﻿
tooltip_Init_TimeWarp									 \nInitializing, please wait...
tooltip_Init_TimeWarpA									 \nPrevious minute was above 50.\nWaiting for the next whole hour...
tooltip_Init_TimeWarpB									 \nCalculating TimeWarpFactor. This takes 5 minutes...\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...
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\nWaiting some more...

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#
#  Begin menu tools
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object_ObjMenuDuper										 -->
buildtoolbar_popup_obj_ObjMenuDuper						 This is only a Menu Separator
object_ObjMenuRadiator									 -->
buildtoolbar_popup_obj_ObjMenuRadiator					 This is only a Menu Separator
object_ObjMenuSmallStuff								 -->
buildtoolbar_popup_obj_ObjMenuSmallStuff				 This is only a Menu Separator
object_ObjMenuYoga										 -->
buildtoolbar_popup_obj_ObjMenuYoga						 This is only a Menu Separator
object_ObjMenuCemetery									 -->
buildtoolbar_popup_obj_ObjMenuCemetery					 This is only a Menu Separator
object_ObjMenuCemet										 -->
buildtoolbar_popup_staff_ObjMenuCemet					 This is only a Menu Separator
object_ObjMenuAntiTunnelToilets							 -->
buildtoolbar_popup_obj_ObjMenuAntiTunnelToilets			 This is only a Menu Separator
object_ObjMenuFireBrigade								 -->
buildtoolbar_popup_obj_ObjMenuFireBrigade				 This is only a Menu Separator
object_ObjMenuVendingMachines							 -->
buildtoolbar_popup_obj_ObjMenuVendingMachines			 This is only a Menu Separator
object_ObjMenuStaffDoors								 -->
buildtoolbar_popup_obj_ObjMenuStaffDoors				 This is only a Menu Separator
object_ObjMenuSolitaryDoors								 -->
buildtoolbar_popup_obj_ObjMenuSolitaryDoors				 This is only a Menu Separator
object_ObjMenuJailDoors									 -->
buildtoolbar_popup_obj_ObjMenuJailDoors					 This is only a Menu Separator
object_ObjMenuStaffFences								 -->
buildtoolbar_popup_obj_ObjMenuStaffFences				 This is only a Menu Separator
object_ObjMenuRoadObjects								 -->
buildtoolbar_popup_obj_ObjMenuRoadObjects				 This is only a Menu Separator
object_ObjMenuExoticObjects								 -->
buildtoolbar_popup_obj_ObjMenuExoticObjects				 This is only a Menu Separator
object_ObjMenuNumbersLetters							 -->
buildtoolbar_popup_obj_ObjMenuNumbersLetters			 This is only a Menu Separator
object_ObjMenuPrisonerForestry							 -->
buildtoolbar_popup_obj_ObjMenuPrisonerForestry			 This is only a Menu Separator
object_ObjMenuManufactury								 -->
buildtoolbar_popup_obj_ObjMenuManufactury				 This is only a Menu Separator
object_ObjMenuBarbery									 -->
buildtoolbar_popup_obj_ObjMenuBarbery					 This is only a Menu Separator
object_ObjMenuLimoGarage								 -->
buildtoolbar_popup_obj_ObjMenuLimoGarage				 This is only a Menu Separator
object_ObjMenuBasketBall								 -->
buildtoolbar_popup_obj_ObjMenuBasketBall				 This is only a Menu Separator
object_ObjMenuBoxing									 -->
buildtoolbar_popup_obj_ObjMenuBoxing					 This is only a Menu Separator
object_ObjMenuEvac										 -->
buildtoolbar_popup_obj_ObjMenuEvac						 This is only a Menu Separator
object_ObjMenuSmartPhones								 -->
buildtoolbar_popup_obj_ObjMenuSmartPhones				 This is only a Menu Separator
object_ObjMenuRecycling									 -->
buildtoolbar_popup_obj_ObjMenuRecycling					 This is only a Menu Separator
object_ObjMenuGarden									 -->
buildtoolbar_popup_obj_ObjMenuGarden					 This is only a Menu Separator
object_ObjMenuSauna										 -->
buildtoolbar_popup_obj_ObjMenuSauna						 This is only a Menu Separator
object_ObjMenuMoneyLaundry								 -->
buildtoolbar_popup_obj_ObjMenuMoneyLaundry				 This is only a Menu Separator
object_ObjMenuChinook									 -->
buildtoolbar_popup_obj_ObjMenuChinook					 This is only a Menu Separator
object_ObjMenuMetroStations								 -->
buildtoolbar_popup_obj_ObjMenuMetroStations				 This is only a Menu Separator
object_ObjMenuMetro										 -->
buildtoolbar_popup_obj_ObjMenuMetro						 This is only a Menu Separator
object_ObjMenuDemolition								 -->
buildtoolbar_popup_obj_ObjMenuDemolition				 This is only a Menu Separator
object_ObjMenuBorderChanger								 -->
buildtoolbar_popup_obj_ObjMenuBorderChanger				 This is only a Menu Separator
object_ObjMenuOffice									 -->
buildtoolbar_popup_obj_ObjMenuOffice					 This is only a Menu Separator
object_ObjMenuMedicalWard								 -->
buildtoolbar_popup_obj_ObjMenuMedicalWard				 This is only a Menu Separator
object_ObjMenuLights									 -->
buildtoolbar_popup_obj_ObjMenuLights					 This is only a Menu Separator
object_ObjMenuAdvRoads									 -->
buildtoolbar_popup_obj_ObjMenuAdvRoads					 This is only a Menu Separator
object_ObjMenuTotalChaos								 -->
buildtoolbar_popup_obj_ObjMenuTotalChaos				 This is only a Menu Separator
object_ObjMenuCreativeTrainer							 -->
buildtoolbar_popup_obj_ObjMenuCreativeTrainer			 This is only a Menu Separator
object_ObjMenuDevTools									 -->
buildtoolbar_popup_obj_ObjMenuDevTools					 This is only a Menu Separator
object_ObjMenuControlBooth								 -->
buildtoolbar_popup_obj_ObjMenuControlBooth				 This is only a Menu Separator
object_ObjMenuRoadSensor								 -->
buildtoolbar_popup_obj_ObjMenuRoadSensor				 This is only a Menu Separator
object_ObjMenuTeslaMatic								 -->
buildtoolbar_popup_obj_ObjMenuTeslaMatic				 This is only a Menu Separator
object_ObjMenuIsolator									 -->
buildtoolbar_popup_obj_ObjMenuIsolator					 This is only a Menu Separator
object_ObjMenuAirco										 -->
buildtoolbar_popup_obj_ObjMenuAirco						 This is only a Menu Separator
object_ObjMenuCallOut									 -->
buildtoolbar_popup_obj_ObjMenuCallOut					 This is only a Menu Separator
object_ObjMenuChapel									 -->
buildtoolbar_popup_obj_ObjMenuChapel					 This is only a Menu Separator
object_ObjMenuLuther									 -->
buildtoolbar_popup_obj_ObjMenuLuther					 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

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

material_MenuWater										 <-->
material_MenuTiles										 -->
material_MenuCarpet										 -->
material_MenuWood										 -->
material_MenuMosaic										 -->
material_MenuStone										 -->
material_MenuDeploy										 -->
material_MenuFence										 -->
material_MenuCompost									 -->
material_MenuChinook									 -->
material_MenuCurb										 -->

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#  End menu tools
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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.
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.
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.
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.
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.
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.

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#  End Lights
#
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#  Begin Prison Fire Brigade
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room_PrisonFireBrigade									 Fire Brigade
buildtoolbar_popup_room_PrisonFireBrigade				 Firemen will hang out in this room when they have nothing to do, or rush to their Water Tank in case of a fire.\n\nYou can place up to 4 Water Tanks on the map, and hire up to 4 Prison Firemen per Water Tank to fight fires.\n\nBuying more firemen than available Water Tanks will result in a CashBack being spawned and exported, so you don't loose your money.

room_WaterTankArea										 Water Tank
buildtoolbar_popup_room_WaterTankArea					 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 tool in case you need it.

quickbuild_PrisonFireBrigade							 Fire Brigade

object_WaterTank										 Water Tank
buildtoolbar_popup_obj_WaterTank						 Place up to 4 Water Tanks in your prison and hire up to 4 Prison Firemen per Tank so you can call the Prison Fire Brigade (from Emergencies menu).\n\nA 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 any Water Tank, you can switch over to MANUAL control to override the range.

object_WaterTankSearcher								 Water Tank

object_FiremanLocker									 Fireman Locker
buildtoolbar_popup_obj_FiremanLocker					 A locker for the Fire Brigade room. Each Prison Fireman needs his own locker.

object_FiremanShowerHead								 Fireman Shower
buildtoolbar_popup_obj_FiremanShowerHead				 Firemen get dirty and need a shower after work. Place a couple in the Fire Brigade room.

object_PrisonFireman									 Prison Fireman
object_PrisonFiremanA0									 Fireman
object_PrisonFiremanA1									 Fireman
object_PrisonFiremanA2									 Fireman
object_PrisonFiremanA3									 Fireman

object_PrisonFiremanB0									 Fireman
object_PrisonFiremanB1									 Fireman
object_PrisonFiremanB2									 Fireman
object_PrisonFiremanB3									 Fireman

object_PrisonFiremanC0									 Fireman
object_PrisonFiremanC1									 Fireman
object_PrisonFiremanC2									 Fireman
object_PrisonFiremanC3									 Fireman

object_PrisonFiremanD0									 Fireman
object_PrisonFiremanD1									 Fireman
object_PrisonFiremanD2									 Fireman
object_PrisonFiremanD3									 Fireman

buildtoolbar_popup_staff_PrisonFireman					 You can hire up to 4 Prison Firemen per Water Tank. Each Fireman needs his own Fireman Locker.\nThe 4th fireman will be the Crew Manager and enables AUTO mode on the Water Tank.\n\nUse the Prison Fire Brigade CallOut from the Emergencies menu when there is a fire.

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

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_init_WaterTank									 \nWaiting for new team members...
tooltip_WaterTank										 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nMy team exists of *X member(s)\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\nCallOut only works when fires are in range.\n\nNavigation MANUAL: Firemen are controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.
tooltip_Watertank_FiremenAvailableAuto					 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nPrison FireBrigade active\n*F Fires detected\n*X Firemen on route to grab hose\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\nCallOut only works when fires are in range.\n\nNavigation MANUAL: Firemen are controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.
tooltip_Watertank_FiremenAvailableManual				 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nPrison FireBrigade active\nFire detection disabled\n*X Firemen on route to grab hose\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\nCallOut only works when fires are in range.\n\nNavigation MANUAL: Firemen controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.
tooltip_Watertank_FiremenDeployedNr						 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nPrison FireBrigade active\n*X Firemen deployed\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\n\nNavigation MANUAL: Firemen are controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.
tooltip_Watertank_FiremenAutoWaitForReturn				 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nPrison FireBrigade active\n*F Fires detected\n*X Firemen deployed\n*Y back at WaterTank\n*Z killed in action\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\nCallOut only works when fires are in range.\n\nNavigation MANUAL: Firemen are controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.
tooltip_Watertank_FiremenManualWaitForReturn			 \n\nUnit: *A\nNavigation: *B\nTeam: *C\n\nPrison FireBrigade active\nFire detection disabled\n*X Firemen deployed\n*Y back at WaterTank\n*Z killed in action\n\n\nNavigation AUTO: Firemen will fight fires by themselves within a range of 75 square tiles if the team has a Crew Manager.\nCallOut only works when fires are in range.\n\nNavigation MANUAL: Firemen are controlled by player so they can go anywhere you like.\nCallOut stays until cancelled.\n\nNavigation -MANUAL-: The Crew Manager died or you only hired up to 3 firemen for this team. Hire a 4th member to complete the team and to re-enable AUTO mode.

object_CashBack											 Cash Back
tooltip_PrisonFiremanNoLocker							 \nNo free Fireman Locker or\nno available Water Tank found...\n\nCashBack spawned to return your money.

tooltip_PrisonFiremanNotAssigned						 \nLooking around for available WaterTanks with less than 4 firemen...
tooltip_PrisonFiremanA0									 \nBelongs to: *X\nTeam: A\nMember 1\nRank: Firefighter
tooltip_PrisonFiremanA1									 \nBelongs to: *X\nTeam: A\nMember 2\nRank: Firefighter
tooltip_PrisonFiremanA2									 \nBelongs to: *X\nTeam: A\nMember 3\nRank: Firefighter
tooltip_PrisonFiremanA3									 \nBelongs to: *X\nTeam: A\nMember 4\nRank: Crew Manager

tooltip_PrisonFiremanB0									 \nBelongs to: *X\nTeam: B\nMember 1\nRank: Firefighter
tooltip_PrisonFiremanB1									 \nBelongs to: *X\nTeam: B\nMember 2\nRank: Firefighter
tooltip_PrisonFiremanB2									 \nBelongs to: *X\nTeam: B\nMember 3\nRank: Firefighter
tooltip_PrisonFiremanB3									 \nBelongs to: *X\nTeam: B\nMember 4\nRank: Crew Manager

tooltip_PrisonFiremanC0									 \nBelongs to: *X\nTeam: C\nMember 1\nRank: Firefighter
tooltip_PrisonFiremanC1									 \nBelongs to: *X\nTeam: C\nMember 2\nRank: Firefighter
tooltip_PrisonFiremanC2									 \nBelongs to: *X\nTeam: C\nMember 3\nRank: Firefighter
tooltip_PrisonFiremanC3									 \nBelongs to: *X\nTeam: C\nMember 4\nRank: Crew Manager

tooltip_PrisonFiremanD0									 \nBelongs to: *X\nTeam: D\nMember 1\nRank: Firefighter
tooltip_PrisonFiremanD1									 \nBelongs to: *X\nTeam: D\nMember 2\nRank: Firefighter
tooltip_PrisonFiremanD2									 \nBelongs to: *X\nTeam: D\nMember 3\nRank: Firefighter
tooltip_PrisonFiremanD3									 \nBelongs to: *X\nTeam: D\nMember 4\nRank: Crew Manager

tooltip_LockerInUse										 Locker in use\nBelongs to: *A\nTeam: *B\nMember: *C
tooltip_LockerNotInUse									 Locker empty

job_custom_FiremanTurnOnShowerA0						 Turn Shower on
job_custom_FiremanTurnOnShowerA1						 Turn Shower on
job_custom_FiremanTurnOnShowerA2						 Turn Shower on
job_custom_FiremanTurnOnShowerA3						 Turn Shower on

job_custom_FiremanTurnOnShowerB0						 Turn Shower on
job_custom_FiremanTurnOnShowerB1						 Turn Shower on
job_custom_FiremanTurnOnShowerB2						 Turn Shower on
job_custom_FiremanTurnOnShowerB3						 Turn Shower on

job_custom_FiremanTurnOnShowerC0						 Turn Shower on
job_custom_FiremanTurnOnShowerC1						 Turn Shower on
job_custom_FiremanTurnOnShowerC2						 Turn Shower on
job_custom_FiremanTurnOnShowerC3						 Turn Shower on

job_custom_FiremanTurnOnShowerD0						 Turn Shower on
job_custom_FiremanTurnOnShowerD1						 Turn Shower on
job_custom_FiremanTurnOnShowerD2						 Turn Shower on
job_custom_FiremanTurnOnShowerD3						 Turn Shower on

job_custom_FiremanShowerA0								 Take Shower
job_custom_FiremanShowerA1								 Take Shower
job_custom_FiremanShowerA2								 Take Shower
job_custom_FiremanShowerA3								 Take Shower

job_custom_FiremanShowerB0								 Take Shower
job_custom_FiremanShowerB1								 Take Shower
job_custom_FiremanShowerB2								 Take Shower
job_custom_FiremanShowerB3								 Take Shower

job_custom_FiremanShowerC0								 Take Shower
job_custom_FiremanShowerC1								 Take Shower
job_custom_FiremanShowerC2								 Take Shower
job_custom_FiremanShowerC3								 Take Shower

job_custom_FiremanShowerD0								 Take Shower
job_custom_FiremanShowerD1								 Take Shower
job_custom_FiremanShowerD2								 Take Shower
job_custom_FiremanShowerD3								 Take Shower

job_custom_ChangeFiremanClothesA0						 Change Clothes
job_custom_ChangeFiremanClothesA1						 Change Clothes
job_custom_ChangeFiremanClothesA2						 Change Clothes
job_custom_ChangeFiremanClothesA3						 Change Clothes

job_custom_ChangeFiremanClothesB0						 Change Clothes
job_custom_ChangeFiremanClothesB1						 Change Clothes
job_custom_ChangeFiremanClothesB2						 Change Clothes
job_custom_ChangeFiremanClothesB3						 Change Clothes

job_custom_ChangeFiremanClothesC0						 Change Clothes
job_custom_ChangeFiremanClothesC1						 Change Clothes
job_custom_ChangeFiremanClothesC2						 Change Clothes
job_custom_ChangeFiremanClothesC3						 Change Clothes

job_custom_ChangeFiremanClothesD0						 Change Clothes
job_custom_ChangeFiremanClothesD1						 Change Clothes
job_custom_ChangeFiremanClothesD2						 Change Clothes
job_custom_ChangeFiremanClothesD3						 Change Clothes

job_custom_GrabHoseA0									 Grab Hose
job_custom_GrabHoseA1									 Grab Hose
job_custom_GrabHoseA2									 Grab Hose
job_custom_GrabHoseA3									 Grab Hose

job_custom_GrabHoseB0									 Grab Hose
job_custom_GrabHoseB1									 Grab Hose
job_custom_GrabHoseB2									 Grab Hose
job_custom_GrabHoseB3									 Grab Hose

job_custom_GrabHoseC0									 Grab Hose
job_custom_GrabHoseC1									 Grab Hose
job_custom_GrabHoseC2									 Grab Hose
job_custom_GrabHoseC3									 Grab Hose

job_custom_GrabHoseD0									 Grab Hose
job_custom_GrabHoseD1									 Grab Hose
job_custom_GrabHoseD2									 Grab Hose
job_custom_GrabHoseD3									 Grab Hose

job_custom_InspectWaterTankA3							 Inspect Water Tank
job_custom_InspectWaterTankB3							 Inspect Water Tank
job_custom_InspectWaterTankC3							 Inspect Water Tank
job_custom_InspectWaterTankD3							 Inspect Water Tank

tooltip_QueuedFireman									 \n\nWaiting for Grab Hose job to complete
tooltip_ActiveFiremanA0									 \nBelongs to: *X\nTeam: A\nMember: 1\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanA1									 \nBelongs to: *X\nTeam: A\nMember: 2\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanA2									 \nBelongs to: *X\nTeam: A\nMember: 3\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanA3									 \nBelongs to: *X\nTeam: A\nMember: 4\nRank: Crew Manager\n\nCancel the CallOut to let me put my hose back at the Water Tank

tooltip_ActiveFiremanB0									 \nBelongs to: *X\nTeam: B\nMember: 1\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanB1									 \nBelongs to: *X\nTeam: B\nMember: 2\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanB2									 \nBelongs to: *X\nTeam: B\nMember: 3\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanB3									 \nBelongs to: *X\nTeam: B\nMember: 4\nRank: Crew Manager\n\nCancel the CallOut to let me put my hose back at the Water Tank

tooltip_ActiveFiremanC0									 \nBelongs to: *X\nTeam: C\nMember: 1\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanC1									 \nBelongs to: *X\nTeam: C\nMember: 2\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanC2									 \nBelongs to: *X\nTeam: C\nMember: 3\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanC3									 \nBelongs to: *X\nTeam: C\nMember: 4\nRank: Crew Manager\n\nCancel the CallOut to let me put my hose back at the Water Tank

tooltip_ActiveFiremanD0									 \nBelongs to: *X\nTeam: D\nMember: 1\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanD1									 \nBelongs to: *X\nTeam: D\nMember: 2\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanD2									 \nBelongs to: *X\nTeam: D\nMember: 3\nRank: Firefighter\n\nCancel the CallOut to let me put my hose back at the Water Tank
tooltip_ActiveFiremanD3									 \nBelongs to: *X\nTeam: D\nMember: 4\nRank: Crew Manager\n\nCancel the CallOut to let me put my hose back at the Water Tank

interfacecallout_PrisonFirebrigade						 Prison Fire Brigade

objective_Grant_FireBrigade								 Prison Fire Brigade
objective_Grant_FireBrigade_description					 Protect your prison from fires with the Prison Fire Brigade\n\nBuild up to 4 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_FireBrigade_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_FireBrigade_FireBrigadeRoom				 Place a Fire Brigade QuickBuild, or build a Prison Fire Brigade room somewhere near the WaterTank.
objective_Grant_FireBrigade_LockerNumber				 Place 4 Fireman Lockers.
objective_Grant_FireBrigade_ShowerNumber				 Place 4 Fireman Showers.
objective_Grant_FireBrigade_FiremenNumber				 Hire 4 Prison Firemen after Tank, Showers and Lockers have been constructed.
objective_Grant_FireBrigade_FireStarter					 Start a fire within range of the WaterTank and CallOut for Prison Fire Brigade.


#######################################################
#
#  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.
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 the 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_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_MetroStationBeacon								 Metro Stations Beacon
buildtoolbar_popup_obj_MetroStationBeacon				 This beacon will tell people where their corresponding metro station is located. Dump it if you expand the land, so a new one will spawn.

object_MetroStationPrisonSpawner						 Metro PRISON
buildtoolbar_popup_obj_object_MetroStationPrisonSpawner	 A large main metro station of the public transport company.\n\nIf no other Metro Stations are used for specific people, then they will go to here.\n\nYou can only use 1 PRISON Metro Station, either large or small.

object_MetroStationPrisonSmallSpawner					 Metro PRISON
buildtoolbar_popup_obj_object_MetroStationPrisonSmallSpawner	 A small main metro station of the public transport company.\n\nIf no other Metro Stations are used for specific people, then they will go to here.\n\nYou can only use 1 PRISON Metro Station, either large or small.

object_MetroStationVisitorsSpawner						 Metro VISITORS
buildtoolbar_popup_obj_MetroStationVisitorsSpawner		 A large metro station of the public transport company.\n\nPlace it near Visitation. Only Visitors will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 VISITORS Metro Station, either large or small.

object_MetroStationVisitorsSmallSpawner					 Metro VISITORS
buildtoolbar_popup_obj_MetroStationVisitorsSmallSpawner	 A small metro station of the public transport company.\n\nPlace it near Visitation. Only Visitors will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 VISITORS Metro Station, either large or small.

object_MetroStationParoleSpawner						 Metro PAROLE
buildtoolbar_popup_obj_MetroStationParoleSpawner		 A large metro station of the public transport company.\n\nPlace it near Parole. Only Parole Staff will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 PAROLE Metro Station, either large or small.

object_MetroStationParoleSmallSpawner					 Metro PAROLE
buildtoolbar_popup_obj_MetroStationParoleSmallSpawner	 A small metro station of the public transport company.\n\nPlace it near Parole. Only Parole Staff will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 PAROLE Metro Station, either large or small.

object_MetroStationClassroomSmallSpawner				 Metro CLASSROOM
buildtoolbar_popup_obj_MetroStationClassroomSmallSpawner A small metro station of the public transport company.\n\nPlace it near a Classroom. Only Teachers will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 CLASSROOM Metro Station.

object_MetroStationChapelSmallSpawner					 Metro CHAPEL
buildtoolbar_popup_obj_MetroStationChapelSmallSpawner	 A small metro station of the public transport company.\n\nPlace it near a Chapel. Only Spiritual Leaders will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 CHAPEL Metro Station.

object_MetroStationCemeterySmallSpawner					 Metro CEMETERY
buildtoolbar_popup_obj_MetroStationCemeterySmallSpawner	 A small metro station of the public transport company.\n\nPlace it near a Cemetery. Only friends of the deceased will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 CEMETERY Metro Station.

object_MetroStationExecutionSmallSpawner				 Metro EXECUTION
buildtoolbar_popup_obj_MetroStationExecutionSmallSpawner A small metro station of the public transport company.\n\nPlace it near Death Row. Only Execution Witnesses will use this Metro Station. If this station is not placed, they will get out at the PRISON Metro Station instead.\n\nYou can only use 1 EXECUTION Metro Station.

object_MetroStationExitSmallSpawner						 Metro EXIT
buildtoolbar_popup_obj_MetroStationExitSmallSpawner		 A small metro station of the public transport company.\n\nPlace it near the bottom of the map on the one path leading to the map edge. Only released prisoners will use this Metro Station.\n\nYou can only use 1 EXIT Metro Station.

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

tooltip_PRISONstation									 This Metro Station is used by released prisoners only.
tooltip_EXECUTIONstation								 This Metro Station is used by execution witnesses only.
tooltip_CHAPELstation									 This Metro Station is used by spiritual leaders only.
tooltip_PAROLEstation									 This Metro Station is used by parole members only.
tooltip_CLASSROOMstation								 This Metro Station is used by teachers only.
tooltip_CEMETERYstation									 This Metro Station is used by some friends only.
tooltip_VISITORSstation									 This Metro Station is used by visitors only.
tooltip_PRISONstation									 This Metro Station is used if no dedicated stations are placed.\nReleased prisoners will not use it, they need an EXIT station.

#######################################################
#
#  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_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_ColdStorageTag									 Cold 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...
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...
object_NiceToilet										 Nice Toilet (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...
object_NiceToilet2										 Nice Toilet (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...
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.


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...
object_NiceToiletAPreview								 Nice Toilet (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...
object_NiceToiletBPreview								 Nice Toilet (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...
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.

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.

object_WallSinkPreview									 Wall Sink (water)
buildtoolbar_popup_obj_wallsink							 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.

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



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

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

object_ChinookLandingStripSpawnerQB						 Landing Strip Spawner (for quick build)

object_ChinookLandingStripSpawner						 Landing Strip Spawner
buildtoolbar_popup_obj_ChinookLandingStripSpawner		 This object will spawn a complete Landing Strip including a Helipad and lights. But of course you can design your own landing zone with the many available floor materials and road bits. This object is just for lazy people.

object_ChinookPadIntake									 Chinook Intake Helipad
buildtoolbar_popup_obj_ChinookPadIntake					 Use my BUTTON to spawn a Heli floor.\n\nCan be placed anywhere to deliver prisoners.\n\nNeeds a Chinook Intake Terminal on the map to be operational.\n\nYou can place up to 6 Intake Helipads on the map and control them with the Chinook Intake Terminal.

object_ChinookPadDelivery								 Chinook Deliveries Helipad
buildtoolbar_popup_obj_ChinookPadDelivery				 Use my BUTTON to spawn a Heli floor with a Fence and Metal Detectors.\n\nCan be placed anywhere to deliver cargo.\n\nNeeds a Chinook Delivery Terminal on the map to be operational.\n\nYou can place up to 6 Delivery Helipads on the map and control them with the Chinook Delivery Terminal.\n\nBEST USE THE QUICKBUILD TO PLACE THIS OBJECT.

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

object_ChinookPadParamedic								 Chinook Paramedics
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 way-point.

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

object_ChinookPadEmergency								 Chinook ParaTroopers
buildtoolbar_popup_staff_ChinookPadEmergency			 Place this Callout helipad anywhere in your prison. It will spawn a way-point for a Chinook with Paratroopers. Chinook ParaTroopers are found in the Emergencies menu. The soldiers will be dropped out at this way-point.\n\nIf no Emergency Helipad was placed, the ParaTroopers will land on a Chinook Intake Helipad.\n\nIf no Chinook 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								 Chinook Exports Helipad
buildtoolbar_popup_obj_ChinookPadExports				 Use my BUTTON to spawn a Heli floor with a Fence.\n\nNeeds to be in the centre of a 7x7 tiles Exports area.\n\nScans area around the pad for stack and boxes, 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 7x7 Exports areas as you like anywhere on the map.\n\nOnly zone the by the Helipad created area as Exports, it won't reach any further than that.\n\nBEST USE THE QUICKBUILD TO PLACE THIS OBJECT.

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							 Chinook Intake Terminal
buildtoolbar_popup_obj_ChinookIntakeTerminal			 Controls the arrival of new prisoners.\n\nCan control up to 6 Chinook Intake Helipads.\n\nThere can only be 1 Chinook Intake Terminal on the map.\n\nVERY IMPORTANT:\nPLACE WALLS OR A FENCE WITH NO DOORS\nAROUND ME SO GUARDS CANNOT REACH ME!

object_ChinookDeliveryTerminal							 Chinook Deliveries Terminal
buildtoolbar_popup_obj_ChinookDeliveryTerminal			 Controls the arrival of new deliveries.\n\nCan control up to 6 Chinook Deliveries Helipads.\n\nThere can only be 1 Chinook Deliveries Terminal on the map.\n\nTip: zone the two tiles beneath me as Deliveries, so that auto-spawned cargo can be picked up by Chinooks as well.\n\nVERY IMPORTANT:\nPLACE WALLS OR A FENCE WITH NO DOORS\nAROUND ME SO WORKMEN CANNOT REACH ME!

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 a Chinook 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.

room_ChinookDeliveriesTower								 Chinook Deliveries Tower
buildtoolbar_popup_room_ChinookDeliveriesTower			 The tallest building in your Prison!\n\nPut a Chinook 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.

room_ChinookLandingZone									 Chinook Landing Zone
buildtoolbar_popup_room_ChinookLandingZone				 Place this outside a Chinook Control Tower, create a little Fuel Depot nearby and you have made a little airport for arriving prisoners. Pure eye-candy, does nothing.
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 Chinook Deliveries Terminal on the map you can control the Cargo type for each Helipad.
quickbuild_ChinookDeliveryStrip							 Chinook Deliveries
quickbuild_ChinookExportsStrip							 Chinook Exports
quickbuild_ChinookLandingStrip							 Chinook Landing Zone
quickbuild_ChinookDeliveriesTower						 Chinook Deliveries Tower
quickbuild_ChinookIntakeTower							 Chinook Intake Tower
quickbuild_ChinookFuelDepot								 Chinook Fuel Depot

# =============================================================================
# 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


# =============================================================================
# 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 fuelled (1/3)
tooltip_ChinookControl_Fueling1							 Chinook is waiting to be fuelled (2/3)
tooltip_ChinookControl_Fueling2							 Chinook is waiting to be fuelled (3/3)
tooltip_ChinookControl_Fueling3							 Fuel tank is full
tooltip_Chinook_deliveryterminalrequired				 This helipad requires a Chinook Delivery Terminal to be operational.\n\nPlace 1 Chinook Delivery Terminal somewhere in\na NO ACCESS zone, so workman cannot reach it.\nA wall or fence with no doors around it will do fine.
tooltip_Chinook_intaketerminalrequired					 This helipad requires a Chinook Intake Terminal to be operational.\n\nPlace 1 Chinook Intake Terminal somewhere in\na NO ACCESS zone, so guards cannot reach it.\nA wall or fence with no doors around it will do fine.
tooltip_Chinook_Moving									 High speed no drag
tooltip_Chinook_Fueling0								 Needs fuelling (1/3)
tooltip_Chinook_Fueling1								 Needs fuelling (2/3)
tooltip_Chinook_Fueling2								 Needs fuelling (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 Chinook Delivery Terminal.
tooltip_Chinook_intakepadnumber							 Chinook Intake Pad *X\n\nYou can set my intake and security\nat the Chinook 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_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_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/Vending\nCoffee/Fruit/Sandwiches/Water/Snacks\nOranges/PaperCups/WaterBottles: *C\n\nLAUNDRY DISTRIBUTION:\nPrisoner Uniforms: *D\n\nWORKSHOP MATERIALS:\nCottonSeeds/Spool of Cloth/Wood\nDirtyMoney/SheetMetal/Aluminium: *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_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_ChinookIntake							 Chinook Intake
objective_Grant_ChinookIntake_description				 Build up to 6 landing zones and 1 Control Tower to bring new prisoners into your prison by a Chinook.
objective_Grant_ChinookIntake_ChinookLandingZoneRoom	 Place a Quick-build Chinook Landing Zone room or create your own.
objective_Grant_ChinookIntake_ChinookHelipad			 Place a Chinook Intake Helipad on the Landing Zone.
objective_Grant_ChinookIntake_ChinookControlTower		 Place a Quick-build Chinook Intake Tower, then replace the door with a wall or lock it shut so nobody can come in.
objective_Grant_ChinookIntake_ChinookFuelRoom			 Place a Quick-build Fuel Depot next to the Chinook Landing Zone.

objective_Grant_ChinookDeliveries						 Chinook Deliveries
objective_Grant_ChinookDeliveries_description			 Build up to 6 Chinook Deliveries areas and 1 Control Tower to bring new cargo into your prison by a Chinook.
objective_Grant_ChinookDeliveries_ChinookQuickbuild		 Place a Quick-build Chinook Deliveries.
objective_Grant_ChinookDeliveries_ChinookFloor			 Press the button on the Helipad to create floor & fence after foundation is finished.
objective_Grant_ChinookDeliveries_ChinookControlTower	 Place a Quick-build Chinook Deliveries Tower, and replace the door with a wall or lock it shut so nobody can come in.

objective_Grant_ChinookFiremen							 Chinook Firemen Call-out
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 Staff-menu 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.

#######################################################
#
# 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
#
#######################################################


object_SmallBench										 Small Bench
buildtoolbar_popup_obj_SmallBench						 A small bench for prisoners anywhere in the prison. Can be used in rooms where a bench is required.

object_BasketballBench									 Basketball Bench
buildtoolbar_popup_obj_BasketballBench					 A small bench for prisoners who want to watch a basketball game.

action_WatchBasketball									 Watching basketball game
action_WatchBasketballGame								 Watching basketball game
action_PlayBasketball									 Playing basketball

object_BasketballField									 Centre Circle (Basketball League)
buildtoolbar_popup_obj_BasketballField					 Come on and slam and welcome to the jam!\nClick my buttons to configure the game.

object_BasketballFieldSmall								 Centre Circle (Basketball Training)
buildtoolbar_popup_obj_BasketballFieldSmall				 Come on and slam and welcome to the jam!\nClick my buttons to configure the game.

object_BasketballBasket									 Basketball Basket
buildtoolbar_popup_obj_BasketballBasket					 If you set the ball to be killed after a match, it will be stored into this Basketball Basket. It's possible to place the Basketball Basket anywhere in the prison, but of course it belongs nearby a Basketball Court.

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

object_BasketballGoalLeft								 Basketball Goal
object_BasketballGoalRight								 Basketball Goal

object_BasketballFieldLeft								 Basketball Court (left side)
object_BasketballFieldRight								 Basketball Court (right side)

quickbuild_BasketballLeague								 League (Basic)
quickbuild_BasketballTraining							 Training (Basic)

quickbuild_BasketballLeagueRing1						 League (Small)
quickbuild_BasketballLeagueRing2						 League (Medium)
quickbuild_BasketballLeagueRing3						 League (Large)

quickbuild_BasketballTrainingRing1						 Training (Small)
quickbuild_BasketballTrainingRing2						 Training (Medium)

object_BasketballTrainer								 Basketball Trainer
buildtoolbar_popup_staff_BasketballTrainer				 The Basketball Trainer will train your prisoners on a half-court, or guide the league on a full-sized court.


object_BasketballFieldLeftPreview						 Full Court (League)
buildtoolbar_popup_obj_BasketballFieldLeftPreview		 This will only show a preview of one side of a full-court.\nWhen workmen have placed this preview, it will spawn:\n\nBasketball Court (left side) and Basketball Court (right side),\nthe Centre Circle, a Score Board and two goal lights.\n\nThe goal lights will light up for a split second when a goal\nis made. If you want them to light up a bit longer, then\ndon't forget to wire the left and right sides to their goal lights!\n\n\nClick on the CENTRE CIRCLE to configure the basketball court.\n\n\nYou must control the LIGHTS and FLOOR TYPE with buttons.\nDO NOT build lights or floor manually! Use the buttons because:\n - Court Lights will be perfectly aligned below the court lines,\n - Court Lights turn ON and OFF when a game starts or ends,\n - Special fast speed floor types are tweaked for the basketball.\n\n\nThe basketball court will get a tiled border. The blank side\non the preview indicates where this tiled border will come.\n\nMuch easier to use is the QUICK BUILD room "League (Basic)" which gives you a better preview of a full court including the border. The WALLS of that room will then SPAWN into the TILED BORDER when you change the FLOOR TYPE. You will only need to remove the door. Automatic Light Placement should be DISABLED in the Foundations Menu when using the Quick Build room!

object_BasketballFieldSmallLeftPreview					 Half-Court (Training)
buildtoolbar_popup_obj_BasketballFieldSmallLeftPreview	 This will only show a preview of the half-court.\nWhen workmen have placed this preview, it will spawn:\n\nBasketball Court (left side), the Centre Circle,\na Score Board and of course a goal light as well.\n\nThe goal light will light up for a split second when a goal\nis made. If you want it to light up a bit longer, then\ndon't forget to wire the Basketball Court to the goal light!\n\n\nClick on the CENTRE CIRCLE to configure the basketball court.\n\n\nYou must control the LIGHTS and FLOOR TYPE with buttons.\nDO NOT build lights or floor manually! Use the buttons because:\n - Court Lights will be perfectly aligned below the court lines,\n - Court Lights turn ON and OFF when a game starts or ends,\n - Special fast speed floor types are tweaked for the basketball.\n\n\nThe basketball court will get a tiled border. The blank side\non the preview indicates where this tiled border will come.\n\nMuch easier to use is the QUICK BUILD room "Training (Basic)" which gives you a better preview of a half-court including the border. The WALLS of that room will then SPAWN into the TILED BORDER when you change the FLOOR TYPE. You will only need to remove the door. Automatic Light Placement should be DISABLED in the Foundations Menu when using the Quick Build room!

object_BasketballFieldRightPreview						 Preview court (right side)

object_ScoreBoard										 Score Board

object_ScoreBoardLeague									 Score Board (FULL COURT)
buildtoolbar_popup_obj_ScoreBoardLeague					 Use this scoreboard only for a full court (Basketball League).\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 last 4 numbers 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_ScoreBoardTraining								 Score Board (HALF-COURT)
buildtoolbar_popup_obj_ScoreBoardTraining				 Use this scoreboard only for a half-court (Basketball Training).\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 last 2 numbers 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_LEDNumber										 LED

object_Basketball										 Basketball

reformprogram_BasketBallLeague							 Prison Basketball League (1 hour)
reformprogram_BasketballLeague_text						 A 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 6 players attending this program to start a real-time basketball game.
reformprogram_BasketBallTraining						 Prison Basketball Training (1 hour)
reformprogram_BasketballTraining_text					 A 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 4 players attending this program to start a real-time basketball game.

reformprogram_BasketBallLeague2Hr						 Prison Basketball League (2 hours)
reformprogram_BasketballLeague2Hr_text					 A 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 6 players attending this program to start a real-time basketball game.
reformprogram_BasketBallTraining2Hr						 Prison Basketball Training (2 hours)
reformprogram_BasketballTraining2Hr_text				 A 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 4 players attending this program to start a real-time basketball game.

reformprogram_BasketBallLeague3Hr						 Prison Basketball League (3 hours)
reformprogram_BasketballLeague3Hr_text					 A 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 6 players attending this program to start a real-time basketball game.
reformprogram_BasketBallTraining3Hr						 Prison Basketball Training (3 hours)
reformprogram_BasketballTraining3Hr_text				 A 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 4 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

room_BasketballLeague									 Basketball League
buildtoolbar_popup_room_BasketballLeague				 The Basketball League is a FULL COURT where 17 prisoners will be playing.\n\nYou must ONLY zone the basketball court - NOT the surrounding tiled border!

room_BasketballTraining									 Basketball Training
buildtoolbar_popup_room_BasketballTraining				 The Basketball Training is a HALF-COURT where 6 prisoners will be training.\n\nYou must ONLY zone the basketball court - NOT the surrounding tiled border!

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										 CONFIGURATION:
tooltip_linkedto										 Linked to Centre Circle\nwith ID number: *X
tooltip_linktogoal										 Linked to Centre Circle\nwith ID number: *X\n\nDon't forget to wire me to my goal light.
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 last 4 numbers 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 6 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 4 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_fullcourtgoal									 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_halfcourtgoal									 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
#
#######################################################



#######################################################
#
#  Begin Border Changer
#
#######################################################

object_BorderChanger									 Border Changer
buildtoolbar_popup_staff_BorderChanger					 Place me down, click my button, and let the magic happen.\n\nThis little tool will help you change the map border into a material of your choice.\n\nYou can also copy the material below the changer to any tile next to it.\n\nWhen you are done just sack me, you know the drill!

tooltip_divider											 =================
tooltip_ChangeBorder									 Choose Border
tooltip_CurrentTile										 Current
tooltip_PavingStone										 Paving Stone
tooltip_ConcreteTiles									 Concrete Tiles
tooltip_Stone											 Stone
tooltip_WoodenFloor										 Wood
tooltip_MosaicFloor										 Mosaic
tooltip_MetalFloor										 Metal
tooltip_Dirt											 Dirt
tooltip_Grass											 Grass
tooltip_LongGrass										 Long Grass
tooltip_Mud												 Mud
tooltip_CeramicFloor									 Ceramic
tooltip_Sand											 Sand
tooltip_MarbleTiles										 Marble
tooltip_WhiteTiles										 White
tooltip_FancyTiles										 Fancy
tooltip_Road											 Road
tooltip_RoadMarkingsLeft								 RoadMarkingsLeft
tooltip_RoadMarkingsRight								 RoadMarkingsRight
tooltip_RoadCrossingLeft								 RoadCrossingLeft
tooltip_RoadCrossingRight								 RoadCrossingRight
tooltip_Gravel											 Gravel
tooltip_CobbleStone										 Cobble Stone
tooltip_LooseStone										 Loose Stone
tooltip_BorderWater										 BorderWater
tooltip_WaterStable										 WaterStable

material_BorderWater									 Border Water
tooltip_material_BorderWater							 People can walk across this tweaked water. It's very salty!

tooltip_button_border									 *X
tooltip_tile											 *X
tooltip_button_tileplus									 Change type (+)
tooltip_button_tileminus								 Change type (-)
tooltip_borderoptions									 BORDER CHANGER
tooltip_tileoptions										 MATERIAL DUPER
tooltip_up												 Copy Up
tooltip_down											 Copy Down
tooltip_left											 Copy Left
tooltip_right											 Copy Right

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#
#  End Border Changer
#
#######################################################



#######################################################
#
#  Begin Branch Library
#
#######################################################


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
#
#######################################################



#######################################################
#
#  Begin Colour Coded Staff Doors
#
#######################################################

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

object_ToughStaffDoor									Staff Door SuperMax
buildtoolbar_popup_obj_ToughStaffDoor					A dark 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

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

object_SolitaryDoorMin									Solitary Door MinSec
buildtoolbar_popup_obj_SolitaryDoorMin					A blue solitary door for MinSec area

object_SolitaryDoorMed									Solitary Door MedSec
buildtoolbar_popup_obj_SolitaryDoorMed					An orange solitary door for MedSec area

object_SolitaryDoorMax									Solitary Door MaxSec
buildtoolbar_popup_obj_SolitaryDoorMax					A red solitary door for MaxSec area

object_SolitaryDoorProt									Solitary Door ProtSec
buildtoolbar_popup_obj_SolitaryDoorProt					A yellow solitary door for Protective Custody

object_SolitaryDoorSuper								Solitary Door SuperMax
buildtoolbar_popup_obj_SolitaryDoorSuper				A dark red solitary door for SuperMax area

object_SolitaryDoorShared								Solitary Door Shared
buildtoolbar_popup_obj_SolitaryDoorShared				A white solitary door for Shared area

object_SolitaryDoorDeathRow								Solitary Door Death Row
buildtoolbar_popup_obj_SolitaryDoorDeathRow				A black solitary door for Death Row area

object_StaffFenceWhite									Staff Fence White
buildtoolbar_popup_obj_StaffFenceWhite					A Staff fence for shared area

object_StaffFenceGreen									Staff Fence Green
buildtoolbar_popup_obj_StaffFenceGreen					A Staff fence for unlocked area

object_StaffFenceBlue									Staff Fence MinSec
buildtoolbar_popup_obj_StaffFenceWhite					A Staff fence for MinSec area

object_StaffFenceOrange									Staff Fence MedSec
buildtoolbar_popup_obj_StaffFenceOrange					A Staff fence for MedSec area

object_StaffFenceRed									Staff Fence MaxSec
buildtoolbar_popup_obj_StaffFenceRed					A Staff fence for MaxSec area

object_StaffFenceYellow									Staff Fence Protect
buildtoolbar_popup_obj_StaffFenceYellow					A Staff fence for Protected area

object_RoadFenceWhite									RoadGate White
buildtoolbar_popup_obj_RoadFenceWhite					A Road fence for shared area

object_RoadFenceGreen									RoadGate Green
buildtoolbar_popup_obj_RoadFenceGreen					A Road fence for unlocked area

object_RoadFenceBlue									RoadGate MinSec
buildtoolbar_popup_obj_RoadFenceWhite					A Road fence for MinSec area

object_RoadFenceOrange									RoadGate MedSec
buildtoolbar_popup_obj_RoadFenceOrange					A Road fence for MedSec area

object_RoadFenceRed										RoadGate MaxSec
buildtoolbar_popup_obj_RoadFenceRed						A Road fence for MaxSec area

object_RoadFenceYellow									RoadGate Protected
buildtoolbar_popup_obj_RoadFenceYellow					A Road fence for Protected area

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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_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.

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.

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?

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 (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_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.

object_EvacChair										 Evacuation Chair
buildtoolbar_popup_obj_EvacChair						 To be used in an Evacuation Area where evacuated prisoners can sit.

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_tosuper									 = TO SUPERMAX =
tooltip_caption_tominsec								 =  TO MINSEC  =
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_death									 DeathRow: *X
tooltip_button_legendary								 Legendary: *X
tooltip_button_lieutenant								 Lieutenant: *X
tooltip_button_addicted									 Drugs/Alc: *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 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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#######################################################
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#  Begin Cemetery
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object_PhotoOfDeadWorkman								 R.I.P. Workman
object_PhotoOfDeadTruckDriver							 R.I.P. TruckDriver
object_PhotoOfDeadGuard									 R.I.P. Guard
object_PhotoOfDeadArmedGuard							 R.I.P. ArmedGuard
object_PhotoOfDeadDogHandler							 R.I.P. DogHandler
object_PhotoOfDeadSniper								 R.I.P. Sniper
object_PhotoOfDeadTeacher								 R.I.P. Teacher
object_PhotoOfDeadSpiritualLeader						 R.I.P. SpiritualLeader
object_PhotoOfDeadParoleOfficer							 R.I.P. ParoleOfficer
object_PhotoOfDeadParoleLawyer							 R.I.P. ParoleLawyer
object_PhotoOfDeadAppealsLawyer							 R.I.P. AppealsLawyer
object_PhotoOfDeadAppealsMagistrate						 R.I.P. AppealsMagistrate
object_PhotoOfDeadDog									 R.I.P. Dog
object_PhotoOfDeadRiotGuard								 R.I.P. RiotGuard
object_PhotoOfDeadSoldier								 R.I.P. Soldier
object_PhotoOfDeadPrisoner								 R.I.P. Prisoner
object_PhotoOfDeadDoctor								 R.I.P. Doctor
object_PhotoOfDeadParamedic								 R.I.P. Paramedic
object_PhotoOfDeadCook									 R.I.P. Cook
object_PhotoOfDeadGardener								 R.I.P. Gardener
object_PhotoOfDeadJanitor								 R.I.P. Janitor
object_PhotoOfDeadFireman								 R.I.P. Fireman
object_PhotoOfDeadVisitor								 R.I.P. Visitor
object_PhotoOfDeadExecutionWitness						 R.I.P. ExecutionWitness
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_PhotoOfDeadAccountant							 R.I.P. Accountant
object_PhotoOfDeadLawyer								 R.I.P. Lawyer
object_PhotoOfDeadYogaMaster							 R.I.P. YogaMaster
object_PhotoOfDeadBarberChief							 R.I.P. BarberChief
object_PhotoOfDeadBarber								 R.I.P. Barber
object_PhotoOfDeadTowTruckDriver						 R.I.P. TowTruckDriver
object_PhotoOfDeadLimoDriver							 R.I.P. LimoDriver
object_PhotoOfDeadCarMechanic							 R.I.P. CarMechanic
object_PhotoOfDeadCarMechanicHelper						 R.I.P. CarMechanicHelper
object_PhotoOfDeadBasketballTrainer						 R.I.P. BasketballTrainer
object_PhotoOfDeadTeslaMaticExpert						 R.I.P. TeslaMaticExpert
object_PhotoOfDeadShadyTeslaDude						 R.I.P. ShadyTeslaDude
object_PhotoOfDeadChinookPilot							 R.I.P. ChinookPilot
object_PhotoOfDeadChinookGuard							 R.I.P. ChinookGuard
object_PhotoOfDeadGraveDigger							 R.I.P. GraveDigger
object_PhotoOfDeadForestryWorker						 R.I.P. Forestry Worker
object_PhotoOfDeadPlantationWorker						 R.I.P. Plantation Worker
object_PhotoOfDeadGardenWorker							 R.I.P. Garden Worker
object_PhotoOfDeadTailor								 R.I.P. Tailor
object_PhotoOfDeadSmartPhoneGenius						 R.I.P. "Smart" Phone Genius
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_PhotoOfDeadSpiritualLeaderParlour				 R.I.P. SpiritualLeader
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_PhotoOfDeadUnknown								 R.I.P. John Doe

object_HearseRemover									 Hearse Remover
buildtoolbar_popup_obj_HearseRemover					 Place this little invisible tool 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.

causeofdeath_execution									 Executed by Electric Chair
causeofdeath_unknown									 Killed by divine intervention

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_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.
object_GraveStone										 Grave Stone
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 - If you place both, then dead people will be stored on Parlour Tables first to speed up the process, and when all tables are filled the Parlour Altar will be used as well. 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								 Empty Coffin (Parlour)
object_GraveCoffin										 Empty Coffin
buildtoolbar_popup_obj_GraveCoffin						 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.
object_GraveCoffinLoaded								 Coffin
object_GraveCoffinLoaded2								 Coffin
object_GraveCoffinStaffLoaded							 Coffin
object_GraveCoffinStaffLoaded2							 Coffin
object_GraveCoffinLid									 Coffin Lid
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.
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
#
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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
#
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#######################################################
#
#  Begin Limo Garage
#
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tooltip_button_garage									 Garage: *X

object_TowTruckLimoSpawner								 Tow Truck Limo Spawner
object_TowTruckPartsSpawner								 Tow Truck Parts Spawner
object_TowTruckWithLimo									 Tow Truck
object_TowTruckWithCarParts								 Tow Truck
object_TowTruckDriver									 Tow Truck Driver
object_LimoDriver										 Limo Driver
object_Limo												 Limo
object_LimoBroken										 Broken Limo
object_LimoRepaired										 Repaired Limo
object_LimoRepairedOnRoad								 Repaired Limo
object_LimoOnFloor										 Limo on floor
object_LimoOnCrane										 Limo on crane
object_LimoFilingCabinet								 Limo Filing Cabinet
object_LimoPapers										 Limo Papers
object_LimoRepairPapers									 Limo Repair Papers
object_LimoReceipt										 Limo Receipt
object_LimoBill1										 Cheap Limo Bill
object_LimoBill2										 Cheap Limo Bill
object_LimoBill3										 Cheap Limo Bill
object_LimoBill4										 Average Limo Bill
object_LimoBill5										 Average Limo Bill
object_LimoBill6										 Average Limo Bill
object_LimoBill7										 Average Limo Bill
object_LimoBill8										 Expensive Limo Bill
object_LimoBill9										 Expensive Limo Bill
object_LimoBill10										 Expensive Limo Bill
object_CarMechanic										 Car Mechanic
object_CarMechanicHelper								 Car Mechanic Helper
buildtoolbar_popup_staff_CarMechanic					 The Car Mechanic will teach your prisoners how to repair cars in a Limo Garage. He requires an office.
object_GantryCraneLeftSmallSpawner						 Gantry Crane Spawner (press my button to build the garage)
object_GantryCraneRightSmallSpawner						 Gantry Crane Spawner (press my button to build the garage)
object_GantryCraneLargeSpawner							 Gantry Crane Spawner (press my button to build the garage)
object_UpdateGantryCraneLeftSmallSpawner				 Gantry Crane Spawner (press my button to build the garage)
object_UpdateGantryCraneRightSmallSpawner				 Gantry Crane Spawner (press my button to build the garage)
object_UpdateGantryCraneLargeSpawner					 Gantry Crane Spawner (press my button to build the garage)
object_GantryCraneFloor									 Gantry Crane Floor
object_GantryCraneHook									 Gantry Crane Hook
object_GantryCrane										 Gantry Crane
object_GantryCraneRailLeft								 Gantry Crane Rail
object_GantryCraneRailRight								 Gantry Crane Rail
object_GantryCraneWheel									 Gantry Crane Wheel
object_GantryCraneBooth									 Gantry Crane Booth
object_LimoServiceDesk									 Service Desk
object_GantryPaintCabin									 Paint Cabin
object_LimoFront										 Car Front
object_LimoLesson										 Lesson Car
object_LimoEngine										 Car Engine
object_LimoEngineOnCrane								 Car Engine on crane
quickbuild_LimoGarageLarge								 Limo Garage (large)
quickbuild_LimoGarageLeftSmall							 Limo Garage (left)
quickbuild_LimoGarageRightSmall							 Limo Garage (right)
room_LimoGarage											 Limo Garage
buildtoolbar_popup_room_LimoGarage						 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\nUse one of the QuickBuild rooms to build a garage, it will spawn a road by itself.\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.
room_LimoPaintCabin										 Limo Paint Cabin
buildtoolbar_popup_room_LimoPaintCabin					 The Limo Paint Cabin is the top right room in a large Limo Garage. It requires the Limo Painting reform program before prisoners can work here.
research_LimoRepairShop									 Limo Repair Shop
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.
reformprogram_LimoRepairTheoretic						 Limo Repair (Theoretic)
reformprogram_LimoRepairTheoretic_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_LimoRepairPractical						 Limo Repair (Practical)
reformprogram_LimoRepairPractical_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.
reformprogram_LimoRepairPaint							 Limo Painting
reformprogram_LimoRepairPaint							 The Limo Painting program will teach prisoners how to paint cars in the Limo Paint Cabin of a large Limo Garage. Painting cars is easier than repairing engines, so this course does not require Limo Repair (Theoretic).
object_CarPartsRack										 Car Parts Rack
job_custom_RepairEngine									 Repair engine
job_custom_RemoveEngine									 Remove engine
job_custom_RefurbishEngine								 Refurbish engine
job_custom_MountNewEngine								 Mount new engine
job_custom_PaintCar										 Paint Car
equipment_ExpensiveLimoBill								 Expensive Limo Bill
equipment_SprayPainter									 Spray Painter

objective_Grant_LimoGarage								 Limo Garage
objective_Grant_LimoGarage_description					 Build a Limo Garage to repair and paint cars
objective_Grant_LimoGarage_Research						 First you must research Limo Repair Shop
objective_Grant_LimoGarage_LimoGarageRoom				 Place any Quickbuild Limo Garage, wait for the foundation to complete, then click on the Garage Spawner

objective_Grant_LimoMechanics							 Limo Mechanics
objective_Grant_LimoMechanics_description				 Educate prisoners and repair a car
objective_Grant_LimoMechanics_Research					 First you must complete the Limo Garage grant
objective_Grant_LimoMechanics_ProgramPassed1			 Have 2 prisoners pass the Limo Repair (theoretic) reform program
objective_Grant_LimoMechanics_ProgramPassed2			 Have 2 prisoners pass the Limo Repair (practical) reform program
objective_Grant_LimoMechanics_Assigned					 Assign 2 prisoners to work at the Limo Garage
objective_Grant_LimoMechanics_Repaired					 Repair 1 car

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#  End Limo Garage
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#  Begin Roll Call by Scarecrow
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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
#
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object_BoxingRing										 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_BoxingRing						 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
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#  Begin Recycling
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object_SmallSink										 Small sink
buildtoolbar_popup_obj_SmallSink						 A small sink for tiny kitchens.

object_SmallTable										 Small Table
buildtoolbar_popup_obj_SmallTable						 A small table. Can be used in rooms where a table is required.

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

material_Mud											 Mud
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_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_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_Buxus											 Buxus
object_SmallBuxus										 Small Buxus
object_BeeBox											 Bee Hive
object_Bush1											 Bush
object_Bush2											 Bush

object_TrashCompactor									 Trash Compactor
buildtoolbar_popup_obj_TrashCompactor					 For Garbage or Recycling room:\n60 bags of Sorted Garbage get stacked into 1 big bag for Exports in order to save space on the SupplyTruck or Chinook. When you invest in the expensive Trash Compactor, the tiny bit of Sorted Garbage going to Exports will bring some cash as well, so it will pay for itself.

tooltip_StatusLED										 Stacks 60 bags of garbage into 1 stack for Exports.\n\nSTATUS LED:\nRed - Empty\nYellow - Garbage queued\nFlashing - Busy compacting\nGreen - Ready for exports\n\nGARBAGE IN QUEUE: *X

object_Bin						 						 Bin
buildtoolbar_popup_obj_Bin								 Just an eyecandy bin which does nothing. Use the Trash Bin instead if you want some action.

object_TrashBin10						 					 Trash Bin (10 bags)
buildtoolbar_popup_obj_TrashBin10							 Unsorted Trash gets stored in here. Place the Trash Bins anywhere in the prison.\n\nTrash Bins come in various sizes, so you can deploy them depending on your prison size and the amount of garbage it produces.\n\nThis Trash Bin will be full at 10 bags of trash. It will then create 1 stack of 10 Unsorted Garbage, waiting to be processed at the Recycling room.

object_TrashBin20						 					 Trash Bin (20 bags)
buildtoolbar_popup_obj_TrashBin20							 Unsorted Trash gets stored in here. Place the Trash Bins anywhere in the prison.\n\nTrash Bins come in various sizes, so you can deploy them depending on your prison size and the amount of garbage it produces.\n\nThis Trash Bin will be full at 20 bags of trash. It will then create 1 stack of 20 Unsorted Garbage, waiting to be processed at the Recycling room.

object_TrashBin30						 					 Trash Bin (30 bags)
buildtoolbar_popup_obj_TrashBin30							 Unsorted Trash gets stored in here. Place the Trash Bins anywhere in the prison.\n\nTrash Bins come in various sizes, so you can deploy them depending on your prison size and the amount of garbage it produces.\n\nThis Trash Bin will be full at 30 bags of trash. It will then create 1 stack of 30 Unsorted Garbage, waiting to be processed at the Recycling room.

object_RecycleBin										 Recycle Bin
buildtoolbar_popup_obj_RecycleBin						 For Garden and Greenhouse:\nGreen Garbage gets stored in here and recycled into Fertilizer for the Garden.

object_GardenWorker										 Garden Worker

object_GardenCompost									 Garden Compost
object_GardenFertilizer									 Garden Fertilizer

object_GreenGarbage										 Green Garbage
buildtoolbar_popup_obj_GreenGarbage						 All the valuable bits of waste, in a nice green bag. Gets turned into Fertilizer in a Recycle Bin.

object_UnsortedTrash									 Unsorted Trash
tooltip_UnsortedTrash									 Unsorted Trash goes to a Trash Bin which collects various bags of trash and turns it into one stack of Unsorted Garbage.\n\nThe Unsorted Garbage then goes to Recycling.

object_UnsortedGarbage									 Unsorted Garbage
buildtoolbar_popup_obj_UnsortedGarbage					 Unsorted garbage goes to a Recycle Desk in the Recycling room to be sorted out.

object_SortedGarbage									 Sorted Garbage
buildtoolbar_popup_obj_SortedGarbage					 All the smelly bits of useless trash, sells for $0.

object_CompactGarbage									 Compact Garbage
buildtoolbar_popup_obj_CompactGarbage					 Compacted Garbage stack, building up to 60.

object_SortedGarbageExport								 Compact Garbage (Export)
buildtoolbar_popup_obj_SortedGarbageExport				 All the smelly bits of useless trash, sells for $0.

object_RecycleAnimation									 Recycle Animation
object_RecycleDeskFront									 Recycle Desk Front

object_RecycleDesk										 Recycle Desk
buildtoolbar_popup_obj_RecycleDesk						 Used by workmen, janitors, gardeners and prisoners to sort the rubbish into more valuable rubbish.

object_RecycleDeskSpawner								 Recycle Desk
buildtoolbar_popup_obj_RecycleDeskSpawner				 Used by workmen, janitors, gardeners and prisoners to sort the rubbish into more valuable rubbish.\n\nNOTE:\nThis object spawns into 3 tiles wide and 2 tiles high once placed. You just see a preview of the centre top tile during placement, keep that in mind.

room_Garbage											 Garbage
buildtoolbar_popup_room_Garbage							 Where Sorted Garbage gets collected before it goes to Exports.\n\nPlace a Trash Compactor to stack the garbage into bags of 60. Make sure this area is close to Exports so walking time is minimal.

room_Recycling											 Recycling
buildtoolbar_popup_room_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!

research_GarbageRecycling								 Garbage Recycling
researchtooltip_GarbageRecycling						 Mother Nature (and your bank account) thanks you. The prisoners who have to sort through your waste and recycle it are somewhat less happy.

reformprogram_RecycleGarbage							 Basic Garbage Recycling
reformprogram_RecycleGarbage_text						 This reform program lets your prisoners recycle the garbage.

objective_grant_recycle									 Subsidised Recycling Initiative
objective_grant_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_recycle_Research						 First you must research Garbage Recycling
objective_grant_recycle_requirement1					 Set up a Recycling room
objective_grant_recycle_requirement2					 Place 1 Recycling Desk
objective_grant_recycle_requirement3					 Place 1 TrashBin (10 bags)
objective_grant_recycle_requirement4					 Place 1 Trash Compactor

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#  Begin Simple Garden Mod by Elfylia
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room_Garden												 Garden
#buildtoolbar_popup_room_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.\n\nYou can either use 1 Garden Remote with Remote Garden Pots, or normal Garden Pots with DoorTimers, or a mixture of both. The Garden Control only manages remote pot types.
buildtoolbar_popup_room_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_Greenhouse											 Greenhouse
#buildtoolbar_popup_room_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.\n\nYou can either use 1 Garden Remote with Remote Garden Pots, or normal Garden Pots with DoorTimers, or a mixture of both. The Garden Control only manages remote pot types.
buildtoolbar_popup_room_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_SmallGardenTableFerti							 Fertilizer Table
buildtoolbar_popup_obj_SmallGardenTableFerti			 This small garden table stores Fertilizer

object_GardenPot2Remote									 Garden Pot (Remote)

object_GardenPlantControl								 Garden Control
object_GardenPlantControlSpawner						 Garden Control
#buildtoolbar_popup_obj_GardenPlantControlSpawner		 Place this Control unit in the centre of your Garden.\n\nGarden Pots (Remote) are automatically detected each 15 minutes 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 (Remote) placed around them.\n\nUse my buttons to configure harvest times and range.\n\nYou can either use 1 Garden Remote with Remote Garden Pots, or normal Garden Pots with DoorTimers, or a mixture of both.\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 -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)\n -connect DoorTimer -> Garden Control
buildtoolbar_popup_obj_GardenPlantControlSpawner		 Place this Control unit in the centre of your Garden.\n\nGarden Pots are automatically detected each 15 minutes 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 -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)\n -connect DoorTimer -> Garden Control

tooltip_CoveredPlantArea								 Covered Plants Area
object_GardenAreaCovered								 Covered Plants Area

object_OrangeTree										 Orange Tree
buildtoolbar_popup_obj_OrangeTree						 Place Orange Trees in your Garden to provide fresh orange juice for your Juice Table
object_OrangeTreeFruit									 Orange

tooltip_orangeblossom									 Stage 1/4:\nStill a tiny blossom...
tooltip_orangeflower									 Stage 2/4:\nA flower with a lovely smell...
tooltip_greenorange										 Stage 3/4:\nVery sour, needs a lot of sunshine...
tooltip_orangeorange									 Stage 4/4:\nAlmost ripe, a bit more sunshine...
tooltip_harvestorange									 This Orange is ready to be harvested
tooltip_OrangeTreeTending								 This Orange Tree needs some tending
object_RottenOrangeTreeFruit							 Rotten Orange
job_custom_TendOrangeTree								 Tend Orange Tree

object_GardenPotRemoteRose								 Rose (Remote)
object_GardenPotRemoteLily								 Lily (Remote)
object_GardenPotRemoteTomato							 Tomato (Remote)
object_GardenPotRemoteCucumber							 Cucumber (Remote)
object_GardenPotRemoteIngredients						 Ingredients (Remote)
object_GardenPotRemotePotatoes							 Potatoes (Remote)

buildtoolbar_popup_obj_GardenPotRemoteRose				 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 will control the harvest.
buildtoolbar_popup_obj_GardenPotRemoteLily				 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 will control the harvest.
buildtoolbar_popup_obj_GardenPotRemoteTomato			 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 will control the harvest.
buildtoolbar_popup_obj_GardenPotRemoteCucumber			 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 will control the harvest.
buildtoolbar_popup_obj_GardenPotRemoteIngredients		 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 will control the harvest.\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab\n\nUse Table or SmallTable in Kitchen to store food\nRemaining food goes to the ColdStorage room
buildtoolbar_popup_obj_GardenPotRemotePotatoes			 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 will control the harvest.\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab\n\nUse Table or SmallTable in Kitchen to store food\Remaining food goes to the ColdStorage room


tooltip_need_GardenControl								 This Garden Pot needs a Garden Control before it can grow. The control unit has to be placed within 29 tiles of this pot.
tooltip_GardenPotRemoteNotManaged						 WARNING: no Garden Control found\n\nThis Garden Pot (Remote) requires a Garden Control within 3 to 29 tiles.\n\nThe Garden Control in your garden will control the harvest.
tooltip_init_Garden										 \nInitializing Garden, please wait...
tooltip_button_HarvestHourPlus							 Hour (+)
tooltip_button_HarvestHourMinus							 Hour (-)
tooltip_button_HarvestHour								 Harvest: *X
tooltip_button_MapSize									 Map size: *X
tooltip_separatorline									 =================

object_Shed2											 Shed
buildtoolbar_popup_obj_Shed2							 This little 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 -set an 'Open' hour to activate a delivery job\n -set 'Closed' hour(s) in between job(s)\n -connect DoorTimer -> Shed\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab.\n\nUse Table or SmallTable in Kitchen to store food\nRemaining food goes to the ColdStorage room
object_ShedSpawner										 Shed
buildtoolbar_popup_obj_ShedSpawner						 This little 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 -set an 'Open' hour to activate a delivery job\n -set 'Closed' hour(s) in between job(s)\n -connect DoorTimer -> Shed\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab.\n\nUse Table or SmallTable in Kitchen to store food\nRemaining food goes to the ColdStorage room

tooltip_statusShed										 \nEggs: *A\nBacon: *B\n\nAge: *C hours *D minutes\n\nHarvest Hour: *E\nClick my buttons to change, or use DoorTimer
tooltip_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_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_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...

object_GardenSeed										 Seed
object_GardenTomato										 Tomato
object_GardenCucumber									 Cucumber
object_GardenRose										 Rose
object_GardenLily										 Lily
object_GardenDeadPlant									 Dead Plant
object_GardenPrunedPlant								 Pruned Plant
object_GardenPlantStruck								 Struck Plant
object_GardenDDT										 Garden DDT

equipment_trowel										 Trowel
equipment_GardenPruners									 Pruners
equipment_GardenWateringcan								 Watering Can

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.

reformprogram_PlantCultivation							 Plant Cultivation
reformprogram_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_BiologyClass								 Biology
reformprogram_BiologyClass_text							 This reform program will teach your inmates biology in a classroom. When successful they can work in a greenhouse.

job_custom_TendGardenPlant								 Tend garden plant
job_custom_PlantGardenSeed								 Plant garden seeds
job_custom_HarvestGardenPlant							 Harvest garden plant
job_custom_FertilizeGardenPlant							 Fertilize garden plant
job_custom_WaterGardenPlant								 Water garden plant
job_custom_RemoveDeadGardenPlant						 Remove dead garden plant
job_custom_PruneGardenPlant								 Prune garden plant
job_custom_DDTGardenPlant								 Spray DDT on garden plant
job_custom_RemoveDeadGardenPlant						 Remove dead garden plant
job_custom_RemoveStruckGardenPlant						 Remove struck garden plant

objective_Grant_Garden										 Garden
objective_Grant_Garden_description							 Let your prisoners dig in the soil and come closer to Nature
objective_Grant_Garden_Research								 First you must research Gardening
objective_Grant_Garden_GardenRoom							 Build a Garden
objective_Grant_Garden_GardenControlNumber					 Place 1 Garden Control in the centre
objective_Grant_Garden_GardenPotNumber						 Place 8 GardenPots around the Garden Control

objective_Grant_Garden_Production							 Garden Production
objective_Grant_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_Garden_Production_Research					 First you must complete the Garden grant
objective_Grant_Garden_Production_ProgramPassed				 Have 2 prisoners pass the Plant Cultivation reform program
objective_Grant_Garden_Production_GardenAssigned			 Assign 2 prisoners to work at the Garden
objective_Grant_Garden_Production_GardenTomatoProduction	 Harvest 11 Tomatoes
objective_Grant_Garden_Production_GardenCucumberProduction	 Harvest 11 Cucumber
objective_Grant_Garden_Production_GardenRoseProduction		 Harvest 11 Roses
objective_Grant_Garden_Production_GardenLilyProduction		 Harvest 11 Lillies



#not enabled
#object_GardenPot2										 Garden Pot
#buildtoolbar_popup_obj_GardenPot2						 I will grow random food or flowers after I got some Fertilizer from a Recycle Bin. Gardeners and prisoners will tend me. You can change what's growing by pressing my button.

#object_GardenPotRose									 Garden Pot Rose
#object_GardenPotLily									 Garden Pot Lily
#object_GardenPotTomato									 Garden Pot Tomato
#object_GardenPotCucumber								 Garden Pot Cucumber
#object_GardenPotIngredients								 Garden Pot Ingredients
#object_GardenPotPotatoes								 Garden Pot Potatoes

#buildtoolbar_popup_obj_GardenPotRose					 This Garden Pot will grow\na random amount of Roses\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)
#buildtoolbar_popup_obj_GardenPotLily					 This Garden Pot will grow\na random amount of Lilies\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)
#buildtoolbar_popup_obj_GardenPotTomato					 This Garden Pot will grow\na random amount of Tomatoes\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)
#buildtoolbar_popup_obj_GardenPotCucumber				 This Garden Pot will grow\na random amount of Cucumber\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)
#buildtoolbar_popup_obj_GardenPotIngredients				 This Garden Pot will grow\na stack of 20 Ingredients\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab\n\nUse Table or SmallTable in Kitchen to store food\nRemaining food goes to the ColdStorage room
#buildtoolbar_popup_obj_GardenPotPotatoes				 This Garden Pot will grow\na stack of 20 Potatoes\n\nDefault random harvest:\n -do nothing, the plant 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 -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)\n -connect DoorTimer -> LogicBridge -> GardenPot(s)\n\nNote:\nGrowing your own food will NOT reduce the cost for prisoner food, this is set at the Policy tab\n\nUse Table or SmallTable in Kitchen to store food\Remaining food goes to the ColdStorage room

#obsolete
object_GardenPot										 Garden Pot (obsolete)
buildtoolbar_popup_obj_GardenPot						 Obsolete pot, gets deleted upon loading map.
tooltip_gardenpot_obsolete								 This old Garden Pot is obsolete.
object_Shed												 Shed (obsolete)
buildtoolbar_popup_obj_Shed								 Obsolete shed, gets deleted upon loading map.
tooltip_shed_obsolete									 This old Shed is obsolete.


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#  End Simple Garden Mod by Elfylia
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#  End Recycling
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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!

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!

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
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.
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.

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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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#  End Small Road Gate
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#  Begin Solar Power Stations
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buildtoolbar_popup_uts_powerstation						 Generates green electricity to be used in your prison.
buildtoolbar_popup_uts_capacitor						 Increases the amount of electricity generated when placed next to a Solar Panel station.
object_PowerStation										 Solar Panel Station
object_Capacitor										 Solar Capacitor

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#  End Solar Power Stations
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#
#  Begin Advanced Roads
#
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object_StreetManager									 Street Manager
tooltip_StreetManager									 \n\nPress the UPDATE ROAD MAP button to scan the map\nfor new Road Markers, Gates and Bus Stops\nafter you placed one of these items.
buildtoolbar_popup_obj_StreetManager					 If you are reading this, something has gone horribly wrong.

object_BusStopSign										 PrisonerBus Stop Sign
buildtoolbar_popup_obj_BusStopSign						 A stop sign so the Prisoner Bus driver knows where to stop. Can be placed left or right next to a single road lane.\nPress the Unload button to toggle which prisoners should be unloaded at this Bus Stop.\n\nYou can also specify if those prisoners will be brought to Reception (as new intake) or directly to their new cell.\n\nYou can use several Bus Stops on several roads, but once a Prisoner Bus stops at a Reception then everybody will be unloaded there.

object_SmallRoadGate									 Road Gate (Small)
buildtoolbar_popup_obj_SmallRoadGate					 A single lane gate. Will also open for Workmen, Gardeners, Janitors, Cooks and Snipers.

object_SmallPostCentre									 Small Post (Centre)
object_SmallPostLeft									 Small Post (Left)
object_SmallPostRight									 Small Post (Right)

object_LeftPostRoadGate									 Left Post (sell me when a big Roadgate is to the left of me, otherwise that gate can't close)
object_RightPostRoadGate								 Right Post

object_RoadMarker										 Road Marker
buildtoolbar_popup_obj_RoadMarker						 Place to overwrite the default road location for vehicles. You can place more than one if you want.\n\nAfter pressing UPDATE ROAD MAP on the Street Manager, you can use the SETUP GATE LINKS button to group several gates.

material_RoadCrossing									 Crossing
material_RoadCrossingLeft								 Crossing (Left)
material_RoadCrossingRight								 Crossing (Right)

object_MaterialDuper									 Material Duper
buildtoolbar_popup_obj_MaterialDuper					 Place me on a material, and click my buttons to copy that material to the desired adjacent tile. Deletes itself after clicked.\n\nYou can also use the Border Changer in the staff menu which gives you more options.

tooltip_separatorline									 =================
tooltip_allowedtraffic									 =   ALLOWED   =
tooltip_button_cargo									 Cargo: *X
tooltip_button_intake									 Intake: *X
tooltip_button_emergency								 Emergency: *X
tooltip_button_garage									 Garage: *X
tooltip_yes												 yes
tooltip_no												 no
tooltip_button_seclevel									 Unload: *X
tooltip_button_isintake									 Intake: *X

tooltip_button_LinkGate1								 Pos *P  Link *X
tooltip_button_LinkGate2								 Pos *P  Link *X
tooltip_button_LinkGate3								 Pos *P  Link *X
tooltip_button_LinkGate4								 Pos *P  Link *X
tooltip_button_LinkGate5								 Pos *P  Link *X
tooltip_button_LinkGate6								 Pos *P  Link *X
tooltip_button_LinkGate7								 Pos *P  Link *X
tooltip_button_LinkGate8								 Pos *P  Link *X
tooltip_button_LinkGate9								 Pos *P  Link *X
tooltip_button_LinkGate10								 Pos *P  Link *X

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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
#
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object_pingpongtable									 Ping-Pong Table
buildtoolbar_popup_obj_pingpongtable					 Satisfy prisoners or staff needs for recreation and exercise with a game of ping-pong
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_officechair										 Office Chair
buildtoolbar_popup_obj_officechair						 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
#
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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.

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 More Materials by patzschi
#
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object_FloorMaterial									 Floor Material
material_cinderbwall			 						 Cinder-block 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_RedCarpet										 Red Carpet
material_BlueCarpet										 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_WaterStable									 Water (Stable)
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_PavedBushFence									 Paved Bush Fence
material_TiledFence										 Tiled Fence
material_TiledBushFence									 Tiled Bush Fence
material_GrassFence										 Grass Fence
material_JailFence										 Jail Fence
material_YellowBigMosaic								 Yellow Mosaic
material_GreenBigMosaic									 Green Mosaic
material_WhiteBigMosaic									 White Mosaic
material_RedBigMosaic									 Red Mosaic
material_GreyBigMosaic									 Grey Mosaic

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#  End More Materials by patzschi
#
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#######################################################
#
#  Begin Deployment Lines by nekjjw
#
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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

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#
#  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. Will settle Spirituality needs.
action_Meditate											 Meditating

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#
#  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.
buildtoolbar_popup_obj_BarberChairScripted				 Used to reduce the Barber need of your inmates.\n\nThis BarberChair will call a Doctor to perform the hair cut and produce extra hair strands for your wig production. It's a good idea to have an Infirmary with a few Doctors nearby!
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.

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#
#  End BarberMod by oskr13
#
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#######################################################
#
#  Begin Manufactury by Decamatus
#
#######################################################

room_Manufactury										 Jeans Factory
buildtoolbar_popup_room_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.

room_CottonPlantation									 Cotton Plantation
buildtoolbar_popup_room_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. Raw Cotton goes to the Jeans Factory.

material_Farmland										 Compost

equipment_Trowel										 Trowel
equipment_DDTSprayer									 DDT Sprayer

object_SmallGardenTablePlantation						 Plantation Table (Small)
buildtoolbar_popup_obj_SmallGardenTablePlantation		 A small table for your Cotton Plantation\nNeeded to store Fertilizer, Compost and DDT

object_SmallGardenTableCotton							 Plantation Table (Cotton)
buildtoolbar_popup_obj_SmallGardenTableCotton			 A small table for your Cotton Plantation\nNeeded to store Raw Cotton

object_CottonPlantControl								 Cotton Plantation Control
object_CottonPlantControlSpawner						 Cotton Plantation Control
buildtoolbar_popup_obj_CottonPlantControlSpawner		 Place this Control unit in the centre of your Plantation.\n\nCotton plants are automatically detected each 15 minutes 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, the cotton plants will grow for 24 hours from the moment they were planted.\n -this will result in random harvest times\n\nTo control harvest by HarvestHour:\n -press my buttons to change the hour\n -when hour is set to 0:00 then it's disabled\n\nTo control harvest by DoorTimer:\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)\n -connect DoorTimer -> Cotton Plantation Control

object_CottonPlant										 Cotton Plant
object_CottonPlantSpawner								 Cotton Plant
buildtoolbar_popup_obj_CottonPlantSpawner				 Cotton Plants need to be planted in Compost (from the Materials menu) before they will grow.\n\nCotton Plants are remotely managed. Place a Cotton Plantation Control in the centre, set its range and place Cotton Plants within the range of the unit.

object_SmallTableManufactury							 Jeans Factory Table
buildtoolbar_popup_obj_SmallTableManufactury			 A small table for your Jeans Factory\nNeeded to store Jeans and Spools of Cloth.

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

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

object_PlantationWorker									 Plantation Worker
buildtoolbar_popup_staff_PlantationWorker				 This workman is helping the prisoners at the Cotton Plantation.

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

object_Jeans											 Jeans
object_ClothSpool										 Spool of Cloth
object_RawCotton										 Raw Cotton
object_CottonCompost									 Cotton Compost
object_CottonFertilizer									 Cotton Fertilizer
object_CottonSeed										 Cotton Seeds
object_CottonDeadPlant									 Dead Plant
object_CottonPrunedPlant								 Pruned Plant
object_CottonPlantStruck								 Dead Plant
object_CottonDDT										 Cotton DDT

reformprogram_Plantation								 Plantation
reformprogram_Plantation_text							 Teach your inmates how to cultivate cotton from a plantation
reformprogram_ManufacturyInduction						 Manufacture Safety Induction
reformprogram_ManufacturyInduction_text					 Safety first! Inmates must pass this course before they are permitted to work in the Jeans Factory.

objective_Grant_CottonPlantation						 Cotton Plantation
objective_Grant_CottonPlantation_description			 Build a Cotton Plantation for your prisoners
objective_Grant_CottonPlantation_Research				 First you must research Plantations
objective_Grant_CottonPlantation_CottonPlantationRoom	 Build a Cotton Plantation
objective_Grant_CottonPlantation_CottonControlNumber	 Place at least 1 Cotton Plantation Control
objective_Grant_CottonPlantation_CottonSeedsNumber		 Place 8 Cotton Plants around the Plantation Control
objective_Grant_CottonPlantation_CottonWorkerNumber		 Hire at least 2 Plantation Workers

objective_Grant_Manufactury								 Jeans Factory
objective_Grant_Manufactury_description					 Build a Jeans Factory for your prisoners
objective_Grant_Manufactury_Research					 First you must research Jeans Factory 
objective_Grant_Manufactury_ManufacturyRoom				 Build a Jeans Factory
objective_Grant_Manufactury_TextileMillNumber			 Place at least 1 Textile Mill
objective_Grant_Manufactury_SewingStationNumber			 Place at least 1 Sewing Station
objective_Grant_Manufactury_TailorNumber				 Hire a Tailor and provide him an office

objective_Grant_Cotton_Production							 Cotton Production
objective_Grant_Cotton_Production_description				 Produce Raw Cotton from your Cotton Plantation
objective_Grant_Cotton_Production_Research					 First you must complete the Cotton Plantation grant
objective_Grant_Cotton_Production_ProgramPassed				 Have 2 prisoners pass the Plantation reform program
objective_Grant_Cotton_Production_CottonPlantationAssigned	 Assign 2 prisoners to work at a Cotton Plantation
objective_Grant_Cotton_Production_CottonProduction			 Produce 2500 Raw Cotton

objective_Grant_Jean_Production							 Jeans Production
objective_Grant_Jean_Production_description				 Produce jeans from your Jeans Factory
objective_Grant_Jean_Production_Research				 First you must complete the Jeans Factory grant
objective_Grant_Jean_Production_ProgramPassed			 Have 2 prisoners pass the Manufacture Induction Program
objective_Grant_Jean_Production_ManufacturyAssigned		 Assign 2 prisoners to work at the Jeans Factory
objective_Grant_Jean_Production_JeanProduction			 Produce 500 Jeans

research_AdvancedManufactury							 Jeans Factory
researchtooltip_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_Plantations									 Plantations
researchtooltip_Plantations								 Allows you to place a Plantation in your prison so that you can grow Cotton for your Jeans Factory.


tooltip_need_CottonControl								 This cotton plant needs a Cotton Plantation Control before it can grow.\nThe control unit has to be placed within 29 tiles of this plant.
tooltip_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.

tooltip_CoveredPlantArea								 Covered Plants Area
object_CottonAreaCovered								 Covered Plants Area

tooltip_button_changerangeplus							 Range (+)
tooltip_button_ShowHideRange							 Show/Hide: *Xm²
tooltip_button_changerangeminus							 Range (-)
tooltip_separatorline									 =================
tooltip_button_HarvestHourPlus							 Hour (+)
tooltip_button_HarvestHour								 Harvest: *X
tooltip_button_HarvestHourMinus							 Hour (-)

tooltip_PlantControl									 Harvest Hour is at: *A\n\nFound *B plants to manage in *C tiles range\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_PlantStatus										 Type: *A\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_PlantStatus										 Type: *A\n\nAge: *B hours *C minutes\nHarvest Hour: *D\n\nNeeds tending: *E\nNeeds water: *F\nNeeds fertilizer: *G\n\nReady to harvest: *H\nRemaining harvest: *Ix

tooltip_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_PlantControlLightning							 WARNING:\nA plant was struck by lightning!\n\nIf you have a WaterTank nearby, then you can call the Plantation FireBrigade from the Emergencies menu.

tooltip_PlantStruck										 Struck by lightning!\nThis plant is dead and will be replaced soon
tooltip_PlantDead										 This plant is dead and will be replaced soon
tooltip_PlantSeed										 A new seed will soon be planted

job_custom_TendCottonPlant								 Tend cotton plant
job_custom_WaterCottonPlant								 Water cotton plant
job_custom_FertilizeCottonPlant							 Fertilize cotton plant
job_custom_HarvestCottonPlant							 Harvest cotton plant
job_custom_PruneCottonPlant								 Prune cotton plant
job_custom_DDTCottonPlant								 Spray DDT on cotton plant
job_custom_RemoveDeadCottonPlant						 Remove dead cotton plant
job_custom_RemoveStruckCottonPlant						 Remove struck cotton plant
job_custom_PlantCottonSeed								 Plant cotton seed
job_custom_JustATailorDummyJob							 This is a dummy job to let Tailors know they are qualified for Plantation as well as ManufacturyInduction

object_CottonSeeds										 Cotton Seeds
object_CottonSeeds2										 Cotton Plant

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#
#  End Manufactury by Decamatus
#
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#######################################################
#
#  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

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#  End Tesla Matic 2.0
#
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#
#  Begin Vending Machines
#
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action_PrisDrinkFountain								 Drinking at Fountain
action_PrisDrinkWater									 Getting Water
action_PrisDrinkJuice									 Getting Juice
action_PrisDrinkCoffee									 Getting Coffee
action_PrisEatFruit										 Getting Fruit
action_PrisEatSnack										 Getting Snack
action_PrisEatSandwich									 Getting Sandwich
action_StaffDrinkFountain								 Drink at Fountain
action_StaffDrinkWater									 Getting Water
action_StaffDrinkJuice									 Getting Juice
action_StaffDrinkCoffee									 Getting Coffee
action_StaffEatFruit									 Getting Fruit
action_StaffEatSnack									 Getting Snack
action_StaffEatSandwich									 Getting Sandwich
object_VendingWater										 VendingWater
object_VendingFruit										 VendingFruit
object_VendingCoffee									 VendingCoffee
object_VendingSnack										 VendingSnack
object_VendingSandwich									 VendingSandwich
object_VendingWaterLoaded								 VendingWater
object_VendingFruitLoaded								 VendingFruit
object_VendingCoffeeLoaded								 VendingCoffee
object_VendingSnackLoaded								 VendingSnack
object_VendingSandwichLoaded							 VendingSandwich
object_WaterFountain									 Water Fountain
object_WaterSplash										 Splash of Water
object_WaterPuddle										 Puddle of Water
object_WaterCooler										 Water Cooler
object_CoolingUnit										 Air Conditioner
object_PaperCup											 Paper Cup
object_PaperCupLoaded									 Paper Cups
object_FilledPaperCup									 Paper Cup with Water
object_WaterBottle										 Water Bottle
object_NewWaterBottle									 Water Bottle
object_WaterBottleLoaded								 Bottle with Water
object_WaterBottleEmpty									 Empty Water Bottle
object_ServiceMechanic						Service Mechanic
object_StorageRack										 Storage Rack
object_JuiceTable										 Juice Serving Table
buildtoolbar_popup_obj_JuiceTable					 	 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 in the juice? Besides Luxuries it settles Alcohol. Ssshh, don't tell!\n\nThey must require the first need mentioned before the second need is settled as well.
room_ColdStorageRoom									 Cold Storage
research_VendingMachines								 Vending Machines
researchtooltip_VendingMachines							 Staff and prisoners will be able to settle Luxury/Comfort/Food needs at Vending Machines, Water Coolers, Water Fountains, and Juice Tables.\n\nAlso unlocks Orange Juicers, Air-Conditioners and Storage Racks for the Cold Storage Room.\n\nUse a Cold Storage Room to buffer the supply chain for these items.
buildtoolbar_popup_room_ColdStorageRoom					 A cold storage room for StaffMeals, Ingredients, Oranges, Juice, WaterBottles, PaperCups and Vending items. Buffers the supply for WaterCoolers, Juice Tables, Vending Machines, Staff Serving Tables, OrangeJuicers and Kitchens. Requires an Air-Conditioner (in the utility menu).
buildtoolbar_popup_obj_waterfountain					 (Magical) Fountain that provides fresh water to the staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well. The Bladder need will go up on prisoners.
buildtoolbar_popup_obj_watercooler						 Provides water to your staff and prisoners. Needs paper cups and bottled water. Bottled Water is auto ordered by a Storage Rack in your Cold Storage Room. Without the rack you won't have water for this object.\n\nSettles StaffComfort and StaffFood, or Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well. The Bladder need will go up on prisoners.
buildtoolbar_popup_uts_coolingunit						 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.
buildtoolbar_popup_obj_StorageRack						 Storage for Vending Fruit, Water, Snacks, Sandwiches, Oranges, Orange Juice, Paper Cups and Water Bottles.
tooltip_watercooler_returnablebottle					 Returnable Bottle
object_WaterVendingMachine								 Water Vending
buildtoolbar_popup_obj_WaterVendingMachine				 A Vending Machine with fresh, cold, bottled water for your staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Luxuries and Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well.
object_FruitVendingMachine								 Fruit Vending
buildtoolbar_popup_obj_FruitVendingMachine				 A Vending Machine with fresh, healthy hand-picked fruit for your staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Luxuries and Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well.
object_CoffeeVendingMachine								 Coffee Vending
buildtoolbar_popup_obj_CoffeeVendingMachine				 A Vending Machine with fresh hot coffee for your staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Luxuries and Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well.
object_SnackVendingMachine								 Snack Vending
buildtoolbar_popup_obj_SnackVendingMachine				 A Vending Machine with tasty but fat and unhealthy snacks for your staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Luxuries and Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well.
object_SandwichVendingMachine							 Sandwich Vending
buildtoolbar_popup_obj_SandwichVendingMachine			 A Vending Machine with daily made fresh delivered sandwiches for your staff and prisoners.\n\nSettles StaffComfort and StaffFood, or Luxuries and Food for prisoners.\n\nThey must require the first need mentioned before the second need is settled as well.
object_Orange											 Oranges
object_OrangeJuicer										 Orange Juicer
object_OrangeJuice										 Orange Juice
object_OrangeJuiceLoaded								 Orange Juice
buildtoolbar_popup_obj_orangejuicer						 Cooks will make delicious and healthy orange juice with it.
object_OutOfOrderSign									 Out of order
object_OutOfStockSign									 Out of stock
equipment_VendingFruitSpawned0							 VendingFruit
equipment_VendingFruitSpawned1							 VendingFruit
equipment_VendingFruitSpawned2							 VendingFruit
equipment_VendingSandwichSpawned0						 VendingSandwich
equipment_VendingSandwichSpawned1						 VendingSandwich
equipment_VendingSnackSpawned0							 VendingSnack
equipment_VendingSnackSpawned1							 VendingSnack
equipment_VendingSnackSpawned2							 VendingSnack
equipment_VendingWaterSpawned							 VendingWater
equipment_PaperCupSpawned								 PaperCup
equipment_OrangeJuiceSpawned							 OrangeJuice
equipment_CoffeeSpawned									 Coffee

object_VendingEarnings									 Vending Earnings

# for backward compatibility
equipment_VendingFruitSpawned3							 VendingFruit
equipment_VendingSandwichSpawned2						 VendingSandwich
equipment_VendingSnackSpawned3							 VendingSnack
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#
#  End Vending Machines
#
#######################################################



#######################################################
#
#  Begin Workshop Storage Racks
#
#######################################################

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
#
#######################################################



#######################################################
#
#  Begin Circuit isolator by aubergine18
#
#######################################################

object_circuitisolator									 Circuit Isolator Cabinet
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

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#
#  End Circuit isolator by aubergine18
#
#######################################################



#######################################################
#
#  Begin Rated Cells
#
#######################################################

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
#
#######################################################



#######################################################
#
#  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

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.

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#
#  End Zones
#
#######################################################



#######################################################
#
#  Begin Room Planning by Trixi
#
#######################################################

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_plancoldstorageroom				 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_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_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_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_plancoldstorageroom								 [Cold Storage]
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_planbasketballtraining								 [Basketball Training]
room_planbasketballleague								 [Basketball League]
room_planboxingarena									 [Boxing Arena]
room_planboxingtraining									 [Boxing Training]
room_planbranchlibrary									 [Branch Library]
room_plantorturecell									 [Torture Cell]
room_planTazerTherapy									 [Tazer Therapy]
room_planLimoGarage										 [Limo Garage]
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_spawn1prisoner									 1 Prisoner
buildtoolbar_popup_staff_spawn1prisoner					 Instantly spawns 1 prisoner
object_spawn10prisoner									 10 Prisoner
buildtoolbar_popup_staff_spawn10prisoner				 Instantly spawns 10 prisoner
object_delprisoner										 Del Prisoners
buildtoolbar_popup_staff_delprisoner					 Instantly removes all Prisoners
object_delminprisoner									 Del MinSec
buildtoolbar_popup_staff_delminprisoner					 Instantly removes all MinSec Prisoners
object_delmedprisoner									 Del MedSec
buildtoolbar_popup_staff_delmedprisoner					 Instantly removes all MedSec Prisoners
object_delmaxprisoner									 Del MaxSec
buildtoolbar_popup_staff_delmaxprisoner					 Instantly removes all MaxSec Prisoners
object_delprotprisoner									 Del Protected 
buildtoolbar_popup_staff_delprotprisoner				 Instantly removes all Protected Prisoners
object_delsmaxprisoner									 Del SMaxSec
buildtoolbar_popup_staff_delsmaxprisoner				 Instantly removes all SuperMax Prisoners
object_deldeathrowprisoner								 Del DeathRow
buildtoolbar_popup_staff_deldeathrowprisoner			 Instantly removes all Death Row Prisoners
object_deldeadbodies									 Del Dead Bodies
buildtoolbar_popup_staff_deldeathbodies					 Instantly removes all Dead Bodies
object_killprisoner										 Kill Prisoner
buildtoolbar_popup_staff_killprisoner					 Kills the nearest Prisoner
object_killentity										 Kill Entity
buildtoolbar_popup_staff_killprisoner					 Kills the person within 2 tiles (staff or prisoner)
object_delgangmembers									 Remove Gang members
buildtoolbar_popup_staff_delgangmembers					 Instantly removes all Prisoners that are Member of a Gang (please note that there will be already a flow in of Gang Members)
object_delsomefriend									 Del Cemetery visitors
buildtoolbar_popup_staff_delsomefriend					 Instantly removes all Cemetery Visitors
object_delmetro											 Del Metro Stations
buildtoolbar_popup_staff_delmetro						 Instantly removes all Metro Stations, the Beacon, Metro Guards, Clones, ExecutionWitness, and Visitors

object_delboxes											 Del Boxes
buildtoolbar_popup_staff_delboxes						 Removes Boxes\n\n Note1: only removes vanilla content\nNote2: Only remove objects, that don't belong to a producing system or can be exported (for example foodtrays)
object_delspecialbox									 Del SpecialBoxes
buildtoolbar_popup_staff_delspecialbox					 Removes all boxes with the content of the next Found box (within a range of 3 fields)
object_delspecialbox10									 Del SpecialBoxes 10
buildtoolbar_popup_staff_delspecialbox10				 Removes all boxes with the content within a range of 10 fields of the next found stack (within a range of 3 fields)
object_delstack											 Del Stack
buildtoolbar_popup_staff_delstack						 Removes Stacks\n\nNote1: only removes vanilla content\nNote2:  Only removes objects, that don't belong to a producing system or can be exported (for example food)
object_delspecialstack									 Del SpecialStack
buildtoolbar_popup_staff_delspecialstack				 Removes all stacks with the content of the next found stack (within a range of 3 fields)
object_delspecialstack10								 Del SpecialStack 10
buildtoolbar_popup_staff_delspecialstack10				 Removes all stacks with the content within a range of 10 fields of the next found stack (within a range of 3 fields)
object_delboxesall										 Del All Boxes
buildtoolbar_popup_staff_delboxesall					 Removes all boxes\n\n Warning: Deletes also objects requested on the fly.
object_delstackall										 Del All Stack 
buildtoolbar_popup_staff_delstackall					 Removes All Stacks\n\n Warning: Deletes also objects requested on the fly
object_delfoodtray										 Del Foodtray
buildtoolbar_popup_staff_delfoodtray					 Removes All Food tray stacks
object_delfoodtraydirty									 Del Foodtray (Dirty)
buildtoolbar_popup_staff_delfoodtraydirty				 Removes All Dirty Food trays
object_delshopgoods										 Del ShopGoods
buildtoolbar_popup_staff_delshopgoods					 Removes Shop Goods within a Range of 10 fields
object_delunsortedlibrarybooks							 Del Books
buildtoolbar_popup_staff_delunsortedlibrarybooks		 Removes all Unsorted Library Books
object_delprisuniform									 Del Uniform
buildtoolbar_popup_staff_delprisuniform					 Removes all non-stacked Uniform (Garbage after dismantle beds)
object_delgarbage										 Del Garbage
buildtoolbar_popup_staff_delgarbage						 Removes all Garbage. If you researched Recycling then this will also remove all Sorted and Unsorted Garbage.
object_delrubble										 Del Rubble
buildtoolbar_popup_staff_delrubble						 Removes all Rubble
object_delnone											 Del None
buildtoolbar_popup_staff_delnone						 Removes all Objects with none\n\nmostly Garbage from deactivated Mods, especially Stacks and Boxes

#######################################################
#
#  End Devtools by Trixi
#
#######################################################



# 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.
object_MedicineCabinet									 Medicine Cabinet
buildtoolbar_popup_obj_MedicineCabinet					 What's an infirmary without a medicine cabinet? It won't hold any drugs though. Because drugs are baaaad (they say).
object_StreetLightLeft									 Street Light (Left lane)
buildtoolbar_popup_obj_StreetLightLeft					 A street lantern with functional light.
object_StreetLightRight									 Street Light (Right lane)
buildtoolbar_popup_obj_StreetLightRight					 A street lantern with functional light.
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.
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.
object_LeatherChair										 Leather Chair
buildtoolbar_popup_obj_leatherchair						 Prisoners can fall asleep after lunch in this majestic chair made from real cows.
object_DiningChair										 Dining Chair
buildtoolbar_popup_obj_diningchair						 Allows a bit of comfort and social status when eating eggs and bacon.
object_MiniBench										 Mini Bench
buildtoolbar_popup_obj_minibench						 Sometimes a prisoner just wants to sit alone on a bench.
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.
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.
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.
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.
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.
object_SofaBrown										 Leather Sofa
buildtoolbar_popup_obj_SofaBrown						 A wide sofa which can be placed in a Common Room or a Staffroom. Prisoners and Staff will sit on it if they want.
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.
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?
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. 
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.
action_DanceToBoombox									 Dancing
action_ListenToBoombox									 Listening
object_SuperiorTable									 Superior Table
object_SuperiorBench									 Superior Bench
object_WoodenWindow										 Small Wooden Window
object_WoodenWindowLarge								 Large Wooden Window
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.
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?
object_ModernDoor										 Jail Door
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


#######################################################
#
#  Begin Decorative Vehicles by WinterDreamer
#
#######################################################

object_Redcar											 Red Car
buildtoolbar_popup_RedCar								 Red Car
object_copcar											 Cop Car
buildtoolbar_popup_CopCar								 Cop Car
object_elegantcar										 Elegant Car
buildtoolbar_popup_ElegantCar							 Elegant Car
object_blackLimo										 Black Limo
buildtoolbar_popup_BlackkLimo							 Black Limo
object_blueLimo											 Blue Limo
buildtoolbar_popup_BlueLimo								 Blue Limo
object_redlimo											 Red Limo
buildtoolbar_popup_RedLimo								 Red Limo
object_riottruck										 Riot Truck
buildtoolbar_popup_RiotTruck							 Riot Truck
object_firetruck										 Fire Truck
buildtoolbar_popup_FireTruck							 Fire Truck
object_armytruck										 Army Truck
buildtoolbar_popup_ArmyTruck							 Army Truck
object_medicaltruck										 Ambulance
buildtoolbar_popup_MedicalTruck							 Ambulance
object_prisonertruck									 Prisoner Truck
buildtoolbar_popup_PrisonerTruck						 Prisoner Truck
object_cartruck											 Vehicle Truck
buildtoolbar_popup_CarTruck								 Vehicle Truck
object_cargotruck										 Cargo Truck
buildtoolbar_popup_CargoTruck							 Cargo Truck

#######################################################
#
#  End Decorative Vehicles by WinterDreamer
#
#######################################################



#######################################################
#
#  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_whitecrosslinesL								 White Crosslines
material_whitecrosslinesR								 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_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
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#  Begin Total Chaos by hoosdatGuy
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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

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#  End Total Chaos by hoosdatGuy
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#  Begin Callouts
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equipment_SubMachineGun									 Uzi
interfacecallout_SoldiersS								 Soldiers
interfacecallout_ChinookFirebrigade						 Chinook FireBrigade
interfacecallout_ChinookParamedics						 Chinook Paramedics
interfacecallout_ChinookRiotGuards						 Chinook RiotGuards
interfacecallout_ChinookParaTroopers					 Chinook ParaTroopers

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#  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.


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#  For compatibility with The Greater Reform mod
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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.
