ba88eb5f99
Brugerspørgsmål 25/9: få standardredskaber har 40,8 m. Vender og river kører hele marken i deres egen bredde; efter riv ligger skåret midt i banen, så læssevognen kopierer rivens kursus uden breddekrav. Uden riv kræver læssevognen stadig slåbredden (nu med hint 'sæt Riv til').
223 lines
16 KiB
XML
223 lines
16 KiB
XML
<?xml version="1.0" encoding="utf-8" standalone="no"?>
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<l10n>
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<texts>
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<text name="spu_title" text="Smart Pickup"/>
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<text name="spu_run" text="Run"/>
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<text name="spu_run_tooltip" text="Select the run to view or edit."/>
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<text name="spu_noRuns" text="No runs — press 'New run'"/>
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<text name="spu_target" text="Target"/>
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<text name="spu_target_tooltip" text="AutoDrive marker at the barn or factory to keep filled."/>
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<text name="spu_noTarget" text="(choose target)"/>
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<text name="spu_ingredientMode" text="Goods"/>
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<text name="spu_ingredientMode_tooltip" text="Auto: everything the target accepts (factory: inputs of enabled productions). Select: tick them yourself."/>
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<text name="spu_mode_auto" text="Auto"/>
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<text name="spu_mode_manual" text="Select"/>
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<text name="spu_waitPool" text="Wait pool"/>
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<text name="spu_waitPool_tooltip" text="Folder of Wait markers where tractors with leftover load wait."/>
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<text name="spu_waitPool_all" text="All (nearest free)"/>
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<text name="spu_loops" text="Loops"/>
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<text name="spu_loops_tooltip" text="Trips per tractor; 0 = endless."/>
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<text name="spu_loops_infinite" text="0 = endless"/>
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<text name="spu_vehicles" text="Tractors"/>
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<text name="spu_vehicle_tooltip" text="Yes = the tractor belongs to this run."/>
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<text name="spu_waitPools" text="Wait pools"/>
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<text name="spu_waitPoolRow" text="%s — %d points — %d occupied%s"/>
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<text name="spu_status_running" text="Running (%d/%d)"/>
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<text name="spu_status_stopped" text="Stopped (%d tractors)"/>
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<text name="spu_status_started" text="Started %d, skipped %d"/>
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<text name="spu_status_noAd" text="AutoDrive API not found"/>
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<text name="spu_status_error" text="Error: %s"/>
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<text name="spu_reason_noTrailer" text="no trailer"/>
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<text name="spu_reason_cannotCarry" text="trailer cannot carry the run's goods"/>
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<text name="spu_reason_farFromNetwork" text="too far from the road network"/>
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<text name="spu_reason_noTarget" text="no target"/>
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<text name="spu_reason_error" text="start failed (see log)"/>
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<text name="spu_movedFrom" text="moved from '%s'"/>
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<text name="spu_button_startAll" text="Start all flows"/>
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<text name="spu_button_stopAll" text="Stop all flows"/>
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<text name="spu_status_overview" text="Running: %d of %d tractors · %d of %d flows active"/>
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<text name="spu_status_startedAll" text="Started %d flows (%d tractors), %d already running, %d skipped"/>
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<text name="spu_status_stoppedAll" text="Stopped %d tractors"/>
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<text name="spu_overview_hint" text="Click a flow to edit it"/>
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<text name="spu_tab_fields" text="Fields"/>
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<text name="spu_field_button_start" text="Start now"/>
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<text name="spu_field_button_stop" text="Stop field"/>
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<text name="spu_field_noMarker" text="! missing marker F%d"/>
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<text name="spu_field_stage_idle" text="Waiting"/>
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<text name="spu_field_stage_ready" text="Ready"/>
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<text name="spu_field_stage_mowing" text="Mowing"/>
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<text name="spu_field_stage_tedding" text="Tedding"/>
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<text name="spu_field_stage_raking" text="Raking"/>
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<text name="spu_field_stage_collecting" text="Collecting"/>
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<text name="spu_field_stage_done" text="Done"/>
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<text name="spu_field_reason_noRig" text="no %s ticked in the field fleet"/>
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<text name="spu_field_reason_allBusy" text="waiting for a free %s"/>
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<text name="spu_field_reason_tooWide" text="%s too wide: %.1f m > %.0f m (Courseplay)"/>
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<text name="spu_field_reason_tooNarrow" text="%s too narrow: %.1f m < mowing width %.1f m — turn on Rake or use a wider one"/>
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<text name="spu_field_role_mower" text="mower"/>
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<text name="spu_field_role_tedder" text="tedder"/>
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<text name="spu_field_role_rake" text="rake"/>
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<text name="spu_field_role_collector" text="loading wagon"/>
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<text name="spu_field_plan_silage" text="Silage"/>
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<text name="spu_field_plan_hay" text="Hay"/>
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<text name="spu_field_plan_rake" text="rake"/>
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<text name="spu_field_mode_auto" text="Auto"/>
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<text name="spu_field_mode_manual" text="Manual"/>
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<text name="spu_field_notMowable" text="not grass/clover"/>
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<text name="spu_field_scanning" text="Loading fields ... (one field per second)"/>
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<text name="spu_field_hint" text="Click a field to select it. Tick the machines in the field fleet at the bottom."/>
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<text name="spu_field_showAll" text="Show all fields (%d hidden)"/>
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<text name="spu_col_field" text="Field"/>
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<text name="spu_col_crop" text="Crop"/>
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<text name="spu_col_plan" text="Plan"/>
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<text name="spu_col_mode" text="Mode"/>
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<text name="spu_field_section" text="— Field F%d: %s —"/>
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<text name="spu_field_plan" text="Plan"/>
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<text name="spu_field_mode" text="Mode"/>
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<text name="spu_field_rake" text="Rake the swaths before collecting (lets narrow loading wagons collect)"/>
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<text name="spu_field_marker" text=" Marker %s, %.0f m from the field"/>
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<text name="spu_field_mowWidth" text=" Mowed at %.1f m — collecting must be at least as wide"/>
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<text name="spu_field_section_store" text="— Force storage (else nearest silo with room) —"/>
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<text name="spu_field_fieldSilo" text="field silo"/>
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<text name="spu_field_noStore" text="no silo takes this field's goods"/>
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<text name="spu_field_storeAuto" text="none chosen: nearest silo with room is used"/>
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<text name="spu_field_fieldSiloNotEmptied" text="! Field silo %s is not emptied home — create an Out of building flow"/>
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<text name="spu_field_section_fleet" text="— Field fleet (ticked = may be sent out) —"/>
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<text name="spu_field_tooWideShort" text="!! over 50 m"/>
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<text name="spu_field_noRigs" text="no vehicles with mower, tedder, rake or loading wagon"/>
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<text name="spu_field_status" text="Fields in progress: %d of %d"/>
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<text name="spu_field_startRequested" text="F%d starts when a machine is free"/>
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<text name="spu_button_start" text="Start run"/>
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<text name="spu_button_stop" text="Stop run"/>
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<text name="spu_button_new" text="New run"/>
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<text name="spu_button_rename" text="Rename"/>
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<text name="spu_button_delete" text="Delete run"/>
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<text name="spu_newRunName" text="Run %d"/>
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<text name="spu_renameTitle" text="Run name"/>
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<text name="spu_deleteConfirm" text="Delete run '%s'? Its running tractors will be stopped. This cannot be undone."/>
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<text name="spu_capacity" text="%s l"/>
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<text name="spu_capacity_pallets" text="autoload (pallets)"/>
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<text name="spu_tab_overview" text="Overview"/>
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<text name="spu_tab_runs" text="Supply"/>
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<text name="spu_targets" text="Targets (pick one or more — the neediest gets the trip)"/>
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<text name="spu_returnBelow" text="Return from Wait below"/>
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<text name="spu_returnBelow_tooltip" text="Waiting tractors return only once the target has dropped below this share (or the whole rest fits)."/>
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<text name="spu_overview" text="Overview"/>
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<text name="spu_activity_stopped" text="stopped"/>
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<text name="spu_activity_waiting" text="waiting at %s with %s l %s"/>
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<text name="spu_activity_loaded" text="%s l %s → %s"/>
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<text name="spu_activity_empty" text="empty → %s (%s)"/>
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<text name="spu_activity_driving" text="driving to %s"/>
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<text name="spu_inRun" text="in run '%s'"/>
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<text name="spu_needs" text="To fetch (neediest first): %s"/>
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<text name="spu_needs_noTarget" text="(choose a target to see needs)"/>
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<text name="spu_needs_none" text="The target accepts none of the run's goods"/>
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<text name="spu_canCarry" text="can carry: %s"/>
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<text name="spu_tab_supply" text="Supply"/>
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<text name="spu_tab_outbound" text="Outbound"/>
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<text name="spu_tab_storage" text="Storage"/>
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<text name="spu_section_storage" text="— Farm inventory (* = production output) —"/>
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<text name="spu_stat_pallets" text="%d/%d pallets"/>
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<text name="spu_storage_pallets" text="%d pallets"/>
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<text name="spu_storage_empty" text="No buildings with contents"/>
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<text name="spu_source_kind_husbandry" text="barn"/>
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<text name="spu_section_run" text="— Run —"/>
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<text name="spu_section_targets" text="— Targets and goods —"/>
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<text name="spu_section_sources" text="— Sources (factory, silo or object storage) —"/>
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<text name="spu_section_products" text="— Goods: Off / Store / Sell / Sell, else store —"/>
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<text name="spu_section_rules" text="— Rules —"/>
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<text name="spu_section_wait" text="— Wait points and loops —"/>
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<text name="spu_section_vehicles" text="— Tractors —"/>
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<text name="spu_section_status" text="— Status —"/>
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<text name="spu_policy_off" text="Off"/>
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<text name="spu_policy_store" text="Store"/>
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<text name="spu_policy_sell" text="Sell"/>
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<text name="spu_policy_sellElseStore" text="Sell, else store"/>
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<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."/>
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<text name="spu_sellAt" text="Sell from (% of yearly top price)"/>
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<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."/>
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<text name="spu_storeAbove" text="Drive to storage above"/>
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<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)."/>
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<text name="spu_collectRound" text="Collect in one trip"/>
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<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."/>
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<text name="spu_noSources" text="(choose at least one source)"/>
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<text name="spu_noProducts" text="The sources hold no goods yet"/>
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<text name="spu_reason_noSource" text="no recognised source"/>
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<text name="spu_reason_noProducts" text="no good selected (set Store/Sell on a good above)"/>
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<text name="spu_reason_noWaitPoint" text="no Wait point in the pool (marker in a folder with 'Wait' in its name)"/>
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<text name="spu_reason_cargoNoTarget" text="the load on the trailer has no destination (price too low / no silo) — empty the trailer"/>
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<text name="spu_reason_needsAutoload" text="pallet goods need Universal Autoload on the trailer"/>
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<text name="spu_product_row" text="%s — %s l — %s"/>
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<text name="spu_price_pct" text="%d %% of top (%s)"/>
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<text name="spu_price_none" text="no selling point"/>
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<text name="spu_outbound_waiting" text="waiting: %s"/>
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<text name="spu_outbound_warning" text="!! %s"/>
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<text name="spu_activity_holding" text="holding at %s (%s)"/>
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<text name="spu_source_kind_factory" text="factory"/>
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<text name="spu_source_kind_silo" text="silo"/>
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<text name="spu_source_kind_objectStorage" text="object storage"/>
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<text name="spu_source_kind_storage" text="storage"/>
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<text name="spu_tab_flows" text="Flows"/>
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<text name="spu_section_flows" text="— Flows (Goods · From → To · Rule · Tractors · Status) —"/>
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<text name="spu_section_flow" text="— Edit flow: %s —"/>
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<text name="spu_section_from" text="— From (buildings; the marker is found automatically) —"/>
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<text name="spu_section_to" text="— To (barns and factories; the marker is found automatically) —"/>
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<text name="spu_direction" text="Direction"/>
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<text name="spu_direction_in" text="Into building"/>
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<text name="spu_direction_out" text="Out of building"/>
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<text name="spu_from_allSilos" text="all silos"/>
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<text name="spu_flow_needBased" text="by need"/>
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<text name="spu_flow_noProducts" text="(no goods)"/>
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<text name="spu_flow_noSource" text="(no source)"/>
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<text name="spu_flow_noTarget" text="(no target)"/>
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<text name="spu_flow_noVehicle" text="(no tractor)"/>
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<text name="spu_flow_ruleOut" text="price >= %d %%, storage > %d %%"/>
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<text name="spu_flow_round" text="round"/>
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<text name="spu_flow_ruleIn" text="need"/>
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<text name="spu_flow_ruleInLoops" text="need, %d loops"/>
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<text name="spu_markerAt" text="%s %d m"/>
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<text name="spu_noMarker" text="NO MARKER within 40 m — place an AD marker at the trigger"/>
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<text name="spu_noBuildings" text="No buildings found"/>
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<text name="spu_buildingGone" text="building no longer exists"/>
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<text name="spu_reason_noMarker" text="'%s' has no AD marker at its trigger"/>
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<text name="spu_storage_select" text="Show building"/>
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<text name="spu_stat_now" text="now %s"/>
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<text name="spu_stat_top" text="at top price %s"/>
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<text name="spu_stat_noSell" text="no selling point"/>
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<text name="spu_stat_days" text="%.1f days"/>
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<text name="spu_stat_noUse" text="not consumed"/>
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<text name="spu_stat_farm" text="farm %s = %s"/>
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<text name="spu_stat_use" text="use %s/day"/>
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<text name="spu_stat_prod" text="prod. %s/day"/>
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<text name="spu_stat_total" text="Building total"/>
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<text name="spu_col_flow" text="Flow"/>
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<text name="spu_col_goods" text="Goods"/>
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<text name="spu_col_from" text="From"/>
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<text name="spu_col_to" text="To"/>
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<text name="spu_col_tractors" text="Running"/>
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<text name="spu_col_status" text="Status"/>
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<text name="spu_board_supply" text="· Into building ·"/>
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<text name="spu_board_outbound" text="· Out of building ·"/>
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<text name="spu_showAllVehicles" text="Show all tractors (%d hidden)"/>
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<text name="spu_showAllBuildings" text="Show all buildings (%d hidden without marker)"/>
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<text name="spu_section_store" text="— Store to (optional; none chosen = the mod picks) —"/>
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<text name="spu_stat_rising" text="rising"/>
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<text name="spu_tab_factories" text="Factories"/>
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<text name="spu_tab_silos" text="Silos"/>
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<text name="spu_tab_barns" text="Barns"/>
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<text name="spu_tab_sheds" text="Pallet sheds"/>
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<text name="spu_section_storage_factory" text="— All factories (* = production output) —"/>
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<text name="spu_section_storage_silo" text="— All silos —"/>
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<text name="spu_section_storage_husbandry" text="— All barns —"/>
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<text name="spu_section_storage_objectStorage" text="— All pallet sheds —"/>
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<text name="spu_col_item" text="Item"/>
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<text name="spu_col_here" text="In building"/>
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<text name="spu_col_now" text="Value now"/>
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<text name="spu_col_top" text="At top price"/>
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<text name="spu_col_farm" text="Farm"/>
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<text name="spu_col_lasts" text="Lasts"/>
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<text name="spu_col_rate" text="Use/prod. per day"/>
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<text name="spu_storage_select_tooltip" text="Choose the building shown in the table."/>
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</texts>
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</l10n>
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