000,000\n - Sylvester Mega Jackpot $ 4,500,000
tooltip_VM2LotterySafe									 \nClick me!\n\nTickets sold: *A\nCash in Safe: $ *B\nLast bet: $ *C\n\nNext lottery will take place on day *D\nMinimum of *S sold tickets required.\n\n\nCHANCE TO WIN:\n - Sylvester Super Jackpot $ 1,000,000\n - Sylvester Mega Jackpot $ 4,500,000

reportTitle_VM2Lottery									 Sylvester Lottery
reportTitle_VM2LotteryWeekly							 Prison Lottery
reportTab_VM2LotteryTab1								 STATISTICS
reportTab_VM2LotteryTab2								 FUNDING
reportTab_VM2LotteryTab3								 SETTINGS

reportTooltip_VM2LotteryPrizes							 \nDON'T DELAY, PLAY TODAY! MANY PRIZES TO WIN:
reportTooltip_VM2LotteryPrizesA							 \n - A good dinner with Champagne and hot chicks\n - A complete new inventory for your Superior Cell\n - Early release, as soon as the lottery finished\n - Two bags of free drugs of your choice\n - A 6-pack of strong winter craft beer\n - A free Baton to beat up an enemy\n   in a closed room without CCTV or guards\n - 30 seconds ahead on a granted Escape attempt\n   before the dogs are released to catch up
reportTooltip_VM2LotteryPrizesB							 - And of course money! LOTS of money -
reportTooltip_VM2LotteryPrizesC							 The more cash going into the Lottery Safe,
reportTooltip_VM2LotteryPrizesD							 the higher the Jackpot will be for the winner!

reportButton_VM2PlaceYourBet							 PLACE YOUR BET
reportTooltip_VM2WhoWillWin								 Who will win?
reportTooltip_VM2LotteryWinnerWarden					 THE WARDEN
reportTooltip_VM2LotteryWinnerPrisoner					 A PRISONER
reportTooltip_VM2LotteryWinnerStaffMember				 A STAFFMEMBER
reportTooltip_VM2YourStake								 Your stake?
reportButton_VM2BetPowerStation							 PowerStation
reportButton_VM2Bet5K									 $ 5,000
reportButton_VM2CancelBet								 or cancel
reportTooltip_VM2YourBet								 You bet *X that *Y wins.
reportTooltip_VM2TicketsSold							 *A Tickets Sold 
reportTooltip_VM2TotalStake								 JACKPOT $ *A
reportTooltip_VM2LastStake								 Last bet $ *A

reportTooltip_VM2PlaceYourOwnBetWin						 You have won *X
reportTooltip_VM2PlaceYourOwnBetLoose					 You have lost *X
reportButton_VM2ContinueToResults						 Continue to results

reportTooltip_VM2LotteryResultsThankYouA				 Congratulations go to all the winners!
reportTooltip_VM2LotteryResultsThankYouB				 We hope that you will enjoy your prize!

reportTooltip_VM2NextLotteryDayInit						 The next lottery can take place in . . .
reportTooltip_VM2NextLotteryDay							 The next lottery can take place in *X day(s)
reportTooltip_VM2LotteryNoonHours						 The next lottery can take place in *X hours
reportTooltip_VM2LotteryNoonMinutes						 The next lottery can take place in *X minutes

reportButton_VM2StartLottery							 START BETWEEN 12-20 PM
reportTooltip_VM2LotteryCollectLeftoverCash				 Collecting leftover lottery cash...
reportTooltip_VM2LotteryTicketsSoldRequired				 You must have sold at least *X tickets

reportTooltip_VM2LotteryPending							 \nLOTTERY PENDING:
reportTooltip_VM2LotteryResultsA						 \nLOTTERY RESULTS:
reportTooltip_VM2LotteryResultsB						 \n - Champagne dinner won by:\n - New office inventory won by:\n - Free day off won by:\n - Package of Aspirin won by:\n - Gulpener Wintervrund won by:\n - Free baton won by:
reportTooltip_VM2LotteryResultsC1						 \nPending...\nPending...\nPending...\nPending...\nPending...\nPending...
reportTooltip_VM2LotteryResultsC2						 \n*A\n*B\n*C\n*D\n*E\n*F

reportTooltip_VM2LotteryTicketValidation				 *V
reportTooltip_VM2LotterySoldTicketWaiting				 Waiting for Lottery Official to validate the tickets
reportTooltip_VM2LotterySoldTicketPleaseWait			 ...hold on...
reportTooltip_VM2LotterySoldTicketValidated				 All tickets were validated by the Lottery Official
reportTooltip_VM2LotteryTicketDrawing					 The winning ticket number will soon be known!
reportTooltip_VM2LotterySoldTicketDone					 ...done!
reportTooltip_VM2LotteryJackpotWinnerA					 The winning lottery ticket #*T was *S
reportTooltip_VM2LotteryJackpotWinnerB					 *W WON $ *Y
reportTooltip_VM2LotteryJackpotWinnerC					 *X
reportTooltip_VM2LotteryResultsRegret					 Donate the cash to stop the riot in case you regret.
reportTooltip_VM2LotteryJackpotWasNotSpread				 The prison seems to be deserted.
reportTooltip_VM2LotteryOutcome8						 The cash was spread amongst those who bought a ticket.
reportTooltip_VM2LotteryJackpotWasDonated				 They are celebrating New Year with something extra!
reportTooltip_VM2LotteryJackpotWasDonatedWeekly			 They are celebrating with something extra!
reportTooltip_VM2LotteryOutcome20						 The cash was returned to the Lottery Safe.
reportTooltip_VM2LotteryJackpotWasReturned				 Let's hope they will let the warden get away with it.
reportTooltip_VM2LotteryOutcome21						 The warden released the hounds! Oh boy...
reportTooltip_VM2LotteryHoundsReleased					 ... this might become a little bit messy.
reportTooltip_VM2LotteryOutcome22						 The bodyguards were sacked, the prison is a mess.
reportTooltip_VM2LotteryBodyguardsReleased				 The warden is completely on his own now...
reportTooltip_VM2LotteryJackpotUnfairPayback			 The prisoners seem to be rather unhappy...
reportTooltip_VM2LotteryJackpotUnavailable				 The cash was already exported or sold. Deal with it.

reportTooltip_VM2LotteryResultsThankYou1				 Thank you for playing
reportTooltip_VM2LotteryResultsThankYou2				 the Sylvester Lottery!
reportTooltip_VM2LotteryResultsThankYou3				 The prison administration
reportTooltip_VM2LotteryResultsThankYou4				 wishes all of you
reportTooltip_VM2LotteryResultsThankYou5				 A VERY HAPPY NEW YEAR
reportTooltip_VM2LotteryResultsThankYou6				 &
reportTooltip_VM2LotteryResultsThankYou7				 ALL THE BEST FOR 2020!
reportTooltip_VM2LotteryResultsThankYouWeekly			 Thank you for playing the Weekly Prison Lottery!

reportButton_VM2ResetLotterySafe						 RESET LOTTERY
reportTooltip_VM2LotteryDecideFirstPrisoner				 Find the prisoner before you can reset the lottery.
reportTooltip_VM2LotteryDecideFirstWarden				 Find the warden before you can reset the lottery.

reportTooltip_VM2LotteryFunding							 FUNDING
reportTooltip_VM2PrisonerFundDescription				 Prisoners with a lot of money can put extra cash into the Lottery Jackpot via a Prison Lottery Fund. This will give them a higher chance of winning.\n\nAt least, that's what the brochure tells them...\n...in fact, you just collect their earned money into the safe and decide afterwards who gets paid out.\n\nOnly prisoners who bought tickets and own more than $ 10 can be persuaded. If nobody wanted to put money in the Fund then you may try again later, but beware:\n\nYou may persuade prisoners only once for each lottery, so it's best to do this just before you start the lottery. Just 1 willing prisoner is enough to disable the button below!
reportButton_VM2CountTheTotalCash						 CALCULATE
reportTooltip_VM2CountTheTotalCash1						 Count prison wide available money
reportTooltip_VM2TotalCashResults						 Prison wide $ *X / *Y ± $ *Z per prisoner
reportTooltip_VM2CountTheTotalCash2						 . . .
reportButton_VM2PersuadePrisoners						 PERSUADE
reportTooltip_VM2LotteryPersuade						 Raise funds for a bigger Lottery Jackpot
reportTooltip_VM2PersuadeResultsCash1					 . . .
reportTooltip_VM2PersuadeResults1						 . . .
reportTooltip_VM2PersuadeResultsCash2					 $ *M was raised from *N candidates:
reportTooltip_VM2PersuadeResults2						 *X persuaded, *Y said no, *Z were unsure.
reportTooltip_VM2PersuadeResultsCash3					 The prisoners were already persuaded,
reportTooltip_VM2PersuadeResults3						 you can only persuade once per lottery.

reportTooltip_VM2LotterySettings						 SETTINGS
reportButton_VM2DeleteSafe								 DELETE SAFE
reportTooltip_VM2LotterySettingsMusic					 The lottery music is *X
reportTooltip_VM2LotterySettingsMusicON					 ON
reportTooltip_VM2LotterySettingsMusicOFF				 OFF
reportButton_VM2ToggleMusicOnOff						 MUSIC
reportTooltip_VM2LotterySettingsSound					 Notification sound is *X
reportTooltip_VM2LotterySettingsSoundON					 ON
reportTooltip_VM2LotterySettingsSoundOFF				 OFF
reportButton_VM2ToggleSoundOnOff						 SOUND
reportTooltip_VM2LotterySettingsInterval				 How many days between each lottery? (Currently *X)
reportButton_VM2ToggleLotteryInterval0disabled			 disabled
reportButton_VM2ToggleLotteryInterval0					 0 DAYS
reportButton_VM2ToggleLotteryInterval7					 7 DAYS
reportButton_VM2ToggleLotteryInterval14					 14 DAYS
reportButton_VM2ToggleLotteryInterval28					 28 DAYS
reportTooltip_VM2LotterySettingsIntervalForce1			 You can specify 0 days only when enough tickets are sold.
reportTooltip_VM2LotterySettingsIntervalForce2			 It will jump to 28 days when the lottery is finished.
reportTooltip_VM2LotterySettingsSoldTickets				 Minimum tickets required: Prison Capacity x*C = *S
reportButton_VM2ToggleSoldTicketsX2						 x2
reportButton_VM2ToggleSoldTicketsX5						 x5
reportButton_VM2ToggleSoldTicketsX10					 x10
reportButton_VM2ToggleSoldTicketsX50					 x50
reportTooltip_VM2LotterySettingsCheats					 ONLY AVAILABLE WITH TOOLS AND CHEATS ENABLED
reportTooltip_VM2LotterySettingsTickets					 THE BEST TIME TO TEST IS BETWEEN 12-20PM
reportTooltip_VM2LotterySettingsGiveTickets				 Give tickets to all for testing outcome
reportButton_VM2ToggleGiveTickets						 TICKETS
reportTooltip_VM2ResetPrisonerMoney						 Available Money = $ 10 per prisoner
reportButton_VM2ToggleResetPrisonerMoney				 REDUCE
reportTooltip_VM2SettingsResetNeedsAndASafe				 Lottery safe, needs, riot, sold tickets
reportButton_VM2ToggleResetNeedsAndASafe				 RESET

reportTooltip_VM2LotteryOutcome7						 No lottery tickets were sold, so nothing happens.

tooltip_button_VM2AssassinateWinner						 Assassinate Winner
tooltip_caption_VM2SeparatorLine						 ==============
tooltip_button_VM2GrantTheCash							 Grant the cash
tooltip_caption_VM2AssassinateAreYouSure				 Are you sure?
tooltip_button_VM2AssassinateAreYouSureYes				 Kill the bastard
tooltip_button_VM2AssassinateAreYouSureNo				 NO! Cover blown
tooltip_button_VM2WardenReturnTheJackpot				 Back into Safe
tooltip_button_VM2WardenDonateTheJackpot				 Spread the cash
tooltip_button_VM2WardenKeepTheJackpot					 Keep the cash
tooltip_caption_VM2WardenKeepAreYouSure					 Are you sure?
tooltip_button_VM2WardenKeepAreYouSureYes				 My guards explain
tooltip_button_VM2WardenKeepAreYouSureNo				 I changed my mind
tooltip_button_VM2WardenReleaseTheHounds				 Release the hounds
tooltip_button_VM2WardenReleaseBodyGuards				 Release bodyguards
tooltip_VM2BodyGuard1									 Personal bodyguard 1/4
tooltip_VM2BodyGuard2									 Personal bodyguard 2/4
tooltip_VM2BodyGuard3									 Personal bodyguard 3/4
tooltip_VM2BodyGuard4									 Personal bodyguard 4/4
tooltip_VM2BodyGuardGoingNuts							 Going nuts
tooltip_VM2BodyGuardSacked								 Sacked
tooltip_VM2BodyGuardDismissed							 Was severely injured, dismissed from duty
tooltip_VM2BodyGuardReleased							 Most likely creating a mess... but who cares?

reportTooltip_VM2LotteryOutcome9						 And you thought you could get away with that?
reportTooltip_VM2LotteryOutcome10						 No prisoners found to share the money.
reportTooltip_VM2LotteryOutcome11						 A lot of the cash is missing.... How come?
reportTooltip_VM2LotteryOutcome12						 The warden keeps all the cash. Deal with it.
reportTooltip_VM2LotteryOutcome13						 The prisoner was killed in plain sight. Deal with it.
reportTooltip_VM2LotteryOutcome14						 The prisoner was granted the money.
reportTooltip_VM2LotteryOutcome15						 Nobody noticed the assassination, you got away with it.
reportTooltip_VM2LotteryOutcome19a						 The warden was murdered by a prisoner
reportTooltip_VM2LotteryOutcome19b						 The warden died in a fire
reportTooltip_VM2LotteryOutcome19c						 The warden died during a riot
reportTooltip_VM2LotteryOutcome19d						 The warden was killed in an explosion


object_VendingMoneySafe									 Money Safe
buildtoolbar_popup_obj_VendingMoneySafe					 Must be placed in a Lottery Vault room. Buffers the lottery stakes before they go into the big Lottery Safe.

room_LotteryVault										 Lottery Vault
buildtoolbar_popup_room_LotteryVault					 A secure room which acts like a buffer for the Vending Machines and Lottery Safe.\n\nThis room can have a Vending StorageRack / Table / SmallTable to store Lottery Tickets, and various Money Safes for temporary storage of cash flowing into your big Lottery Safe.


#######################################################
#
# End Lottery 2.0
#
#######################################################



#######################################################
#
#  Begin Vending Machines 2.0
#
#######################################################

object_VendingStackFruit								 Fruit
object_VendingSoldFruit									 Fruit
equipment_VendingSpawnedFruit0							 Banana
equipment_VendingSpawnedFruit1							 Orange
equipment_VendingSpawnedFruit2							 Apple
job_custom_RefillVendingStackFruit						 Refill Vending Machine (Fruit)
object_VendingMachineFruit								 Vending (Fruit)
buildtoolbar_popup_obj_VendingMachineFruit				 Fresh, healthy hand-picked fruit for extra vitamines.\n\nSETTLES PRISONER NEEDS:\n -> Luxuries: -33.0\n -> Food: -33.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Food: -10.0

object_VendingStackPrisonerUniform						 Prisoner Uniforms
object_VendingSoldPrisonerUniform						 Prisoner Uniform
equipment_VendingSpawnedPrisonerUniform0				 Prisoner Uniform
equipment_VendingSpawnedPrisonerUniform1				 Prisoner Uniform
equipment_VendingSpawnedPrisonerUniform2				 Prisoner Uniform
job_custom_RefillVendingStackPrisonerUniform			 Refill Vending Machine (Prisoner Uniforms)
object_VendingMachinePrisonerUniform					 Vending (Uniforms)
buildtoolbar_popup_obj_VendingMachinePrisonerUniform	 Washed and ironed clothes for your prisoners.\n\nSETTLES PRISONER NEEDS:\n -> Clothing: -33.0\n -> Comfort: -33.0

object_VendingStackSandwich								 Sandwich
object_VendingSoldSandwich								 Sandwich
equipment_VendingSpawnedSandwich0						 Sandwich
equipment_VendingSpawnedSandwich1						 Sandwich
equipment_VendingSpawnedSandwich2						 Sandwich
job_custom_RefillVendingStackSandwich					 Refill Vending Machine (Sandwich)
object_VendingMachineSandwich							 Vending (Sandwich)
buildtoolbar_popup_obj_VendingMachineSandwich			 Daily made fresh delivered sandwiches with yuk in between.\n\nSETTLES PRISONER NEEDS:\n -> Food: -33.0\n -> Luxuries: -33.0\n\nSETTLES STAFF NEEDS:\n -> Food: -50.0\n -> Comfort: -10.0

object_VendingStackBurger								 Burger
object_VendingSoldBurger								 Burger
equipment_VendingSpawnedBurger0							 Burger
equipment_VendingSpawnedBurger1							 Burger
equipment_VendingSpawnedBurger2							 Burger
job_custom_RefillVendingStackBurger						 Refill Vending Machine (Burger)
object_VendingMachineBurger								 Vending (Burger)
buildtoolbar_popup_obj_VendingMachineBurger				 Daily made fresh delivered burgers.\n\nSETTLES PRISONER NEEDS:\n -> Food: -33.0\n -> Luxuries: -33.0\n\nSETTLES STAFF NEEDS:\n -> Food: -50.0\n -> Comfort: -10.0

object_VendingStackWater								 Water
object_VendingSoldWater									 Water
equipment_VendingSpawnedWater0							 Water
equipment_VendingSpawnedWater1							 Water
equipment_VendingSpawnedWater2							 Water
job_custom_RefillVendingStackWater						 Refill Vending Machine (Water)
object_VendingMachineWater								 Vending (Water)
buildtoolbar_popup_obj_VendingMachineWater				 Cold bottled water for the thirsty throats.\n\nSETTLES PRISONER NEEDS:\n -> Luxuries: -33.0\n -> Food: -33.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Bladder: +0.9

object_VendingStackSnack								 Snack
object_VendingSoldSnack									 Snack
equipment_VendingSpawnedSnack0							 Snack
equipment_VendingSpawnedSnack1							 Snack
equipment_VendingSpawnedSnack2							 Snack
job_custom_RefillVendingStackSnack						 Refill Vending Machine (Snack)
object_VendingMachineSnack								 Vending (Snack)
buildtoolbar_popup_obj_VendingMachineSnack				 Unhealthy fat snacks for those who can't resist.\n\nSETTLES PRISONER NEEDS:\n -> Luxuries: -33.0\n -> Food: -33.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Food: -10.0

object_VendingStackCoffee								 Coffee
object_VendingSoldCoffee								 Coffee
equipment_VendingSpawnedCoffee0							 Tea
equipment_VendingSpawnedCoffee1							 Coffee
equipment_VendingSpawnedCoffee2							 Coffee
job_custom_RefillVendingStackCoffee						 Refill Vending Machine (Coffee)
object_VendingMachineCoffee								 Vending (Coffee)
buildtoolbar_popup_obj_VendingMachineCoffee				 Delivers fresh hot coffee to anyone who likes it.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -33.0\n -> Warmth: -33.0\n -> Bladder: +0.9\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Rest: -50.0\n -> Warmth: -50.0\n -> Bladder: +0.9

object_VendingStackSoup									 Soup
object_VendingSoldSoup									 Soup
equipment_VendingSpawnedSoup0							 Pie Soup
equipment_VendingSpawnedSoup1							 Potato Soup
equipment_VendingSpawnedSoup2							 Tomato Soup
job_custom_RefillVendingStackSoup						 Refill Vending Machine (Soup)
object_VendingMachineSoup								 Vending (Soup)
buildtoolbar_popup_obj_VendingMachineSoup				 A cup of warm instant soup with Pie, Tomato or Potato flavour.\n\nSETTLES PRISONER NEEDS:\n -> Warmth: -33.0\n -> Bladder: +0.9\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Rest: -50.0\n -> Warmth: -50.0\n -> Bladder: +0.9

object_VendingStackShop									 Shop
object_VendingSoldShop									 Shop
equipment_VendingSpawnedShop0							 Chocolate
equipment_VendingSpawnedShop1							 Porn
equipment_VendingSpawnedShop2							 Soap
job_custom_RefillVendingStackShop						 Refill Vending Machine (Shop)
object_VendingMachineShop								 Vending (Shop)
buildtoolbar_popup_obj_VendingMachineShop				 Sells porn magazines, chocolate and shampoo to prisoners only.\n\nSETTLES PRISONER NEEDS:\n -> Luxuries: -33.0

object_VendingStackMedicine								 Medicine
object_VendingSoldMedicine								 Medicine
equipment_VendingSpawnedMedicine0						 Medicine
equipment_VendingSpawnedMedicine1						 Medicine
equipment_VendingSpawnedMedicine2						 Medicine
job_custom_RefillVendingStackMedicine					 Refill Vending Machine (Medicine)
object_VendingMachineMedicine							 Vending (Medicine)
buildtoolbar_popup_obj_VendingMachineMedicine			 What's an infirmary without medicine? Prisoners addicted to drugs and alcohol can use this vending machine to get their prescription. You can also place this vending machine in a Nursery.\n\nSETTLES PRISONER NEEDS:\n -> Drugs: -33.0\n -> Alcohol: -33.0

object_VendingStackNews									 Newspaper
object_VendingSoldNews									 Newspaper
equipment_VendingSpawnedNews0							 Newspaper
equipment_VendingSpawnedNews1							 Newspaper
equipment_VendingSpawnedNews2							 Newspaper
job_custom_RefillVendingStackNews						 Refill Vending Machine (Newspaper)
object_VendingMachineNews								 Vending (Newspaper)
buildtoolbar_popup_obj_VendingMachineNews				 Daily newspapers with bad news and comics.\n\nSETTLES PRISONER NEEDS:\n -> Literacy: -33.0\n -> Recreation: -33.0\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Recreation: -50.0\n -> Rest: -50.0

object_VendingStackOrangeJuice							 Orange Juice
object_VendingSoldOrangeJuice							 Orange Juice
equipment_VendingSpawnedOrangeJuice0					 Orange Juice
equipment_VendingSpawnedOrangeJuice1					 Orange Juice
equipment_VendingSpawnedOrangeJuice2					 Orange Juice
job_custom_RefillVendingStackOrangeJuice				 Refill Juice Servingtable
object_VendingMachineOrangeJuice						 Juice Servingtable
buildtoolbar_popup_obj_VendingMachineOrangeJuice		 A table serving fresh orange juice. You need some Orange Trees and an Orange Juicer in order to get this table filled.\n\nBy the way, did anyone notice a Cook putting a little bit of Vodka into the juice? Besides Luxuries it settles Alcohol. Ssshh, don't tell!\n\nSETTLES PRISONER NEEDS:\n -> Alcohol: -33.0\n -> Luxuries: -33.0\n -> Bladder: +0.9\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Bladder: +0.9

object_VendingStackWaterCooler							 Water and Cups
object_VendingSoldWaterCooler							 Mineral Water
equipment_VendingSpawnedWaterCooler0					 Mineral Water
equipment_VendingSpawnedWaterCooler1					 Mineral Water
equipment_VendingSpawnedWaterCooler2					 Mineral Water
job_custom_RefillVendingStackWaterCooler				 Refill Water Cooler
object_VendingMachineWaterCooler						 Water Cooler
buildtoolbar_popup_obj_VendingMachineWaterCooler		 Cold water from a reservoir, served in a paper cup.\n\nSETTLES PRISONER NEEDS:\n -> Food: -33.0\n -> Bladder: +0.9\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Bladder: +0.9

object_VendingOutOfStockSign							 Out of stock
object_VendingOutOfOrderSign							 Out of order

object_VendingWaterSplash								 Splash of Water
object_VendingWaterPuddle								 Puddle of Water
object_VendingWaterFountain								 Water Fountain
buildtoolbar_popup_obj_VendingWaterFountain				 Cold water from a little fountain.\nDoes not require to be refilled with stock.\n\nSETTLES PRISONER NEEDS:\n -> Food: -33.0\n -> Bladder: +0.9\n\nSETTLES STAFF NEEDS:\n -> Comfort: -50.0\n -> Bladder: +0.9

object_VendingStorageRack								 Storage Rack (Vending)
buildtoolbar_popup_obj_VendingStorageRack				 Can be placed in Vending Storage room, Laundry and Lottery Vault.\nStores vending items, Ingredients and Staff Meals.

object_VendingOrange									 Oranges
object_VendingCherry									 Cherry
object_VendingApple										 Apple
object_VendingOrangeJuicer								 Orange Juicer
buildtoolbar_popup_obj_orangejuicer						 Cooks will make delicious and healthy orange juice with it. Requires 10 Oranges from an Orange Tree to produce 1 stack of Orange Juice.
tooltip_VendingOrangeJuicer								 Requires 10 Oranges from an Orange Tree to produce 1 stack of Orange Juice.

object_VendingTreeFruitOrange							 Orange
object_VendingTreeFruitRottenOrange						 Rotten Orange
object_VendingTreeOrange								 Orange Tree
buildtoolbar_popup_obj_VendingTreeOrange				 Place Orange Trees in your Garden to provide fresh orange juice for your Juice Table
object_VendingTreeFruitApple							 Apple
object_VendingTreeFruitRottenApple						 Rotten Apple
object_VendingTreeApple									 Apple Tree
buildtoolbar_popup_obj_VendingTreeApple					 Place Apple Trees to export fresh apples from your prison
object_VendingTreeFruitCherry							 Cherry
object_VendingTreeFruitRottenCherry						 Rotten Cherry
object_VendingTreeCherry								 Cherry Tree
buildtoolbar_popup_obj_VendingTreeCherry				 Place Cherry Trees to export fresh cherries from your prison

tooltip_VendingTreeStage1								 Stage 1/5:\nStill a tiny blossom...
tooltip_VendingTreeStage2								 Stage 2/5:\nA flower with a lovely smell...
tooltip_VendingTreeStage3								 Stage 3/5:\nVery sour, needs a lot of sunshine...
tooltip_VendingTreeStage4								 Stage 4/5:\nAbout ripe, a bit more sunshine...
tooltip_VendingTreeStage5								 Stage 4/5:\nThis fruit is ready to be harvested
tooltip_VendingTree										 This *F tree grows in 5 stages. Be patient...
tooltip_VendingTreeTending								 This *F Tree needs some tending...
job_custom_TendVendingTree								 Tend Tree
equipment_VendingTreePruner								 Tree Pruner

object_VendingAirConditioner							 Air Conditioner
buildtoolbar_popup_uts_VendingAirConditioner			 Air Conditioner to vent air between rooms. Works best on an outer wall for cooling. Wire the DoorTimer beneath it to operate, and specify the hours you want to have the airco running. The blades will animate when it's turned on.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
tooltip_VendingAirConditioner							 Connect DoorTimer -> Air Conditioner\nSpecify the hours you want to have the airco running.\nThe blades will animate when it's turned on.

object_VendingEarnings									 Vending Money

object_VendingManager									 Vending Manager
buildtoolbar_popup_obj_staff_VendingManager				 Some like it hot, some like it cold. Give this dude a big Vending Storage room where he takes care of refilling your Vending Machines.

object_VendingTestEntity								 Test Entity

job_custom_RepairVendingMachine							 Vending Machine maintenance

object_SmallBench										 Small Bench
object_SmallTable										 Small Table

room_VendingStorageRoom									 Vending Storage
buildtoolbar_popup_room_VendingStorageRoom				 A cold vending storage room for staff Meals, ingredients and vending items. Buffers the supply for Vending Machines, Staff Serving Tables and Kitchens. Requires an Air-Conditioner (in the utility menu).

research_VendingMachines								 Vending Machines
researchtooltip_VendingMachines							 Staff and prisoners will be able to settle needs at Vending Machines, Water Coolers, Water Fountains, and Juice Tables.\n\nAlso unlocks Orange Juicers, Air-Conditioners and Storage Racks for the Vending Storage room.\n\nUse a Vending Storage room to buffer the supply chain for these items.

action_V2PrisDrinkFountain								 Drinking at Fountain
action_V2PrisDrinkWater									 Getting Water
action_V2PrisDrinkJuice									 Getting Juice
action_V2PrisDrinkCoffee								 Getting Coffee
action_V2PrisDrinkSoup									 Getting Soup
action_V2PrisEatFruit									 Getting Fruit
action_V2PrisEatSnack									 Getting Snack
action_V2PrisEatBurger									 Getting Burger
action_V2PrisEatSandwich								 Getting Sandwich
action_V2PrisGetMedicine								 Getting Medicine
action_V2PrisGetUniform									 Getting fresh clothes
action_V2StaffDrinkFountain								 Drink at Fountain
action_V2StaffDrinkWater								 Getting Water
action_V2StaffDrinkJuice								 Getting Juice
action_V2StaffDrinkCoffee								 Getting Coffee
action_V2StaffDrinkSoup									 Getting Soup
action_V2StaffEatFruit									 Getting Fruit
action_V2StaffEatSnack									 Getting Snack
action_V2StaffEatBurger									 Getting Burger
action_V2StaffEatSandwich								 Getting Sandwich
action_V2PrisBuyShop									 Getting Shop item
action_V2PrisBuyNews									 Getting Newspaper
action_V2StaffBuyNews									 Getting Newspaper

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#
#  End Vending Machines 2.0
#
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#  Begin Workshop Storage Racks
#
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object_MetalStorageRack					 				 Metal Storage Rack
buildtoolbar_popup_obj_MetalStorageRack					 Storage Rack for SheetMetal. Will buffer the SheetMetal supply for your Workshop Saw. Auto orders extra SheetMetal when the supply to your saws is low. Should be placed in a normal Workshop. Tables won't be required when you use this Rack.
object_LogStorageRack									 Log Storage Rack
buildtoolbar_popup_obj_LogStorageRack					 Storage Rack for Log. Will buffer the Log supply for your Wood Saw. Should be placed in a Prisoner Forestry and/or Wood Workshop. Tables won't be required when you use this Rack.
object_WoodStorageRack									 Wood Storage Rack
buildtoolbar_popup_obj_WoodStorageRack					 Storage Rack for Wood. Will buffer the Wood supply for Carpenter Tables and Coffin Tables. Should be placed in a Wood Workshop and/or normal Workshop. Tables won't be required when you use this Rack.

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#
#  End Workshop Storage Racks
#
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#
#  Begin Circuit isolator by aubergine18
#
#######################################################

object_circuitisolator									 Circuit Isolator (old)
buildtoolbar_popup_uts_circuitisolator					 Automates switching between primary and secondary electrical circuits. Features integral UPS to maintain power during power cut. Avoid water!
object_isolatorcontrolbox								 Control Unit
object_isolatorprimaryswitch							 Primary Circuit
object_isolatorsecondaryswitch							 Secondary Circuit
tooltip_switchbox_enabled								 Circuit enabled
tooltip_switchbox_disabled								 Circuit disabled
tooltip_switchbox_switching								 Switching circuits
tooltip_controlbox_setup								 Waiting for control signal...
tooltip_controlbox_primary								 Primary Circuit Operational
tooltip_controlbox_crossover							 Re-routing power circuits...
tooltip_controlbox_secondary							 Primary Circuit Failed; Using Secondary Circuit


object_circuitisolator2									 Circuit Isolator
buildtoolbar_popup_uts_circuitisolator2					 The Circuit Isolator is used to create a redundant power supply to your prison. Use it with Events enabled to deal with power failures.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
tooltip_isolatorcontrolbox2								 Control Unit
tooltip_isolatorprimaryswitch2							 Primary Circuit
tooltip_isolatorsecondaryswitch2						 Secondary Circuit
tooltip_controlbox_primary2								 Primary Circuit Operational
tooltip_controlbox_secondary2							 Primary Circuit Failed; Using Secondary Circuit

reportTitle_IsolatorTitle								 Circuit Isolator
reportTab_IsolatorTab1									 SETUP
reportTooltip_CaptionIsolatorTips						 REDUNDANT POWER SUPPLY
reportTooltip_IsolatorTips								 Place two Power Stations with a Circuit Isolator in the centre.\nLeft Station should always have 1 Capacitor less.\n\nConnect the stations with Electrical Cable running trough the top part of the Circuit Isolator.\n\nPlace a vertical Electrical Cable between P1 & P2.\nUse this cable to power your prison.\n\nWhen Station 1 is down, Station 2 will be activated.\n\nKeep distance between stations! Avoid water!

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#
#  End Circuit isolator by aubergine18
#
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#  Begin Rated Cells
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quickbuild_CellGrade0									 Cell Grade 0
quickbuild_CellGrade1									 Cell Grade 1
quickbuild_CellGrade2									 Cell Grade 2
quickbuild_CellGrade3									 Cell Grade 3
quickbuild_CellGrade4									 Cell Grade 4
quickbuild_CellGrade5									 Cell Grade 5
quickbuild_CellGrade6									 Cell Grade 6
quickbuild_CellGrade7									 Cell Grade 7
quickbuild_CellGrade8									 Cell Grade 8
quickbuild_CellGrade9									 Cell Grade 9
quickbuild_CellGrade10									 Cell Grade 10

quickbuild_DryCellGrade0								 Dry Cell Grade 0
quickbuild_DryCellGrade1								 Dry Cell Grade 1
quickbuild_DryCellGrade2								 Dry Cell Grade 1
quickbuild_DryCellGrade3								 Dry Cell Grade 2
quickbuild_DryCellGrade4								 Dry Cell Grade 3
quickbuild_DryCellGrade5								 Dry Cell Grade 4
quickbuild_DryCellGrade6								 Dry Cell Grade 5
quickbuild_DryCellGrade7								 Dry Cell Grade 6
quickbuild_DryCellGrade8								 Dry Cell Grade 7
quickbuild_DryCellGrade9								 Dry Cell Grade 8
quickbuild_DryCellGrade10								 Dry Cell Grade 9

roomgrading_FamilyCell_roomsize							 Room size at least *X Squares
roomgrading_FamilyCell_cleanliness						 Cleanliness above *X%
roomgrading_FamilyCell_outsidewindow					 Outdoor Window 
roomgrading_FamilyCell_item								 Item : *X

quickbuild_FamilyCellGrade0								 FamilyCell Grade 0
quickbuild_FamilyCellGrade1								 FamilyCell Grade 1
quickbuild_FamilyCellGrade2								 FamilyCell Grade 2
quickbuild_FamilyCellGrade3								 FamilyCell Grade 3
quickbuild_FamilyCellGrade4								 FamilyCell Grade 4
quickbuild_FamilyCellGrade5								 FamilyCell Grade 5
quickbuild_FamilyCellGrade6								 FamilyCell Grade 6
quickbuild_FamilyCellGrade7								 FamilyCell Grade 7
quickbuild_FamilyCellGrade8								 FamilyCell Grade 8
quickbuild_FamilyCellGrade9								 FamilyCell Grade 9
quickbuild_FamilyCellGrade10							 FamilyCell Grade 10

quickbuild_DryFamilyCellGrade0							 Dry Family Grade 1
quickbuild_DryFamilyCellGrade1							 Dry Family Grade 1
quickbuild_DryFamilyCellGrade2							 Dry Family Grade 2
quickbuild_DryFamilyCellGrade3							 Dry Family Grade 3
quickbuild_DryFamilyCellGrade4							 Dry Family Grade 4
quickbuild_DryFamilyCellGrade5							 Dry Family Grade 5
quickbuild_DryFamilyCellGrade6							 Dry Family Grade 6
quickbuild_DryFamilyCellGrade7							 Dry Family Grade 7
quickbuild_DryFamilyCellGrade8							 Dry Family Grade 8
quickbuild_DryFamilyCellGrade9							 Dry Family Grade 9
quickbuild_DryFamilyCellGrade10							 Dry Family Grade 10

quickbuild_TCellGrade0									 Turkish Cell Grade 0
quickbuild_TCellGrade1									 Turkish Cell Grade 1
quickbuild_TCellGrade2									 Turkish Cell Grade 2

quickbuild_TSolitaryGrade0								 Turkish Solitary Type 0
quickbuild_TSolitaryGrade1								 Turkish Solitary Type 1
quickbuild_SolitaryGrade0								 Solitary Type 0
quickbuild_SolitaryGrade1								 Solitary Type 1
quickbuild_SolitaryGrade2								 Solitary Type 2

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#
#  End Rated Cells
#
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#
#  Begin Zones
#
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room_Airlock0							 Restricted Area
room_Airlock1							 Access Denied
room_Airlock2							 Staff Only
room_Airlock3							 Shared Area
room_Airlock4							 MinSec Only
room_Airlock5							 MedSec Only
room_Airlock6							 MaxSec Only
room_Airlock7							 SuperMax Only
room_Airlock8							 Protected Custody
room_Airlock9							 DeathRow Only
room_Airlock10							 .

room_Airlock11							 Restricted
room_Airlock12							 NO ACCESS
room_Airlock13							 Administration
room_Airlock14							 Unlocked
room_Airlock15							 Minimum
room_Airlock16							 Normal
room_Airlock17							 Maximum
room_Airlock18							 SuperMax
room_Airlock19							 PC Wing
room_Airlock20							 Death Row
room_Airlock21							 __________
room_Airlock22							 ----------

room_Airlock23							 North Wing
room_Airlock24							 East Wing
room_Airlock25							 South Wing
room_Airlock26							 West Wing

room_Airlock27							 Insane Only
room_Airlock28							 Insane

room_Airlock29							  
#	  this is a hard space character ----^-- (Alt 160)

room_Airlock30							 Harbour
room_Airlock31							 Dock
room_Airlock32							 Beach
room_Airlock33							 Farm
room_Airlock34							 Mixed Area


buildtoolbar_popup_room_Airlock0		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock1		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock2		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock3		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock4		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock5		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock6		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock7		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock8		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock9		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock10		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock11		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock12		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock13		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock14		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock15		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock16		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock17		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock18		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock19		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock20		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock21		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock22		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock23		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock24		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock25		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock26		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock27		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock28		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock29		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock30		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock31		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock32		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock33		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.
buildtoolbar_popup_room_Airlock34		 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors.\n\nYou have to zone the room in the Deployment screen to set the desired security level.

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#
#  End Zones
#
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#######################################################
#
#  Begin Room Planning by Trixi
#
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research_PlanningTools									 Planning Tools
researchtooltip_PlanningTools							 This will enable the Planning Icons in the Rooms menu. These icons are just for planning out a prison before actually building it.\n\nTo disable the icons again, open the saved game with NotePad++ and find "Research". Then set the Progress value of PlanningTools to 0.000000

buildtoolbar_popup_room_planturkishcell					 Just for planning
buildtoolbar_popup_room_plancell						 Just for planning
buildtoolbar_popup_room_planantitunnelcell				 Just for planning
buildtoolbar_popup_room_planholdingcell					 Just for planning
buildtoolbar_popup_room_planturkishsolitary				 Just for planning
buildtoolbar_popup_room_plansolitary					 Just for planning
buildtoolbar_popup_room_plandormitory					 Just for planning
buildtoolbar_popup_room_planfamilycell					 Just for planning
buildtoolbar_popup_room_planantitunnelfamilycell		 Just for planning
buildtoolbar_popup_room_plancanteen						 Just for planning
buildtoolbar_popup_room_planstaffcanteen				 Just for planning
buildtoolbar_popup_room_plankitchen						 Just for planning
buildtoolbar_popup_room_planshower						 Just for planning
buildtoolbar_popup_room_planyard			  			 Just for planning
buildtoolbar_popup_room_planstorage						 Just for planning
buildtoolbar_popup_room_plandeliveries					 Just for planning
buildtoolbar_popup_room_plangarbage						 Just for planning
buildtoolbar_popup_room_planvendingstorageroom			 Just for planning
buildtoolbar_popup_room_planexecution					 Just for planning
buildtoolbar_popup_room_planworkshop					 Just for planning
buildtoolbar_popup_room_plansecurity					 Just for planning
buildtoolbar_popup_room_planoffice						 Just for planning
buildtoolbar_popup_room_planmedicalward					 Just for planning
buildtoolbar_popup_room_planmorgue						 Just for planning
buildtoolbar_popup_room_plancommonroom					 Just for planning
buildtoolbar_popup_room_planlaundry						 Just for planning
buildtoolbar_popup_room_planvisitation					 Just for planning
buildtoolbar_popup_room_plancleaningcupboard			 Just for planning
buildtoolbar_popup_room_plankennel      				 Just for planning
buildtoolbar_popup_room_planarmoury						 Just for planning
buildtoolbar_popup_room_planstaffroom					 Just for planning
buildtoolbar_popup_room_planstafftoilets				 Just for planning
buildtoolbar_popup_room_planlibrary						 Just for planning
buildtoolbar_popup_room_planforestry					 Just for planning
buildtoolbar_popup_room_planprisonforestry				 Just for planning
buildtoolbar_popup_room_planclassroom					 Just for planning
buildtoolbar_popup_room_planexports						 Just for planning
buildtoolbar_popup_room_planchapel						 Just for planning
buildtoolbar_popup_room_planyogaroom					 Just for planning
buildtoolbar_popup_room_planparoleroom					 Just for planning
buildtoolbar_popup_room_planintake						 Just for planning
buildtoolbar_popup_room_planmailroom					 Just for planning
buildtoolbar_popup_room_planshop						 Just for planning
buildtoolbar_popup_room_plannursery						 Just for planning
buildtoolbar_popup_room_planwoodworkshop				 Just for planning
buildtoolbar_popup_room_planmanufactury					 Just for planning
buildtoolbar_popup_room_plancottonplantation			 Just for planning
buildtoolbar_popup_room_planphoneworkshop				 Just for planning
buildtoolbar_popup_room_plangarden						 Just for planning
buildtoolbar_popup_room_plangreenhouse					 Just for planning
buildtoolbar_popup_room_planaccounting					 Just for planning
buildtoolbar_popup_room_planvault						 Just for planning
buildtoolbar_popup_room_planlotteryvault				 Just for planning
buildtoolbar_popup_room_planlimogarage					 Just for planning
buildtoolbar_popup_room_planutilityroom					 Just for planning
buildtoolbar_popup_room_planyogaroom					 Just for planning
buildtoolbar_popup_room_planboxingarena					 Just for planning
buildtoolbar_popup_room_planboxingtraining				 Just for planning
buildtoolbar_popup_room_plantazertherapy				 Just for planning
buildtoolbar_popup_room_planChinookIntaketower			 Just for planning
buildtoolbar_popup_room_planChinookDeliveriestower		 Just for planning
buildtoolbar_popup_room_planChinookDeliveries			 Just for planning
buildtoolbar_popup_room_planChinooklandingzone			 Just for planning
buildtoolbar_popup_room_planChinookfueldepot			 Just for planning
buildtoolbar_popup_room_planwigproductionroom			 Just for planning
buildtoolbar_popup_room_plansauna						 Just for planning
buildtoolbar_popup_room_planbarbershop					 Just for planning
buildtoolbar_popup_room_planmodelworkshop				 Just for planning
buildtoolbar_popup_room_plantherapycentre				 Just for planning
buildtoolbar_popup_room_planaccountingoffice			 Just for planning
buildtoolbar_popup_room_plansalon						 Just for planning
buildtoolbar_popup_room_plangarage						 Just for planning
buildtoolbar_popup_room_planparadesquare				 Just for planning
buildtoolbar_popup_room_planstudio						 Just for planning
buildtoolbar_popup_room_planictlab						 Just for planning
buildtoolbar_popup_room_planevacuationarea				 Just for planning
buildtoolbar_popup_room_planrecycling					 Just for planning
buildtoolbar_popup_room_plancemetery					 Just for planning
buildtoolbar_popup_room_planCoffinWorkshop				 Just for planning
buildtoolbar_popup_room_planbasketballfullcourt			 Just for planning
buildtoolbar_popup_room_planbasketballhalfcourt			 Just for planning
buildtoolbar_popup_room_planbasketballtraining			 Just for planning
buildtoolbar_popup_room_planbasketballleague			 Just for planning
buildtoolbar_popup_room_planbranchlibrary				 Just for planning
buildtoolbar_popup_room_plantorturecell					 Just for planning
buildtoolbar_popup_room_planrollcall					 Just for planning
buildtoolbar_popup_room_planfuneralparlour				 Just for planning
buildtoolbar_popup_room_planprisonfirebrigade			 Just for planning
buildtoolbar_popup_room_planwatertankarea				 Just for planning
buildtoolbar_popup_room_planserverroom					 Just for planning
buildtoolbar_popup_room_PlanHeadquarters				 Just for planning
buildtoolbar_popup_room_plancomputereducation			 Just for planning
buildtoolbar_popup_room_planhobbycomputerclub			 Just for planning
buildtoolbar_popup_room_planofficesimulationroom		 Just for planning
buildtoolbar_popup_room_plantherapy						 Just for planning


buildtoolbar_popup_room_planmoddedroom					 Just for planning a Modded Room
buildtoolbar_popup_room_pathway							 Just a Label for Pathways

buildtoolbar_popup_room_zone1							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone2							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone3							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone4							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone5							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone6							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone7							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone8							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone9							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.
buildtoolbar_popup_room_zone0							 This room always creates a special deployment zone (like canteen). Can be used to create Pathways for special security level or airlocks with just doors. (staff only doors etc)\nHint: zonecolors are just a recommendation, no autodeployment. You have to zone the room in Deployment for the security level.

room_planturkishcell									 [Turkish Cell]
room_plancell											 [Cell]
room_planantitunnelcell									 [Anti Tunnel Cell]
room_planholdingcell									 [Holding Cell]
room_plandormitory										 [Dormitory]
room_planturkishsolitary								 [Turkish Solitary]
room_plansolitary										 [Solitary]
room_plansuperiorcell									 [Superior Cell]
room_planfamilycell										 [Family Cell]
room_planantitunnelfamilycell							 [Anti Tunnel Family Cell]
room_plancanteen										 [Canteen]
room_planstaffcanteen									 [Staff Canteen]
room_plankitchen										 [Kitchen]
room_planshower											 [Shower]
room_planyard											 [Yard]
room_planstorage										 [Storage]
room_plandeliveries										 [Deliveries]
room_plangarbage										 [Garbage]
room_planvendingstorageroom								 [Vending Storage]
room_planlotteryvault									 [Lottery Vault]
room_planexecution										 [Execution]
room_planworkshop										 [Workshop]
room_plansecurity										 [Security]
room_planoffice											 [Office]
room_planmedicalward									 [Infirmary]
room_planmorgue											 [Morgue]
room_plancommonroom										 [Common Room]
room_planlaundry										 [Laundry]
room_planvisitation										 [Visitation]
room_plancleaningcupboard								 [Cleaning Cupboard]
room_plankennel											 [Kennel]
room_planarmoury										 [Armoury]
room_planstaffroom										 [Staffroom]
room_planstafftoilets									 [Staff Toilets]
room_planlibrary										 [Library]
room_planforestry										 [Forestry]
room_planprisonforestry									 [Prisoner Forestry]
room_planclassroom										 [Classroom]
room_planexports										 [Exports]
room_planchapel											 [Chapel]
room_planyogaroom										 [Yoga Room]
room_planintake											 [Reception]
room_planclearrooms										 [Clear Rooms]
room_planparoleroom										 [Parole]
room_planmailroom										 [Mail Room]
room_planrollcall										 [Roll Call]
room_planshop											 [Shop]
room_planutilityroom									 [Utility Room]
room_plannursery										 [Nursery]
room_planmoddedroom										 [Modded Room]
room_planwoodworkshop									 [Wood Workshop]
room_planmanufactury									 [Jeans Factory]
room_plancottonplantation								 [Cotton Plantation]
room_planphoneworkshop									 [Phone Workshop]
room_plangarden											 [Garden]
room_plangreenhouse										 [Greenhouse]
room_planaccounting										 [Accounting]
room_planvault											 [Vault]
room_planwigproductionroom								 [Wig Production]
room_plansauna											 [Sauna]
room_planbarbershop										 [Barbery]
room_planChinookIntaketower								 [Chinook Intake Tower]
room_planChinookDeliveriesTower							 [Chinook Deliveries Tower]
room_planChinookDeliveries								 [Chinook Deliveries]
room_planChinooklandingzone								 [Landing Zone]
room_planChinookfueldepot								 [Fuel Depot]
room_planmodelworkshop									 [Model Workshop]
room_plantherapycentre									 [Therapy Centre]
room_planaccountingoffice								 [Accounting Office]
room_plansalon											 [Salon]
room_plangarage											 [Garage]
room_planparadesquare									 [Parade Square]
room_planstudio											 [Studio]
room_planictlab											 [ICT Lab]
room_planevacuationarea									 [Evacuation Area]
room_planrecycling										 [Recycling]
room_plancemetery										 [Cemetery]
room_planCoffinWorkshop									 [Coffin Workshop]
room_planFuneralParlour									 [Funeral Parlour]
room_planPrisonFireBrigade								 [Fire Brigade]
room_planWaterTankArea									 [Water Tank]
room_planbasketballfullcourt							 [Basketball Court]
room_planbasketballhalfcourt							 [Basketball Half Court]
room_planboxingarena									 [Boxing Arena]
room_planboxingtraining									 [Boxing Training]
room_planbranchlibrary									 [Branch Library]
room_plantorturecell									 [Torture Cell]
room_planTazerTherapy									 [Tazer Therapy]
room_planTherapy										 [Therapy]
room_planLimoGarage										 [Limo Garage]
room_planServerRoom										 [Server Room]
room_PlanHeadquarters									 [Headquarters]
room_planComputerEducation								 [Computer Education]
room_planHobbyComputerClub								 [Hobby Computer Club]
room_PlanOfficeSimulationRoom							 [Office Simulation]

room_planmoddedroom										 [Modded Room]
room_pathway											 [Pathway]
room_zone1												 [1]
room_zone2												 [2]
room_zone3												 [3]
room_zone4												 [4]
room_zone5												 [5]
room_zone6												 [6]
room_zone7												 [7]
room_zone8												 [8]
room_zone9												 [9]
room_zone0												 [0]

#######################################################
#
#  End Room Planning by Trixi
#
#######################################################



#######################################################
#
#  Begin Devtools by Trixi
#
#######################################################

research_DevTools									 	 Developer Tools
researchtooltip_DevTools								 This will enable the Developer Icons in the Rooms menu. These tools will allow you to spawn/remove various prisoners or quickly delete leftovers from disabled mods, boxes, stack, foodtrays, shopgoods, prisoner uniforms, garbage and more.\n\nYou can also test your prison security with various tools from the Creative Trainer and Total Chaos mods.\n\nOr put Luther in your prison, who will walk around and do random nasty stuff...

object_M_DelGarbage										 Remove Garbage
buildtoolbar_popup_staff_M_DelGarbage					 Radius: 10.000 tiles\n\nRemoves items called:\n - Garbage\n - CompactGarbage\n - GreenGarbage\n - SortedGarbage\n - SortedGarbageExport\n - UnsortedTrash\n - UnsortedGarbage

object_M_DelRubble										 Remove Rubble
buildtoolbar_popup_staff_M_DelRubble					 Radius: 10.000 tiles\n\nRemoves the rock pieces found on walls and floors after construction.

object_M_DelFire										 Remove Fire
buildtoolbar_popup_staff_M_DelFire						 Radius: 10.000 tiles\n\nRemoves Fires, but doesn't change Burnt Walls/Floors back to normal.

object_M_DelSmoke										 Remove Smoke
buildtoolbar_popup_staff_M_DelSmoke						 Radius: 10.000 tiles\n\nRemoves the invisible Smoke Generators created by fires. After using this tool you will still see some smoke in the air. This needs to dissolve which takes some time.

object_M_DelVehicle										 Remove Vehicle
buildtoolbar_popup_staff_M_DelVehicle					 Radius: 10 tiles\n\nRemoves items called:\n - SupplyTruck\n - PrisonerBus\n - FireEngine\n - RiotVan\n - Ambulance\n - Hearse\n - Limo\n - TroopTruck

object_M_DelBox											 Remove Boxes
buildtoolbar_popup_staff_M_DelBox						 Radius: 10.000 tiles\n\nRemoves boxes with vanilla content\n - No boxes for export\n - No boxes from mods

object_M_DelBoxSpecial									 Remove Special Box
buildtoolbar_popup_staff_M_DelBoxSpecial				 Radius: 3 to 10.000 tiles\n\nUse this within 3 tiles of a box with the contents you want to delete. It checks the contents of the nearest box, then compares all found boxes within the radius and deletes similar boxes.

object_M_DelBoxSpecial10								 Remove Special Box
buildtoolbar_popup_staff_M_DelBoxSpecial10				 Radius: 3 to 10 tiles\n\nUse this within 3 tiles of a box with the contents you want to delete. It checks the contents of the nearest box, then compares all found boxes within the radius and deletes similar boxes.

object_M_DelBoxAll										 Remove All Boxes
buildtoolbar_popup_staff_M_DelBoxAll					 Radius: 10.000 tiles\n\nRemoves ALL boxes:\n - All vanilla boxes\n - All boxes from mods\n - All boxes currently carried by workmen.

object_M_DelStack										 Remove Stack
buildtoolbar_popup_staff_M_DelStack						 Radius: 10.000 tiles\n\nRemoves stacks with vanilla content like:\n - Electrical cable / water pipes / walls / floors.\n - No stacks with Staff Food etcetera\n - No stacks for export\n - No stacks from mods

object_M_DelStackSpecial								 Remove Special Stack
buildtoolbar_popup_staff_M_DelStackSpecial				 Radius: 3 to 10.000 tiles\n\nUse this within 3 tiles of a stack with the contents you want to delete. It checks the contents of the nearest stack, then compares all found stacks within the radius and deletes similar stacks.

object_M_DelStackSpecial10								 Remove Special Stack
buildtoolbar_popup_staff_M_DelStackSpecial10			 Radius: 3 to 10 tiles\n\nUse this within 3 tiles of a stack with the contents you want to delete. It checks the contents of the nearest stack, then compares all found stacks within the radius and deletes similar stacks.

object_M_DelStackAll									 Remove All Stack
buildtoolbar_popup_staff_M_DelStackAll					 Radius: 10.000 tiles\n\nRemoves ALL stacks:\n - All vanilla stacks\n - All stacks from mods\n - All stacks currently carried by workmen.

object_M_DelMeal										 Remove Meal
buildtoolbar_popup_staff_M_DelMeal						 Radius: 10 tiles\n\nRemoves Meals found scattered on the floor or tables when for instance a staff members break time is over while he was in the middle of eating.\n

object_M_DelFoodTray									 Remove FoodTrays
buildtoolbar_popup_staff_M_DelFoodTray					 Radius: 10 tiles\n\nRemoves all single items and stacks of FoodTrays & Dirty FoodTrays.

object_M_DelFoodTrayDirty								 Remove Dirty Trays
buildtoolbar_popup_staff_M_DelFoodTrayDirty				 Radius: 10 tiles\n\nRemoves all single items and stacks of dirty FoodTrays, but not clean ones.

object_M_DelUnsortedLibraryBooks						 Remove Books
buildtoolbar_popup_staff_M_DelUnsortedLibraryBooks		 Radius: 10 tiles\n\nRemoves all single items and stacks of Unsorted Library Books.

object_M_DelShopGoods									 Remove Shop Goods
buildtoolbar_popup_staff_M_DelShopGoods					 Radius: 10 tiles\n\nRemoves all single items and stacks of Shop Goods.

object_M_DelPrisUniform									 Remove Uniforms
buildtoolbar_popup_staff_M_DelPrisUniform				 Radius: 10.000 tiles\n\nRemoves all single items and stacks of Prisoner Uniforms & Dirty Uniforms.

object_M_DelNone										 Remove None
buildtoolbar_popup_staff_M_DelNone						 Radius: 10.000 tiles\n\nRemoves objects/stacks/boxes called "None", use it after deactivating mods.

object_M_DelTreeStump									 Remove Tree Stump
buildtoolbar_popup_staff_M_DelTreeStump					 Radius: 5 tiles\n\nRemoves Tree Stumps. When using QuickBuilds or putting a foundation, all Trees & Tree Stumps at that area must be removed before construction can be completed. This tool quickly gets rid of them.

object_M_DelTree										 Remove Tree
buildtoolbar_popup_staff_M_DelTree						 Radius: 5 tiles\n\nRemoves Trees & Tree Stumps. When using QuickBuilds or putting a foundation, all Trees & Tree Stumps at that area must be removed before construction can be completed. This tool quickly gets rid of them.

object_M_DelDummy										 Remove Dummy
buildtoolbar_popup_staff_M_DelDummy						 Radius: 3 tiles\n\nRemoves Dummy heads on the beds of prisoners who were digging a tunnel and got caught.

object_M_DelStaffFood									 Remove Staff Food
buildtoolbar_popup_staff_M_DelStaffFood					 Radius: 10 tiles\n\nRemoves all single items and stacks of Staff Food.

object_M_Spawn1PrisonerMinSec							 Spawn 1 MinSec
buildtoolbar_popup_staff_M_Spawn1PrisonerMinSec			 Spawn a prisoner with MinSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerMedSec							 Spawn 1 MedSec
buildtoolbar_popup_staff_M_Spawn1PrisonerMedSec			 Spawn a prisoner with MedSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerMaxSec							 Spawn 1 MaxSec
buildtoolbar_popup_staff_M_Spawn1PrisonerMaxSec			 Spawn a prisoner with MaxSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerSupMax							 Spawn 1 SupMax
buildtoolbar_popup_staff_M_Spawn1PrisonerSupMax			 Spawn a prisoner with SuperMax security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerProt								 Spawn 1 Snitch
buildtoolbar_popup_staff_M_Spawn1PrisonerProt			 Spawn a prisoner with ProtSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerDeathRow							 Spawn 1 DeathRow
buildtoolbar_popup_staff_M_Spawn1PrisonerDeathRow		 Spawn a prisoner with DeathRow security level to be able to quickly test things out without having to open the whole prison. Clemency will always be 0% (not moddable). Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerInsane							 Spawn 1 Insane
buildtoolbar_popup_staff_M_Spawn1PrisonerInsane			 Spawn a prisoner with Insane security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerMinSec							 Spawn 10 MinSec
buildtoolbar_popup_staff_M_Spawn10PrisonerMinSec		 Spawn ten prisoners with MinSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerMedSec							 Spawn 10 MedSec
buildtoolbar_popup_staff_M_Spawn10PrisonerMedSec		 Spawn ten prisoners with MedSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerMaxSec							 Spawn 10 MaxSec
buildtoolbar_popup_staff_M_Spawn10PrisonerMaxSec		 Spawn ten prisoners with MaxSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerSupMax							 Spawn 10 SupMax
buildtoolbar_popup_staff_M_Spawn10PrisonerSupMax		 Spawn ten prisoners with SuperMax security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerProt							 Spawn 10 Snitches
buildtoolbar_popup_staff_M_Spawn10PrisonerProt			 Spawn ten prisoners with ProtSec security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerDeathRow						 Spawn 10 DeathRow
buildtoolbar_popup_staff_M_Spawn10PrisonerDeathRow		 Spawn ten prisoners with DeathRow security level to be able to quickly test things out without having to open the whole prison. Clemency will always be 0% (not moddable). Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn10PrisonerInsane							 Spawn 10 Insane
buildtoolbar_popup_staff_M_Spawn10PrisonerInsane		 Spawn ten prisoners with Insane security level to be able to quickly test things out without having to open the whole prison. Create a little square with some Fence to keep the prisoner from escaping the map immediately (or just put him in a cell). All doors / gates on the map will be closed as soon as you have a prisoner.

object_M_Spawn1PrisonerRedGang							 Spawn Red Gangmember
buildtoolbar_popup_staff_M_Spawn1PrisonerRedGang		 Spawn a Red Gangmember. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerRedLieutenant					 Spawn Red Lieutenant
buildtoolbar_popup_staff_M_Spawn1PrisonerRedLieutenant	 Spawn a Red Lieutenant. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerRedLegendary						 Spawn Red Legendary
buildtoolbar_popup_staff_M_Spawn1PrisonerRedLegendary	 Spawn a Red Legendary. Only works if you created a map with Gangs enabled.

object_M_PromotePrisonerRedGang							 Toggle Red Gangmember
buildtoolbar_popup_staff_M_PromotePrisonerRedGang		 Radius: 3 tiles\n\nRecruit / Promote a prisoner to become a member of the Red Gang. Use this tool again to toggle the rank. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerGreenGang						 Spawn Green Gangmember
buildtoolbar_popup_staff_M_Spawn1PrisonerGreenGang		 Spawn a Green Gangmember. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerGreenLieutenant					 Spawn Green Lieutenant
buildtoolbar_popup_staff_M_Spawn1PrisonerGreenLieutenant Spawn a Green Lieutenant. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerGreenLegendary					 Spawn Green Legendary
buildtoolbar_popup_staff_M_Spawn1PrisonerGreenLegendary	 Spawn a Green Legendary. Only works if you created a map with Gangs enabled.

object_M_PromotePrisonerGreenGang						 Toggle Green Gangmember
buildtoolbar_popup_staff_M_PromotePrisonerGreenGang		 Radius: 3 tiles\n\nRecruit / Promote a prisoner to become a member of the Green Gang. Use this tool again to toggle the rank. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerBlueGang							 Spawn Blue Gangmember
buildtoolbar_popup_staff_M_Spawn1PrisonerBlueGang		 Spawn a Blue Gangmember. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerBlueLieutenant					 Spawn Blue Lieutenant
buildtoolbar_popup_staff_M_Spawn1PrisonerBlueLieutenant	 Spawn a Blue Lieutenant. Only works if you created a map with Gangs enabled.

object_M_Spawn1PrisonerBlueLegendary					 Spawn Blue Legendary
buildtoolbar_popup_staff_M_Spawn1PrisonerBlueLegendary	 Spawn a Blue Legendary. Only works if you created a map with Gangs enabled.

object_M_PromotePrisonerBlueGang						 Toggle Blue Gangmember
buildtoolbar_popup_staff_M_PromotePrisonerBlueGang		 Radius: 3 tiles\n\nRecruit / Promote a prisoner to become a member of the Blue Gang. Use this tool again to toggle the rank. Only works if you created a map with Gangs enabled.

object_M_DelPrisoners									 Remove All Prisoners
buildtoolbar_popup_staff_M_DelPrisoners					 Radius: 10.000 tiles\n\nInstantly removes all Prisoners within range.

object_M_DelGangmembers									 Remove Gangmember
buildtoolbar_popup_staff_M_DelGangmembers				 Radius: 3 tiles\n\nInstantly removes all Gang Members within range.

object_M_DelMinPrisoner									 Remove MinSec
buildtoolbar_popup_staff_M_DelMinPrisoner				 Radius: 10.000 tiles\n\nInstantly removes all MinSec Prisoners within range.

object_M_DelMedPrisoner									 Remove MedSec
buildtoolbar_popup_staff_M_DelMedPrisoner				 Radius: 10.000 tiles\n\nInstantly removes all MedSec Prisoners within range.

object_M_DelMaxPrisoner									 Remove MaxSec
buildtoolbar_popup_staff_M_DelMaxPrisoner				 Radius: 10.000 tiles\n\nInstantly removes all MaxSec Prisoners within range.

object_M_DelProtPrisoner								 Remove Protected 
buildtoolbar_popup_staff_M_DelProtPrisoner				 Radius: 10.000 tiles\n\nInstantly removes all Protected Prisoners within range.

object_M_DelSMaxPrisoner								 Remove SupMax
buildtoolbar_popup_staff_M_DelSMaxPrisoner				 Radius: 10.000 tiles\n\nInstantly removes all SuperMax Prisoners within range.

object_M_DelDeathRowPrisoner							 Remove DeathRow
buildtoolbar_popup_staff_M_DelDeathRowPrisoner			 Radius: 10.000 tiles\n\nInstantly removes all Death Row Prisoners within range.

object_M_DelInsanePrisoner								 Remove Insane
buildtoolbar_popup_staff_M_DelInsanePrisoner			 Radius: 10.000 tiles\n\nInstantly removes all Insane Prisoners within range.

object_M_KillPrisoner									 Kill Prisoner
buildtoolbar_popup_staff_M_KillPrisoner					 Radius: 1 tile\n\nKills the first Prisoner it finds within range.

object_M_KillEntity										 Kill Entity
buildtoolbar_popup_staff_M_KillEntity					 Radius: 1 tile\n\nKills the first person it finds within range.\n - Can kill staff, visitors and prisoners.\n - Can kill entities from several mods as well.

object_M_DelDeadBodies									 Remove Dead Bodies
buildtoolbar_popup_staff_M_DelDeadBodies				 Radius: 10.000 tiles\n\nInstantly removes all dead people within range\n - Can remove staff, visitors and prisoners.\n - Can remove entities from several mods as well.

object_M_CheatsOn										 + Cheats
buildtoolbar_popup_staff_M_CheatsOn						 This will set CheatsEnabled to true. Press F1 - F9 to adjust everything you need.

object_M_CheatsOff										 - Cheats
buildtoolbar_popup_staff_M_CheatsOff					 Disables Cheats on the map.

object_M_InstantMaterialsOn								 + Instant Materials
buildtoolbar_popup_staff_M_InstantMaterialsOn			 This will set CheatsEnabled + ImmediateMaterials to true, so required materials will get spawned immediately.

object_M_InstantMaterialsOff							 - Instant Materials
buildtoolbar_popup_staff_M_InstantMaterialsOff			 Disables ImmediateMaterials on a map.

object_M_InstantObjectsOn								 + Instant Objects
buildtoolbar_popup_staff_M_InstantObjectsOn				 This will set CheatsEnabled + ImmediateObjects to true, so required objects will get spawned immediately.

object_M_InstantObjectsOff								 - Instant Objects
buildtoolbar_popup_staff_M_InstantObjectsOff			 Disables ImmediateMaterials on a map.

object_M_InstantTerrainOn								 + Instant Terrain
buildtoolbar_popup_staff_M_InstantTerrainOn				 This will set CheatsEnabled + ImmediateTerrain to true, so placed floor materials will get spawned immediately.

object_M_InstantTerrainOff								 - Instant Terrain
buildtoolbar_popup_staff_M_InstantTerrainOff			 Disables ImmediateTerrain on a map.

object_M_InstantFoundationsOn							 + Instant Foundation
buildtoolbar_popup_staff_M_InstantFoundationsOn			 This will set CheatsEnabled + ImmediateFoundations to true, so when creating a foundation it will get spawned immediately as soon as you placed a door.

object_M_InstantFoundationsOff							 - Instant Foundation
buildtoolbar_popup_staff_M_InstantFoundationsOff		 Disables ImmediateFoundations on a map.

object_delsomefriend									 Del Visitors Cemetery
buildtoolbar_popup_staff_delsomefriend					 Radius: 10.000 tiles\n\nInstantly removes all Cemetery Visitors.
object_DelOccupiedGrave									 Del Prisoner Grave
buildtoolbar_popup_staff_DelOccupiedGrave				 Radius: 2 tiles\n\nSets the age of a prisoners GraveStone to max, this will issue a CleanUp Grave job.
object_DelOccupiedStaffGrave							 Del Staff Grave
buildtoolbar_popup_staff_DelOccupiedStaffGrave			 Radius: 2 tiles\n\nSets the age of a Staff GraveStone to max, this will issue a CleanUp Grave job.
object_delmetro											 Del Metro Stations
buildtoolbar_popup_staff_delmetro						 Radius: 10.000 tiles\n\nInstantly removes all Metro Stations, the Beacon, Metro Guards, Clones, ExecutionWitness, and Visitors.

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#
#  End Devtools by Trixi
#
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# never implemented stuff
room_RollCall											 Roll Call
buildtoolbar_popup_room_RollCall						 A room for the Roll Call program. Have a RollCall in the morning before other programs start to let the Warden and the Chief count the prisoners.

room_UtilityRoom										 Utility Room
buildtoolbar_popup_room_UtilityRoom						 A utility room for your Power or Water Station, Logic Bridges, Logic Circuits, Circuit Isolator, StatusLights and DoorTimers.
research_Extras											 Tools/Objects
researchtooltip_Extras									 Enables various tools and objects to be researched.

object_CigaretteMachine									 Cigarette Machine
object_ElectricRadiator									 Electric Radiator
buildtoolbar_popup_obj_ElectricRadiator					 Makes your rooms comfortable warm without using hot water pipes.
research_ExoticObjects								 	 Exotic Objects
researchtooltip_ExoticObjects							 This will enable some hidden exotic objects found in campaign mode, but uncommon to use in a prison.
research_RoadObjects								 	 Road Objects
researchtooltip_RoadObjects								 This will enable objects to be placed near the road, like traffic lights, street lights, various signs and completely useless road bits.
object_MedicalBedLarge									 Medical Bed (Large)
buildtoolbar_popup_obj_MedicalBedLarge					 A double medical bed for a single fat ugly prisoner who looks way better with his newly broken nose and purple punched eyes.
buildtoolbar_popup_obj_MedicalBed						 A single medical bed for the prisoner who is not fat and ugly but an addicted junky.

action_PrisGetMedicine									 Getting Medicine
object_VendingMedicine									 Vending Medicine
object_VendingMedicineLoaded							 Medicine
equipment_VendingMedicineSpawned						 Medicine
object_MedicineCabinetDoor								 Medicine Cabinet Door
object_MedicineVendingMachine							 Medicine Vending Machine
buildtoolbar_popup_obj_MedicineVendingMachine			 What's an infirmary without medicine? Prisoners addicted to drugs and alcohol can use this vending machine to get their prescription. You can also place this vending machine in a Nursery.

object_StreetLightLeft									 Street Light (Left lane)
buildtoolbar_popup_obj_StreetLightLeft					 A street lantern with functional light.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_StreetLightRight									 Street Light (Right lane)
buildtoolbar_popup_obj_StreetLightRight					 A street lantern with functional light.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_TrafficLightLeft									 Traffic Light (Left lane)
buildtoolbar_popup_obj_TrafficLightLeft					 A fancy traffic light, which doesn't do a thing.
object_TrafficLightRight								 Traffic Light (Right lane)
buildtoolbar_popup_obj_TrafficLightRight				 A fancy traffic light, which doesn't do a thing.
object_BusStop											 Bus Stop Sign
buildtoolbar_popup_obj_BusStop							 A stop sign so the Prisoner Bus driver knows where to stop.\nNo he doesn't, this is just the eye candy version. Place the other Prisoner Bus Stop object if you want to drop off prisoners. 
object_PrisonSign										 Prison Sign
buildtoolbar_popup_obj_PrisonSign						 Shows the way your escaped prisoners have to go if they are lost outside the prison.
object_MailBox											 Mail Box
buildtoolbar_popup_obj_MailBox							 A shining red mail box for prisoners to believe their mail to their family actually goes somewhere.
object_Hydrant											 Hydrant
buildtoolbar_popup_obj_Hydrant							 A fire red hydrant to make firemen believe they have some spare water to tap when their own water tank in the fire truck is empty.
object_CoffeeTable										 Coffee Table
buildtoolbar_popup_obj_CoffeeTable						 A coffee table can go into the Common Room or a Nursery. Just for eye candy though, because prisoners have something better on their mind rather than drinking coffee at a fancy table.
object_DiningTable										 Dining Table
buildtoolbar_popup_obj_DiningTable						 A dining table which suits no purpose at all, other than being eye candy.


reformprogram_spiritualguidance		     				 Spiritual Guidance
reformprogram_spiritualguidance_text					 Some prisoners are religious, or have a general need for some spirituality in their life. Bring in a spiritual leader from the local community to lead them through prayers and instil a sense of calm amongst your prisoners.\n\nThis program is for Chapels with normal Pews and Prayer Mat.
reformprogram_spiritualguidancelarge     				 Spiritual SmallPews
reformprogram_spiritualguidancelarge_text				 Some prisoners are religious, or have a general need for some spirituality in their life. Bring in a spiritual leader from the local community to lead them through prayers and instil a sense of calm amongst your prisoners.\n\nThis program is for Chapels with Pews and Pews (small) without Prayer Mat.
object_SmallPews										 Pews (small)
buildtoolbar_popup_obj_SmallPews						 Small pews for a little chapel.\n\nSETTLES PRISONER NEEDS:\n -> Spirituality: -0.3
object_Candelabra										 Candelabra
buildtoolbar_popup_obj_Candelabra						 Divine mood lighting which will really up the religious fanaticism in your prison.
object_ChurchStatue										 Church Statue
buildtoolbar_popup_obj_ChurchStatue						 Grant your devout prisoners the luxury of having their crucified religious symbol watching over them as they attempt to connect with the divine.
object_ChurchWindow										 Church Window
buildtoolbar_popup_obj_ChurchWindow						 Fancy up your Chapel with a nice church window instead of jail bars. Be forgiving. Allow your prisoners a break sometimes. It's not like they can escape through these small windows.
object_OakDesk											 Oak Desk
buildtoolbar_popup_obj_oakdesk							 Let your administrative staff fill out forms, sign contracts and research on a fancy slab of genuine oak. 
object_OakBookShelf										 Oak Book Shelf
buildtoolbar_popup_obj_OakBookShelf						 These bookcases look mighty fancy, and come with a collection of literature which we lovingly sourced from the local yard sale scene.


action_caroling											 Carolling
object_OutdoorStove										 Outdoor Stove
object_OutdoorStoveSpawner								 Outdoor Stove Room
object_OutdoorStoveFire									 Stove Fire
object_Fireplace1										 Fireplace (Grey)
object_Fireplace2										 Fireplace (Brown)
object_FireplaceLog										 Fireplace Log
object_FireplaceFire									 Fireplace Fire
object_FireplaceLogRack									 Fireplace Log Rack

buildtoolbar_popup_obj_OutdoorStove						 A cosy warm outdoor stove.\n\nThe stove gets refilled with Log.\nWhen lit, it will create a (fake) fire,\nand the chimney starts smoking.\n\nIdeal in a large outdoor Kennel,\nwhere guards can warm up\nwhile the dogs are sleeping.\n\nOr in a yard for those shivering prisoners.\n\nSettles Warmth/Comfort for prisoners and staff\nwhile they are carolling around the stove.

buildtoolbar_popup_obj_OutdoorStoveSpawner				 Spawns a 3x4 tiles half-open room with a Stove.\n\nWhen the stove is lit, it warms up the room.\nWorks with Weather enabled maps.\n\nTip: use the Floor Editor (staff menu)\nto change the wall tiles if you desire.

buildtoolbar_popup_obj_Fireplace1						 A cosy warm mid-sized Fireplace.\n\nThe fireplace gets refilled with Log.\nWhen lit, it will create a (fake) fire,\nand the chimney starts smoking.\nThe fire then warms up the room.\nWorks with Weather enabled maps.\n\nIdeal in Common Room, Library, Nursery or Staff Room.\n\nSettles Warmth/Comfort for prisoners and staff\nwhile they are carolling around the fireplace.

buildtoolbar_popup_obj_Fireplace2						 A cosy warm big Fireplace.\n\nThe fireplace gets refilled with Log.\nWhen lit, it will create a (fake) fire,\nand the chimney starts smoking.\nThe fire then warms up the room.\nWorks with Weather enabled maps.\n\nIdeal in the Warden's office with Oak objects\nor bigger Canteens / Staff Rooms.\n\nSettles Warmth/Comfort for prisoners and staff\nwhile they are carolling around the fireplace.

buildtoolbar_popup_obj_FireplaceLogRack					 A place to store two stacks of Log.\nShould be near a Fireplace.

tooltip_toggleRemoveStove								 Remove Stove
tooltip_toggleRemoveFireplace							 Remove Fireplace
tooltip_toggleStoveLightOn								 Fire Light On
tooltip_toggleStoveLightOff								 Fire Light Off
tooltip_toggleStoveLightColour							 Red/Wite
tooltip_toggleStoveLightWhite							 Light White
tooltip_toggleStoveLightRed								 Light Red
tooltip_toggleFoundation								 Stone/Iron
tooltip_toggleFoundationStone							 Stone Fence
tooltip_toggleFoundationIron							 Iron Floor
tooltip_toggleFoundationInOut							 In/Outdoor
tooltip_toggleFoundationIndoor							 Indoor
tooltip_toggleFoundationOutdoor							 Outdoor

job_custom_LogInStove									 Fill stove
job_custom_LogInFireplace								 Fill fireplace

object_ChesterfieldChair								 Chesterfield Chair
buildtoolbar_popup_obj_ChesterfieldChair				 Prisoners can fall asleep after lunch in this majestic chair made from real cows.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_DiningChair										 Dining Chair
buildtoolbar_popup_obj_diningchair						 Allows a bit of comfort and social status when eating eggs and bacon.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.4\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.2
object_MiniBench										 Mini Bench
buildtoolbar_popup_obj_minibench						 Sometimes a prisoner just wants to sit alone on a bench.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.2
object_Cupboard											 Cupboard
buildtoolbar_popup_obj_Cupboard							 A cupboard which suits no purpose at all, other than being eye candy.
object_SofaBlueLeft										 Blue Sofa (Left)
buildtoolbar_popup_obj_SofaBlueLeft						 A large sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_SofaBlueRight									 Blue Sofa (Right)
buildtoolbar_popup_obj_SofaBlueRight					 A large sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_Sofa												 Beige Sofa (Left)
buildtoolbar_popup_obj_Sofa								 A large sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_SofaRight										 Beige Sofa (Right)
buildtoolbar_popup_obj_SofaRight						 A large sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_SofaBeige										 Wide Sofa (Beige)
buildtoolbar_popup_obj_SofaBeige						 A wide sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_ChesterfieldSofa									 Chesterfield Sofa
buildtoolbar_popup_obj_ChesterfieldSofa					 A wide sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_SofaChair										 Sofa (Beige)
buildtoolbar_popup_obj_SofaChair						 A sofa chair which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
object_VanityTable										 Vanity Table
buildtoolbar_popup_obj_VanityTable						 A vanity table which suits no purpose at all, other than being eye candy.
object_LivingRoomTV										 Living Room TV
buildtoolbar_popup_obj_LivingRoomTV						 A living room TV which suits no purpose at all, other than being eye candy.
object_HouseDoor										 House Door
buildtoolbar_popup_obj_HouseDoor						 A house door which suits no purpose at all, other than being eye candy.
object_Mirror											 Mirror
buildtoolbar_popup_obj_Mirror							 A mirror which suits no purpose at all, other than being eye candy.
object_BedsideCab1										 Bedside Cabinet
buildtoolbar_popup_obj_BedsideCab1						 A bedside cabinet which suits no purpose at all, other than being eye candy.
object_BedsideCab2										 Bedside Cabinet
buildtoolbar_popup_obj_BedsideCab2						 A bedside cabinet which suits no purpose at all, other than being eye candy.
object_DoubleBed										 Double Bed
buildtoolbar_popup_obj_DoubleBed						 A double bed which can be used by two prisoners to sleep. Perhaps this suits in a luxury cell for Legendary prisoners?\n\nSETTLES PRISONER NEEDS:\n -> Sleep: -0.2\n -> Comfort: -0.2
object_GlassWindow										 Glass Window
object_BathTub											 Bath Tub
buildtoolbar_popup_obj_BathTub							 A bath tub for the wealthy prisoner. Can be used just like a shower, but takes too much space for the avarage cell.\n\nSETTLES PRISONER NEEDS:\n -> Hygiene: -5.0
object_Eeg												 Eeg
buildtoolbar_popup_obj_eeg								 Impress the visiting justice official with this machine which goes "bing".
object_BoomBox											 Boombox
buildtoolbar_popup_obj_boombox							 A box which booms those funky beats.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -3.25\n -> Comfort: -0.4
action_DanceToBoombox									 Dancing
action_ListenToBoombox									 Listening
buildtoolbar_popup_obj_Table							 Goes excellently with a chair.\n\nUncloneable.
object_SuperiorTable									 Superior Table
buildtoolbar_popup_obj_SuperiorTable					 A nice superior table.\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
object_SuperiorBench									 Superior Bench
object_WoodenWindow										 Small Wooden Window
object_WoodenWindowLarge								 Large Wooden Window
object_SmallSink										 Small Sink
buildtoolbar_popup_obj_SmallWoodenSink					 A small sink for tiny kitchens.
object_SmallWoodenSink									 Small Wooden Sink
buildtoolbar_popup_obj_SmallWoodenSink					 A small sink for tiny kitchens.
object_BookshelfLarge									 Large Bookshelf
buildtoolbar_popup_obj_BookshelfLarge					 Spruce up your offices and give your prisoners state-approved literature from 40 years ago.\n\nFits perfectly with a Hidden Door.
object_HiddenDoor										 Hidden Door
buildtoolbar_popup_obj_HiddenDoor						 A secret door in your library? To what kind of hidden shady business is this entrance leading?\n\nFits perfectly with a Large Bookshelf.
object_ModernDoor										 Jail Door Modern
object_GlassDoor										 Glass Door
buildtoolbar_popup_obj_GlassDoor						 To be combined with the Glass Walls
object_HeavyDoor										 Heavy Door
object_HeavyDoorLarge									 Large Heavy Door
object_JailDoorXL										 Jaildoor XL
object_SmallIroningBoard								 Small Ironing Board
buildtoolbar_popup_obj_SmallIroningBoard				 Can be used in a small laundry.
object_FireExtinguisher									 Fire Extinguisher
buildtoolbar_popup_obj_fireextinguisher					 Get your prison an A+ safety rating with these extinguishers dotted about. Don't try to actually fight fires with these though, as they expired several years ago and will probably just fuel it.
object_FirstAidBox										 First Aid Box
buildtoolbar_popup_obj_firstaidbox						 Pretend your prison focuses on the health and safety of your prisoners with these sturdy, reliable boxes which contain a whole lot of nothing.
object_IntravenousPole									 Intravenous Pole

buildtoolbar_popup_obj_SoftPillow						 Further improve the quality and comfort of an inmate's bed with a fluffy feathered pillow.
buildtoolbar_popup_obj_OldBed							 An old fashioned prison bed. More comfortable than a Foam Mattress, but less than a standard Bed.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.2\n -> Sleep: -0.2
buildtoolbar_popup_obj_ComfyBed							 A luxury bed with a memory foam mattress, providing the best night's sleep.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.4\n -> Sleep: -0.4
buildtoolbar_popup_obj_bed								 Not too soft, not too hard, just right. Well, actually, really hard and too small.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.5\n -> Sleep: -0.2
buildtoolbar_popup_obj_BunkBed							 Not too soft, not too hard, just right. Well, actually, really hard and too small. And stacked.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.5\n -> Sleep: -0.2
buildtoolbar_popup_obj_toilet							 A basic human right, if you believe all those crackpots.\n\nSETTLES PRISONER NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0\n\nSETTLES STAFF NEEDS:\n -> Bowels: -10.0\n -> Bladder: -10.0
buildtoolbar_popup_obj_showerhead						 The head of a shower. For showering. \n\nSETTLES PRISONER NEEDS:\n -> Hygiene: -5.0
buildtoolbar_popup_obj_DeckChair						 Lounge in the sun from your deck in comfort.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_Mattress							 A semi-comfortable foam mattress. The cheapest form of bed there is, but better than the floor.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.25\n -> Sleep: -0.15
buildtoolbar_popup_obj_bleachers						 Classic prison-yard bleachers for groups of inmates to sit and contemplate their next move.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_parkbench						 An outdoor park bench.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_oakbench							 For sitting on. Goes great with the Oak Table.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_bench							 For sitting on.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.3\n\nUncloneable.
buildtoolbar_popup_obj_smallbench						 For sitting on.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_SuperiorBench					 For sitting on.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.4\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.4\n\nUncloneable.\n\n>>> NOTE: THIS IS JUST AN OBJECT SPAWNER.  <<<\n>>> If the final object doesn't spawn then this mod\n>>> was not downloaded properly. Please read\n>>> the TROUBLESHOOTING topic, posted on the\n>>> Steam Workshop page of the CombiPack mod.
buildtoolbar_popup_obj_chair							 Goes brilliantly with a table.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_officeChair						 A chair for staff workers to sit centrally at an Office Desk.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_outdoorTable						 For prisoners to sit and eat at, outdoors.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3
buildtoolbar_popup_obj_SofaChairSingle					 A sofa chair which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
buildtoolbar_popup_obj_SofaChairDouble					 A wide sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.8\n\nSETTLES STAFF NEEDS:\n -> Comfort: -2.0
buildtoolbar_popup_obj_weightsbench						 Allow your prisoners to exercise, which keeps them happy.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_phonebooth						 Prisoners might want to talk to their family, and these handy phonebooths let them.\n\nSETTLES PRISONER NEEDS:\n -> Family: -4.0
buildtoolbar_popup_obj_tv								 Pacify your prisoners with mind-numbing mediocrity. Requires a place for prisoners to sit in front of the TV.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -2.0\n -> Comfort: -0.2\n\nSETTLES STAFF NEEDS:\n -> Recreation: -2.0\n -> Comfort: -0.2
buildtoolbar_popup_obj_largetv							 Allow lots of your prisoners to share the experience of brain rot. Requires a place for prisoners to sit in front of the TV.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -2.0\n -> Comfort: -0.2\n\nSETTLES STAFF NEEDS:\n -> Recreation: -2.0\n -> Comfort: -0.2
buildtoolbar_popup_obj_radio							 Lets your prisoners listen to their favourite boy bands as they go about their day. Makes all prisoners in the same room slightly happier.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -0.2\n\nSETTLES STAFF NEEDS:\n -> Recreation: -0.2
buildtoolbar_popup_obj_bookshelf						 A shelf that holds books.\n\nSETTLES PRISONER NEEDS:\n -> Literacy: -0.2
buildtoolbar_popup_obj_pooltable						 Remove the monotony of prison life with a game of pool.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -4.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -4.0
buildtoolbar_popup_obj_pews								 Seats for the faithful. Made from the hardest, most unpadded of woods.\n\nSETTLES PRISONER NEEDS:\n -> Spirituality: -0.3
buildtoolbar_popup_obj_prayermat						 Protect your prisoners from the dirty floor while they offer their prayers.\n\nSETTLES PRISONER NEEDS:\n -> Spirituality: -0.3
buildtoolbar_popup_obj_ArcadeCabinet					 Entertain your inmates with a cutting-edge retro Arcade Machine.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -3.0\n -> Comfort: -0.2\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0\n -> Comfort: -0.2
buildtoolbar_popup_obj_ComputerStation					 Not related to the Servers mod.\n\nSETTLES PRISONER NEEDS:\n -> Literacy: -0.4\n -> Comfort: -0.2\n\nSETTLES STAFF NEEDS:\n -> Comfort: -0.2
buildtoolbar_popup_obj_chessTable						 For prisoners or staff who like to think several moves ahead.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -4.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -4.0
buildtoolbar_popup_obj_SnackMachine						 High calorie, low quality snacks.\n\nSETTLES PRISONER NEEDS:\n -> Food: -1000.0\n\nSETTLES STAFF NEEDS:\n -> Food: -10.0
buildtoolbar_popup_obj_bathroomSink						 No hygienic bathroom is complete without one.\n\nSETTLES PRISONER NEEDS:\n -> Hygiene: -1.0
buildtoolbar_popup_obj_bathroomHandDryer				 Goes perfect with a Bathroom Sink.\n\nSETTLES PRISONER NEEDS:\n -> Hygiene: -1.0
buildtoolbar_popup_obj_canvas							 A creative way for prisoners to express how they feel, without stabbing each other.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.3\n -> Recreation: -0.3
buildtoolbar_popup_obj_PetBird							 A tiny companion to keep your inmates company.\n\nSETTLES PRISONER NEEDS:\n -> Comfort: -0.2\n -> Family: -0.2\n -> Luxuries: -0.2
buildtoolbar_popup_obj_TyreApparatus					 Some of the prisoners insist that they have a way to practice their climbing.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0
buildtoolbar_popup_obj_GymMat							 For stretching out those aches and pains.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -1.5\n\nSETTLES STAFF NEEDS:\n -> Recreation: -1.5
buildtoolbar_popup_obj_TableTennis						 Provides an additional pastime for your inmates.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -4.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -4.0
buildtoolbar_popup_obj_TableFootball					 Provides an additional pastime for your inmates.\n\nSETTLES PRISONER NEEDS:\n -> Recreation: -4.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -4.0
buildtoolbar_popup_obj_Treadmill						 For prisoners to keep fit. Prisoners who train hard may even become quicker runners.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_PunchBag							 For when inmates need to let off some aggression.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_TrainingDummy					 An old-fashioned Shaolin training dummy.\n -Prisoners who train hard may even learn new fighting skills!\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_DumbbellRack						 For your buff-minded inmates.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_BoxingRing						 No prison gymnasium is complete without one.\n\nSETTLES PRISONER NEEDS:\n -> Exercise: -3.0\n -> Recreation: -3.0\n\nSETTLES STAFF NEEDS:\n -> Recreation: -3.0
buildtoolbar_popup_obj_SinkMirror						 Give an inmates cell a sink and mirror.\n\nSETTLES PRISONER NEEDS:\n -> Hygiene: -2.5
buildtoolbar_popup_obj_leatherchair						 Adding a classic Leather Chair to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.
buildtoolbar_popup_obj_leatherSofa						 Adding a classic Leather Sofa to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.

#######################################################
#
#  Begin Decorative Vehicles by WinterDreamer
#
#######################################################

object_Redcar											 Red Car
buildtoolbar_popup_obj_RedCar							 Red Car
object_copcar											 Cop Car
buildtoolbar_popup_obj_CopCar							 Cop Car
object_elegantcar										 Elegant Car
buildtoolbar_popup_obj_ElegantCar						 Elegant Car
object_blackLimo										 Black Limo
buildtoolbar_popup_obj_BlackkLimo						 Black Limo
object_blueLimo											 Blue Limo
buildtoolbar_popup_obj_BlueLimo							 Blue Limo
object_redlimo											 Red Limo
buildtoolbar_popup_obj_RedLimo							 Red Limo
object_riottruck										 Riot Truck
buildtoolbar_popup_obj_RiotTruck						 Riot Truck
object_firetruck										 Fire Truck
buildtoolbar_popup_obj_FireTruck						 Fire Truck
object_armytruck										 Army Truck
buildtoolbar_popup_obj_ArmyTruck						 Army Truck
object_medicaltruck										 Medical Truck
buildtoolbar_popup_obj_MedicalTruck						 Medical Truck
object_prisonertruck									 Prisoner Truck
buildtoolbar_popup_obj_PrisonerTruck					 Prisoner Truck
object_cartruck											 Vehicle Truck
buildtoolbar_popup_obj_CarTruck							 Vehicle Truck
object_enginetruck										 Engine Truck
buildtoolbar_popup_obj_EngineTruck						 Engine Truck
object_cargotruck										 Cargo Truck
buildtoolbar_popup_obj_CargoTruck						 Cargo Truck

tooltip_Decorative_Separatorline						 =================
tooltip_Decorative_Headlights							 Headlights: *X
tooltip_Decorative_CargoTruck							 Sprite: *X/9
tooltip_Decorative_PrisonerTruck						 Sprite: *X/14
tooltip_Decorative_MedicalTruck							 Sprite: *X/14
tooltip_Decorative_FireTruck							 Sprite: *X/13
tooltip_Decorative_RiotTruck							 Sprite: *X/15
tooltip_Decorative_ArmyTruck							 Sprite: *X/11
tooltip_Decorative_CarTruck								 Sprite: *X/2
tooltip_Decorative_EngineTruck							 Sprite: *X/2

#######################################################
#
#  End Decorative Vehicles by WinterDreamer
#
#######################################################



#######################################################
#
#  Begin Railways
#
#######################################################

object_RailwayManager									 Railway Manager
buildtoolbar_popup_obj_RailwayManager					 Spawns eye candy freight trains once per 30~60 minutes on a random Railway Track.
object_TrainSpawner										 Railway Track
buildtoolbar_popup_obj_TrainSpawner						 Rotate me to choose direction.\n\nWill teleport to the map edge automatically.\n\nClick its buttons to create a railway\nand to specify the amount of wagons.\nSetting Wagons to 0 disables train spawning.\n\nFor horizontal rails + Advanced Roads 2.0 only:\nyou can place a pressure pad onto the top rail and wire it to the traffic lights of a Roadgate to keep it closed when a train crosses the road (same as with pedestrians).

object_RailwayTrackSign									 Railway Track Sign
object_RailwaySignGreen									 Railway Sign (Green)
buildtoolbar_popup_obj_RailwaySignGreen					 Just a static Sign to spice up your map.
object_RailwaySignRed									 Railway Sign (Red)
buildtoolbar_popup_obj_RailwaySignRed					 Just a static Sign to spice up your map.
object_RailwaySign										 Railway Sign
buildtoolbar_popup_obj_RailwaySign						 Just a static Sign to spice up your map.
object_RailwayCrossingSign								 Railway Crossing Sign
buildtoolbar_popup_obj_RailwayCrossingSign				 Just a static Sign to spice up your map.
object_BumperBlock										 Railway Bumper Block
buildtoolbar_popup_obj_BumperBlock						 A dead end of a railway track.

object_Train1											 Train
object_Train2											 Train

object_Train											 Diesel Train
buildtoolbar_popup_obj_Train							 Just a static train to spice up your map. 
object_Wagon1											 Wagon 1
buildtoolbar_popup_obj_Wagon1							 Just a static wagon to spice up your map.
object_Wagon2											 Wagon 2
buildtoolbar_popup_obj_Wagon2							 Just a static wagon to spice up your map.
object_Wagon3											 Wagon 3
buildtoolbar_popup_obj_Wagon3							 Just a static wagon to spice up your map.
object_Wagon4											 Wagon 4
buildtoolbar_popup_obj_Wagon4							 Just a static wagon to spice up your map.
object_ShunterTrain										 Shunter Train
buildtoolbar_popup_obj_ShunterTrain						 Just a static train to spice up your map.
object_Locomotive										 Locomotive
buildtoolbar_popup_obj_Locomotive						 Just a static train to spice up your map.

tooltip_RailwayManager									 Spawns eye candy freight trains once per 30~60 minutes on a random Railway Track.

tooltip_TrainSpawner									 Click me to adjust the amount of wagons.\nSetting Wagons to 0 disables train spawning.
tooltip_button_CreateRailway							 Create Railway
tooltip_button_DeleteRailway							 Delete Railway
tooltip_button_TrainWagons								 Wagons: *X

object_RailwayTrackChecker								 Railway Track Checker

quickbuild_RailwaySwitchLeft							 Railway Switch L
quickbuild_RailwaySwitchRight							 Railway Switch R
quickbuild_RailwaySwitchTop								 Railway Switch T
quickbuild_RailwaySwitchBottom							 Railway Switch B

#######################################################
#
#  End Railways
#
#######################################################



#######################################################
#
#  Begin c.u.r.b. by HookerHeels
#
#######################################################

material_outercornerTL									 Outer Corner
material_outercornerTR									 Outer Corner
material_outercornerBL									 Outer Corner
material_outercornerBR									 Outer Corner
material_outerlineT										 Outer Line Top
material_outerlineB										 Outer Line Bottom
material_dashedcenterline_vertical						 Dashed Centre Line
material_dashedcenterline_horizontal					 Dashed Centre Line
material_solidcenterline_vertical						 Solid Centre Line
material_solidcenterline_horizontal						 Solid Centre Line
material_solidyellowcenterline_vertical					 Yellow Centre Line
material_solidyellowcenterline_horizontal				 Yellow Centre Line
material_diagroadwithsidewalkTL							 Diag Sidewalk
material_diagroadwithsidewalkTR							 Diag Sidewalk
material_diagroadwithsidewalkBL							 Diag Sidewalk
material_diagroadwithsidewalkBR							 Diag Sidewalk

material_verticallinewithzebraT							 Line with Zebra
material_verticallinewithzebraB							 Line with Zebra

material_verticalcurbwithzebraT							 Curb with Zebra
material_verticalcurbwithzebraB							 Curb with Zebra
material_verticalzebra									 Zebra Crossing

material_whitecrosslinesTL								 White Crosslines
material_whitecrosslinesTR								 White Crosslines
material_whitecrosslinesBL								 White Crosslines
material_whitecrosslinesBR								 White Crosslines

material_yellowcrosslinesL								 Yellow Crosslines
material_yellowcrosslinesR								 Yellow Crosslines
material_yellowcrosslinesBL								 Yellow Crosslines
material_yellowcrosslinesBR								 Yellow Crosslines

material_yellowcenterturnTL								 Centre Line Turn
material_yellowcenterturnTR								 Centre Line Turn
material_yellowcenterturnBL								 Centre Line Turn
material_yellowcenterturnBR								 Centre Line Turn

material_whitecenterturnTL								 Centre Line Turn
material_whitecenterturnTR								 Centre Line Turn
material_whitecenterturnBL								 Centre Line Turn
material_whitecenterturnBR								 Centre Line Turn

material_innerwhitecornerTL								 Inner Corner
material_innerwhitecornerTR								 Inner Corner
material_innerwhitecornerBL								 Inner Corner
material_innerwhitecornerBR								 Inner Corner

material_outercurbT										 Outer Curb
material_outercurbL										 Outer Curb
material_outercurbB										 Outer Curb
material_outercurbR										 Outer Curb

material_innercurbT										 Inner Curb
material_innercurbL										 Inner Curb
material_innercurbB										 Inner Curb
material_innercurbR										 Inner Curb

material_innerdiagroadTL								 Diagonal Inner Line
material_innerdiagroadTR								 Diagonal Inner Line
material_innerdiagroadBL								 Diagonal Inner Line
material_innerdiagroadBR								 Diagonal Inner Line

material_diagsidewalkTL									 Diag Road Sidewalk
material_diagsidewalkTR									 Diag Road Sidewalk
material_diagsidewalkBL									 Diag Road Sidewalk
material_diagsidewalkBR									 Diag Road Sidewalk

material_curbcornerTL									 Curb Corner
material_curbcornerTR									 Curb Corner
material_curbcornerBL									 Curb Corner
material_curbcornerBR									 Curb Corner
material_curbgutter										 Curb Gutter
material_manhole										 Manhole

material_diagcenterturnTL								 Diagonal / Straight centre line
material_diagcenterturnTR								 Diagonal / Straight centre line
material_diagcenterturnBL								 Diagonal / Straight centre line
material_diagcenterturnBR								 Diagonal / Straight centre line

material_diagcenterL									 Diagonal Centre Line	
material_diagcenterR									 Diagonal Centre Line	

material_diagreversecenterturnTL						 Diagonal / Straight centre line
material_diagreversecenterturnTR						 Diagonal / Straight centre line
material_diagreversecenterturnBL						 Diagonal / Straight centre line
material_diagreversecenterturnBR						 Diagonal / Straight centre line

material_parkingspot1TL									 Parking Spot 1
material_parkingspot1TR									 Parking Spot 1
material_parkingspot1BL									 Parking Spot 1
material_parkingspot1BR									 Parking Spot 1

material_parkingspot2TL									 Parking Spot 2
material_parkingspot2TR									 Parking Spot 2
material_parkingspot2BL									 Parking Spot 2
material_parkingspot2BR									 Parking Spot 2

material_parkingspot3TL									 Parking Spot 3
material_parkingspot3TR									 Parking Spot 3
material_parkingspot3BL									 Parking Spot 3
material_parkingspot3BR									 Parking Spot 3


object_stopsign											 Stop Sign
buildtoolbar_popup_obj_stopsign							 A stop sign for your junctions.
object_parkingsign										 Parking Sign
buildtoolbar_popup_obj_parkingsign						 A sign designating your parking lots.
object_outercorner										 Outside Corner
buildtoolbar_popup_obj_outercorner						 Outside corner for road markings. Rotatable for all four directions
object_innercorner										 Inner Corner
buildtoolbar_popup_obj_innercorner						 Inside corner for road markings. Rotatable for all four directions
object_outerline										 Outer Line
buildtoolbar_popup_obj_outerline						 An outside road marking. Rotatable for all four directions
object_solidcenterline									 Solid Centre Line
buildtoolbar_popup_obj_solidcenterline					 A solid line for your centre marking
object_dashedcenterline									 Dashed Centre Line
buildtoolbar_popup_obj_dashedcenterline					 A dashed line for your centre marking
object_diagdashedcenterline								 A dashed diagonal line for your centre marking
buildtoolbar_popup_obj_diagdashedcenterline				 A dashed diagonal line for your centre marking
object_asphalt											 Asphalt
buildtoolbar_popup_obj_asphalt							 Can be placed on the main road, used for fillers or anything else you want
object_curb												 Horizontal Northern Curb
buildtoolbar_popup_obj_curb								 For the northern curbs but also south, east and west, nice and cold
object_lowercurbcornerleft								 Lower Curb Corner
buildtoolbar_popup_obj_lowercurbcornerleft				 For the bottom corners of your curb
object_lowercurbcornerright								 Lower Curb Corner
buildtoolbar_popup_obj_lowercurbcornerright				 For the bottom corners of your curb
object_uppercurbcornerleft								 Upper Curb Corner left
buildtoolbar_popup_obj_uppercurbcorberleft				 For the top corners of your curb
object_uppercurbcornerright								 Upper Curb Corner right
buildtoolbar_popup_obj_uppercurbcorberleft				 For the top corners of your curb
object_curbgutter										 Northern Curb with Gutter
buildtoolbar_popup_obj_curbgutter						 Gutters for rain relief
object_zebracrossing									 Zebra Crossing
buildtoolbar_popup_obj_zebracrossing					 For pedestrian to walk safely!
object_verticalcurbwithzebra							 Curb with ramp/crossing
buildtoolbar_popup_obj_verticalcurbwithzebra			 For west, east and south curbs with zebra crossings
object_firelaneoutercorner								 Firelane Outer Corner
buildtoolbar_popup_obj_firelaneoutercorner				 For the outside corner of your firelanes
object_firelaneinnercorner								 Firelane Inner Corner
buildtoolbar_popup_obj_firelaneinnercorner				 For the inside corer of your firelanes
object_firelaneouterline								 Firelane Outer Line
buildtoolbar_popup_obj_firelaneouterline				 Best used in-front of your front doors
object_FirelaneOuterLineWithMarkings					 Firelane with markings
buildtoolbar_popup_obj_FirelaneOuterLineWithMarkings	 For your firelanes
object_horizontalcurbramp								 Northern Curb with Ramp
buildtoolbar_popup_obj_horizontalcurbramp				 Use for zebra crossings on curbs
object_innercurbcornerlower								 Lower Inner Curb Corner
object_innercurbcornerupper								 Upper Inner Curb Corner
object_outercurbcornerlower								 Lower Outer Curb Corner
object_outercurbcornerupper								 Upper Outer Curb Corner
object_diagroadouter									 Diagonal Outer Line
buildtoolbar_popup_obj_diagroader						 Create diagonal roadways with these
object_diagroadinner									 Diagonal Inner Line
buildtoolbar_popup_obj_diagroadinner					 Use this for the small bit missing of outside diagonal lines
object_diagsidewalk										 Diagonal Sidewalk
buildtoolbar_popup_obj_diagsidewalk						 Handy for diagonal roadways or just normal use
object_diagroadwithsidewalk								 Diagonal Road with Sidewalk
buildtoolbar_popup_obj_diagroadwithsidewalk				 Handy for diagonal roadways or just normal use
object_diagdashedcenter2straightline					 Diagonal / Straight centre line
object_diagdashedcenter2straightlinereverse				 Diagonal / Straight centre line
object_yellowcenterturn									 Yellow Centre Line Curve
buildtoolbar_popup_obj_yellowcennterlineturn			 For your yellow centre lines when they need to change direction
object_yellowcenterline									 Yellow Centre Line
buildtoolbar_popup_obj_yellowcenterline					 A solid yellow line for your centre marking
object_centerlineturn									 Centre Line Curve
buildtoolbar_popup_obj_centerlineturn					 For your centre lines when they need to change direction
object_manhole											 Manhole
buildtoolbar_popup_obj_manhole							 An access point for your workers
object_outercorner										 Outer Corner
buildtoolbar_popup_obj_outercorner						 For your outside lines when they need to change direction
object_whitecrosslines									 White Crosslines
buildtoolbar_popup_obj_whitecrosslines					 NO PARKING!
object_yellowcrosslines									 Yellow Crosslines
buildtoolbar_popup_obj_yellowcrosslines					 NO PARKING!
object_handycapparkingspace								 Handicap Parking Space
buildtoolbar_popup_obj_handycapparkingspace				 For those who have leg problems!
object_parkingspace										 Parking Space
buildtoolbar_popup_obj_parkingspace						 Parking spaces for staff and visitors
object_parallelparkingspot								 Parallel Parking Spot
buildtoolbar_popup_obj_parallelparkingspot				 Perfect for tight streets!

#######################################################
#
#  End c.u.r.b. by HookerHeels
#
#######################################################



#######################################################
#
#  Begin The Creative Trainer Mod 5.0 by Dubpub
#
#######################################################

object_MakeAllAngry										 Spread Anger
buildtoolbar_popup_staff_MakeAllAngry					 Make all prisoners angry and beef up their needs
object_SatisfyAllNeeds									 Satisfy Needs
buildtoolbar_popup_staff_SatisfyAllNeeds				 Remove anger and satisfy the needs of all prisoners again
object_CallAllGuardsHere								 Call Guards
buildtoolbar_popup_staff_CallAllGuardsHere				 Order all Guards to this position
object_RemoveAllFires									 Remove fire
buildtoolbar_popup_staff_RemoveAllFires					 Removes all fires in the prison
object_SmokeRemover										 Remove smoke
buildtoolbar_popup_staff_SmokeRemover					 Removes all leftover Smoke after a fire
object_StopEscapingPrisoners							 Stop Escapees
buildtoolbar_popup_staff_StopEscapingPrisoners			 Change the mind of prisoners who want to escape
object_InfectPatientZero								 Infect Prisoner
buildtoolbar_popup_staff_InfectPatientZero				 Give patient zero a deadly virus
object_CureAllPrisoners									 Cure All
buildtoolbar_popup_staff_CureAllPrisoners				 Cure all prisoners
object_RestAllGuards									 Guard Energy
buildtoolbar_popup_staff_RestAllGuards					 Give Guards, Armed Guards and Dog Handlers 100% energy
object_OpenAllDoors										 Open Doors
buildtoolbar_popup_staff_OpenAllDoors					 Open all doors and gates
object_Luther2											 Luther
buildtoolbar_popup_staff_Luther2						 This guy is nuts. Have fun with him
object_PlaceRandomContraband							 Place Equipment
buildtoolbar_popup_staff_PlaceRandomContraband			 Place random contraband at this position
object_GiveEveryoneContraband							 Give Contraband
buildtoolbar_popup_staff_GiveEveryoneContraband			 All prisoners carry a random piece of contraband

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#
#  End The Creative Trainer Mod 5.0 by Dubpub
#
#######################################################



#######################################################
#
#  Begin Total Chaos by hoosdatGuy
#
#######################################################

object_localriot										 Localised Riot
buildtoolbar_popup_staff_localriot						 Create a riot within 5 tiles
object_prisonriot										 Prison-Wide Riot
buildtoolbar_popup_staff_prisonriot						 Create a riot in the whole prison
object_localdestruction									 Localised Destruction
buildtoolbar_popup_staff_localdestruction				 Let prisoners destruct things within 5 tiles
object_prisondestruction								 Prison-Wide Destruction
buildtoolbar_popup_staff_prisondestruction				 Let all prisoners destruct the whole prison
object_localescape										 Localised Escape Attempt
buildtoolbar_popup_staff_localescape					 Prisoners within 5 tiles will attempt an escape
object_prisonescape										 Prison-Wide Escape Attempt
buildtoolbar_popup_staff_prisonescape					 All prisoners will want to escape
object_localattack										 Localised Violence
buildtoolbar_popup_staff_localattack					 Prisoners within 5 tiles will attack other people
object_prisonattack										 Prison-Wide Violence
buildtoolbar_popup_staff_prisonattack					 All prisoners will attack other people
object_assaultrifles									 Give Assault Rifles
buildtoolbar_popup_staff_assaultrifles					 Prisoners within 5 tiles will carry an Assault Rifle
object_massassaultrifles								 Give Everyone Assault Rifles
buildtoolbar_popup_staff_massassaultrifles				 All prisoners carry an Assault Rifle
object_guns												 Give Guns
buildtoolbar_popup_staff_guns							 Prisoners within 5 tiles will carry a Gun
object_massguns											 Give Everyone Guns
buildtoolbar_popup_staff_massguns						 All prisoners carry a Gun
object_shotguns											 Give Shotguns
buildtoolbar_popup_staff_shotguns						 Prisoners within 5 tiles will carry a Shotgun
object_massshotguns										 Give Everyone Shotguns
buildtoolbar_popup_staff_massshotguns					 All prisoners carry a Shotgun
object_hammertime										 Hammer time
buildtoolbar_popup_staff_hammertime						 All prisoners carry a Hammer
object_psychos											 Psychos
buildtoolbar_popup_staff_psychos						 All prisoners carry a Knife
object_shankpocalypse									 Shank pocalypse
buildtoolbar_popup_staff_shankpocalypse					 All prisoners carry a Shank
object_guardrifles										 Assault Rifle Upgrade
buildtoolbar_popup_staff_guardrifles					 Guards, Armed Guards and Dog Handlers within 3 tiles carry an Assault Rifle
object_massguardrifles									 Assault Rifle Defence
buildtoolbar_popup_staff_massguardrifles				 All Guards, Armed Guards and Dog Handlers carry an Assault Rifle
object_guardsnipers										 Sniper Upgrade
buildtoolbar_popup_staff_guardsnipers					 Guards, Armed Guards and Dog Handlers within 3 tiles carry a Sniper Rifle
object_massguardsnipers									 Sniper Defence
buildtoolbar_popup_staff_massguardsnipers				 All Guards, Armed Guards and Dog Handlers carry a Sniper Rifle
object_guardshotguns									 Shotgun Upgrade
buildtoolbar_popup_staff_guardshotguns					 Guards, Armed Guards and Dog Handlers within 3 tiles carry a Shotgun
object_massguardshotguns								 Shotgun Defence
buildtoolbar_popup_staff_massguardshotguns				 All Guards, Armed Guards and Dog Handlers carry a Shotgun
object_guardguns										 Revolver Upgrade
buildtoolbar_popup_staff_guardguns						 Guards, Armed Guards and Dog Handlers within 3 tiles carry a Revolver
object_massguardguns									 Revolver Defence
buildtoolbar_popup_staff_massguardguns					 All Guards, Armed Guards and Dog Handlers carry a Revolver
object_clearequip										 Remove Prisoner Weapons
buildtoolbar_popup_staff_clearequip						 Prisoners no longer carry any equipment
object_clearbehave										 Stop Misbehaviour
buildtoolbar_popup_staff_clearbehave					 Prisoners will behave normal again

#######################################################
#
#  End Total Chaos by hoosdatGuy
#
#######################################################



#######################################################
#
#  Begin Callouts
#
#######################################################
equipment_SubMachineGun									 Uzi
interfacecallout_SoldiersS								 Soldiers
interfacecallout_ChinookFirebrigade						 Chinook FireBrigade
interfacecallout_ChinookParamedics						 Chinook Paramedics
interfacecallout_ChinookRiotGuards						 Chinook RiotGuards
interfacecallout_ChinookParaTroopers					 Chinook ParaTroopers

#######################################################
#
#  End Callouts
#
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reformprogram_SocialIntegration							 Social Integration
reformprogram_SocialIntegration_text					 Social integration is focused on the need to move toward a safe, stable and just society by mending conditions of social disintegration and social exclusion—social fragmentation, exclusion and polarization; and by expanding and strengthening conditions of social integration—towards peaceful social relations of coexistence, collaboration and cohesion. Just let the teachers of this reform program do the talking and hopefully your prisoners will understand what they mean by this.

reformprogram_Rehabilitation							 Rehabilitation (penology)
reformprogram_Rehabilitation_text						 The main goal of this program is to re-integrate prisoners into society in order to counter criminal recidivism.


#######################################################
#
#  For compatibility with The Greater Reform mod
#
#######################################################

research_grouptherapy                     	Group Therapy
research_creativeaccounting               	Creative Accounting
research_basiceducation                   	Basic Education
research_advancededucation                  Advanced Education
research_basiclabour                      	Basic Labour
research_lifediscipline                   	Life Discipline

researchtooltip_grouptherapy              	Group Therapy allows for anger management and anxiety management.\n\nOnly works with The Greater Reform mod enabled.
researchtooltip_creativeaccounting        	Creative Accounting allows you to create profit out of thin air and a little bit of paper and ink.\n\nOnly works with The Greater Reform mod enabled.
researchtooltip_basiceducation            	Basic Education takes a step back from the general education program and helps prisoners with reading and writing skills.\n\nOnly works with The Greater Reform mod enabled.
researchtooltip_advancededucation           Advanced Education pushes the prisoners to be the best they can be and teach them how to use the skills they have to better themselves.\n\nOnly works with The Greater Reform mod enabled.
researchtooltip_basiclabour               	Basic Labour gives prisoners the skills to get some form of employment when they leave the prison whilst making money for you while they learn.\n\nOnly works with The Greater Reform mod enabled.
researchtooltip_lifediscipline            	Life Discipline gives prisoners the motivation to achieve there goals no matter what they are and also a bit of fitness.\n\nOnly works with The Greater Reform mod enabled.
