Files
fs25-adsmartpickup/FS25_ADSmartPickup/l10n/l10n_en.xml
T

162 lines
11 KiB
XML

<?xml version="1.0" encoding="utf-8" standalone="no"?>
<l10n>
<texts>
<text name="spu_title" text="Smart Pickup"/>
<text name="spu_run" text="Run"/>
<text name="spu_run_tooltip" text="Select the run to view or edit."/>
<text name="spu_noRuns" text="No runs — press 'New run'"/>
<text name="spu_target" text="Target"/>
<text name="spu_target_tooltip" text="AutoDrive marker at the barn or factory to keep filled."/>
<text name="spu_noTarget" text="(choose target)"/>
<text name="spu_ingredientMode" text="Goods"/>
<text name="spu_ingredientMode_tooltip" text="Auto: everything the target accepts (factory: inputs of enabled productions). Select: tick them yourself."/>
<text name="spu_mode_auto" text="Auto"/>
<text name="spu_mode_manual" text="Select"/>
<text name="spu_waitPool" text="Wait pool"/>
<text name="spu_waitPool_tooltip" text="Folder of Wait markers where tractors with leftover load wait."/>
<text name="spu_waitPool_all" text="All (nearest free)"/>
<text name="spu_loops" text="Loops"/>
<text name="spu_loops_tooltip" text="Trips per tractor; 0 = endless."/>
<text name="spu_loops_infinite" text="0 = endless"/>
<text name="spu_vehicles" text="Tractors"/>
<text name="spu_vehicle_tooltip" text="Yes = the tractor belongs to this run."/>
<text name="spu_waitPools" text="Wait pools"/>
<text name="spu_waitPoolRow" text="%s — %d points — %d occupied%s"/>
<text name="spu_status_running" text="Running (%d/%d)"/>
<text name="spu_status_stopped" text="Stopped (%d tractors)"/>
<text name="spu_status_started" text="Started %d, skipped %d"/>
<text name="spu_status_noAd" text="AutoDrive API not found"/>
<text name="spu_status_error" text="Error: %s"/>
<text name="spu_reason_noTrailer" text="no trailer"/>
<text name="spu_reason_cannotCarry" text="trailer cannot carry the run's goods"/>
<text name="spu_reason_farFromNetwork" text="too far from the road network"/>
<text name="spu_reason_noTarget" text="no target"/>
<text name="spu_reason_error" text="start failed (see log)"/>
<text name="spu_movedFrom" text="moved from '%s'"/>
<text name="spu_button_start" text="Start run"/>
<text name="spu_button_stop" text="Stop run"/>
<text name="spu_button_new" text="New run"/>
<text name="spu_button_rename" text="Rename"/>
<text name="spu_button_delete" text="Delete run"/>
<text name="spu_newRunName" text="Run %d"/>
<text name="spu_renameTitle" text="Run name"/>
<text name="spu_deleteConfirm" text="Delete run '%s'? Its running tractors will be stopped. This cannot be undone."/>
<text name="spu_capacity" text="%s l"/>
<text name="spu_capacity_pallets" text="autoload (pallets)"/>
<text name="spu_tab_overview" text="Overview"/>
<text name="spu_tab_runs" text="Supply"/>
<text name="spu_targets" text="Targets (pick one or more — the neediest gets the trip)"/>
<text name="spu_returnBelow" text="Return from Wait below"/>
<text name="spu_returnBelow_tooltip" text="Waiting tractors return only once the target has dropped below this share (or the whole rest fits)."/>
<text name="spu_overview" text="Overview"/>
<text name="spu_activity_stopped" text="stopped"/>
<text name="spu_activity_waiting" text="waiting at %s with %s l %s"/>
<text name="spu_activity_loaded" text="%s l %s → %s"/>
<text name="spu_activity_empty" text="empty → %s (%s)"/>
<text name="spu_activity_driving" text="driving to %s"/>
<text name="spu_inRun" text="in run '%s'"/>
<text name="spu_needs" text="To fetch (neediest first): %s"/>
<text name="spu_needs_noTarget" text="(choose a target to see needs)"/>
<text name="spu_needs_none" text="The target accepts none of the run's goods"/>
<text name="spu_canCarry" text="can carry: %s"/>
<text name="spu_tab_supply" text="Supply"/>
<text name="spu_tab_outbound" text="Outbound"/>
<text name="spu_tab_storage" text="Storage"/>
<text name="spu_section_storage" text="— Farm inventory (* = production output) —"/>
<text name="spu_storage_pallets" text="%d pallets"/>
<text name="spu_storage_empty" text="No buildings with contents"/>
<text name="spu_source_kind_husbandry" text="barn"/>
<text name="spu_section_run" text="— Run —"/>
<text name="spu_section_targets" text="— Targets and goods —"/>
<text name="spu_section_sources" text="— Sources (factory, silo or object storage) —"/>
<text name="spu_section_products" text="— Goods: Off / Store / Sell / Sell, else store —"/>
<text name="spu_section_rules" text="— Rules —"/>
<text name="spu_section_wait" text="— Wait points and loops —"/>
<text name="spu_section_vehicles" text="— Tractors —"/>
<text name="spu_section_status" text="— Status —"/>
<text name="spu_policy_off" text="Off"/>
<text name="spu_policy_store" text="Store"/>
<text name="spu_policy_sell" text="Sell"/>
<text name="spu_policy_sellElseStore" text="Sell, else store"/>
<text name="spu_policy_tooltip" text="Store: drive to a silo (pallets: a pallet shed) when there is a full load or the storage is high. Sell: sell when the price is near the yearly top — never what the farm's factories and barns need for the next day. Sell, else store: sell at a good price, otherwise to storage when storage is high."/>
<text name="spu_sellAt" text="Sell from (% of yearly top price)"/>
<text name="spu_sellAt_tooltip" text="Drive to sell when the selling point pays at least this share of the good's top price in the yearly price curve — regardless of amount. Great demand always qualifies."/>
<text name="spu_storeAbove" text="Drive to storage above"/>
<text name="spu_storeAbove_tooltip" text="Goods with the Store policy are driven to a silo when the source storage is above this fill level (or a full load is available)."/>
<text name="spu_collectRound" text="Collect in one trip"/>
<text name="spu_collectRound_tooltip" text="Tipper: same good from several sources until full. Autoload trailer: several pallet goods with the same destination in one trip."/>
<text name="spu_noSources" text="(choose at least one source)"/>
<text name="spu_noProducts" text="The sources hold no goods yet"/>
<text name="spu_reason_noSource" text="no recognised source"/>
<text name="spu_reason_noProducts" text="no good selected (set Store/Sell on a good above)"/>
<text name="spu_reason_noWaitPoint" text="no Wait point in the pool (marker in a folder with 'Wait' in its name)"/>
<text name="spu_reason_cargoNoTarget" text="the load on the trailer has no destination (price too low / no silo) — empty the trailer"/>
<text name="spu_reason_needsAutoload" text="pallet goods need Universal Autoload on the trailer"/>
<text name="spu_product_row" text="%s — %s l — %s"/>
<text name="spu_price_pct" text="%d %% of top (%s)"/>
<text name="spu_price_none" text="no selling point"/>
<text name="spu_outbound_waiting" text="waiting: %s"/>
<text name="spu_outbound_warning" text="!! %s"/>
<text name="spu_activity_holding" text="holding at %s (%s)"/>
<text name="spu_source_kind_factory" text="factory"/>
<text name="spu_source_kind_silo" text="silo"/>
<text name="spu_source_kind_objectStorage" text="object storage"/>
<text name="spu_source_kind_storage" text="storage"/>
<text name="spu_tab_flows" text="Flows"/>
<text name="spu_section_flows" text="— Flows (Goods · From → To · Rule · Tractors · Status) —"/>
<text name="spu_section_flow" text="— Edit flow: %s —"/>
<text name="spu_section_from" text="— From (buildings; the marker is found automatically) —"/>
<text name="spu_section_to" text="— To (barns and factories; the marker is found automatically) —"/>
<text name="spu_direction" text="Direction"/>
<text name="spu_direction_in" text="Into building"/>
<text name="spu_direction_out" text="Out of building"/>
<text name="spu_from_allSilos" text="all silos"/>
<text name="spu_flow_needBased" text="by need"/>
<text name="spu_flow_noProducts" text="(no goods)"/>
<text name="spu_flow_noSource" text="(no source)"/>
<text name="spu_flow_noTarget" text="(no target)"/>
<text name="spu_flow_noVehicle" text="(no tractor)"/>
<text name="spu_flow_ruleOut" text="price >= %d %%, storage > %d %%"/>
<text name="spu_flow_round" text="round"/>
<text name="spu_flow_ruleIn" text="need"/>
<text name="spu_flow_ruleInLoops" text="need, %d loops"/>
<text name="spu_markerAt" text="%s %d m"/>
<text name="spu_noMarker" text="NO MARKER within 40 m — place an AD marker at the trigger"/>
<text name="spu_noBuildings" text="No buildings found"/>
<text name="spu_buildingGone" text="building no longer exists"/>
<text name="spu_reason_noMarker" text="'%s' has no AD marker at its trigger"/>
<text name="spu_storage_select" text="Show building"/>
<text name="spu_stat_now" text="now %s"/>
<text name="spu_stat_top" text="at top price %s"/>
<text name="spu_stat_noSell" text="no selling point"/>
<text name="spu_stat_days" text="%.1f days"/>
<text name="spu_stat_noUse" text="not consumed"/>
<text name="spu_stat_farm" text="farm %s = %s"/>
<text name="spu_stat_use" text="use %s/day"/>
<text name="spu_stat_prod" text="prod. %s/day"/>
<text name="spu_stat_total" text="Building total"/>
<text name="spu_board_supply" text="· Into building ·"/>
<text name="spu_board_outbound" text="· Out of building ·"/>
<text name="spu_showAllVehicles" text="Show all tractors (%d hidden)"/>
<text name="spu_showAllBuildings" text="Show all buildings (%d hidden without marker)"/>
<text name="spu_section_store" text="— Store to (optional; none chosen = the mod picks) —"/>
<text name="spu_stat_rising" text="rising"/>
<text name="spu_tab_factories" text="Factories"/>
<text name="spu_tab_silos" text="Silos"/>
<text name="spu_tab_barns" text="Barns"/>
<text name="spu_tab_sheds" text="Pallet sheds"/>
<text name="spu_section_storage_factory" text="— All factories (* = production output) —"/>
<text name="spu_section_storage_silo" text="— All silos —"/>
<text name="spu_section_storage_husbandry" text="— All barns —"/>
<text name="spu_section_storage_objectStorage" text="— All pallet sheds —"/>
<text name="spu_col_item" text="Item"/>
<text name="spu_col_here" text="In building"/>
<text name="spu_col_now" text="Value now"/>
<text name="spu_col_top" text="At top price"/>
<text name="spu_col_farm" text="Farm"/>
<text name="spu_col_lasts" text="Lasts"/>
<text name="spu_col_rate" text="Use/prod. per day"/>
<text name="spu_storage_select_tooltip" text="Choose the building shown in the table."/>
</texts>
</l10n>