User:JuliaCat/Test3

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Stat Display Order

Stat Display
Order
Stat defName Property
public const int Description = 99999;
public const int Quality = 99999;
public const int HitPointsBasic = 99998;
public const int Race = 2100;
public const int Race_Wildness = 2050;
public const int Race_FenceBlocked = 2040;
public const int Race_RoamInterval = 2030;
public const int Race_LeatherType = 3550;
public const int Race_LifeExpectancy = 2000;
public const int Race_Trainability = 2500;
public const int Race_NutritationEatenPerDay = 1600;
public const int Race_Diet = 1500;
public const int Race_BodySize = 500;
public const int Race_NuzzleInterval = 500;
public const int Race_KnowledgeGain = 2550;
public const int Race_StudyPeriod = 2545;
public const int Humanlike_AgeRateMultiplier = 4195;
public const int Race_Animal_TameFailedRevengeChance = 511;
public const int Race_Animal_HarmedRevengeChance = 510;
public const int Race_Animal_PackAnimal = 2202;
public const int Race_Growth = 2206;
public const int Race_Animal_Sex = 2208;
public const int Race_Mechanoids_WeightClass = 500;
public const int Race_Mechanoids_WorkSkill = 501;
public const int Race_Mechanoids_WorkActivities = 502;
public const int Race_Mechanoids_Recharger = 503;
public const int Animal_GestationTime = 10000;
public const int Animal_LitterSize = 9990;
public const int Animal_AdultAge = 9980;
public const int Animal_AdultMeatAmount = 9970;
public const int Animal_MeatPerDayDuringGrowth = 9960;
public const int Animal_GrassToMaintain = 9950;
public const int Animal_EggType = 9940;
public const int Animal_EggsPerYear = 9930;
public const int Animal_EggNutrition = 9920;
public const int Animal_EggNutritionYearly = 9910;
public const int Animal_EggMarketValue = 9900;
public const int Animal_EggMarketValueYearly = 9890;
public const int Animal_MilkType = 9880;
public const int Animal_MilkAmount = 9870;
public const int Animal_MilkProductionDays = 9860;
public const int Animal_MilkPerYear = 9850;
public const int Animal_MilkValue = 9840;
public const int Animal_MilkYearlyValue = 9830;
public const int Animal_WoolType = 9820;
public const int Animal_WoolAmount = 9810;
public const int Animal_WoolGrowthTime = 9800;
public const int Animal_WoolPerYear = 9790;
public const int Animal_WoolValue = 9780;
public const int Animal_WoolValuePerYear = 9770;
public const int Thing_CoverEffectiveness = 2000;
public const int Thing_ConstructionSkillRequired = 1100;
public const int Thing_Damage = 5500;
public const int Thing_Turret = 5600;
public const int Thing_TerrainRequirement = 1101;
public const int Thing_WorkToUninstall = 1102;
public const int Thing_Stuff = 1100;
public const int Thing_Ingredients = 1102;
public const int Thing_CreatedAt = 1103;
public const int Thing_Biocoded = 1104;
public const int Thing_Style = 1108;
public const int Thing_RelicOf = 1109;
public const int Thing_RelatedToIdeos = 1110;
public const int Thing_DominantStyle = 6005;
public const int Thing_ConnectedPawn = 6010;
public const int Thing_ConnectionStrength = 6000;
public const int Thing_GauranlenProductionMode = 5990;
public const int Thing_GauranlenMaxDryads = 5980;
public const int Thing_HackProgress = 3100;
public const int Thing_DeteriorationPercent = 3300;
public const int Thing_DeathrestEffectiveness = 900;
public const int ThingDeathrestConnectionLimit = 910;
public const int Thing_MealIngredients = 1000;
public const int Thing_MealDietaryType = 995;
public const int Thing_Meat_SourceSpecies = 1200;
public const int Thing_Surgery_DeathOnFailChance = 4101;
public const int Thing_Surgery_SuccessChanceFactor = 4102;
public const int Thing_Apparel_Reloadable = 2749;
public const int Thing_Apparel_Covers = 2750;
public const int Thing_Apparel_Layer = 2751;
public const int Thing_Apparel_MaxSatisfiedTitle = 2752;
public const int Thing_Apparel_CountsAsClothingNudity = 2753;
public const int Thing_Apparel_ValidLifestage = 2748;
public const int Thing_Apparel_Gender = 2749;
public const int Thing_Plant_Attributes = 4157;
public const int Thing_Plant_FertilityRequirement = 4156;
public const int Thing_Plant_FertilitySensitivity = 4155;
public const int Thing_Plant_HarvestYield = 4150;
public const int Thing_Plant_Lifespan = 4160;
public const int Thing_Plant_Age = 4170;
public const int Thing_Plant_GrowingTime = 4158;
public const int Thing_Plant_GrowthRate = 4158;
public const int Thing_Plant_LifeSpan = 4150;
public const int Thing_Plant_LightRequirement = 4154;
public const int Thing_Plant_MinGrowingSkillToSow = 4151;
public const int Thing_Plant_MaxGrowthTemperature = 4153;
public const int Thing_Plant_MinGrowthTemperature = 4152;
public const int Thing_Ingestible_MaxSatisfiedTitle = 4752;
public const int Thing_Ingestible_Joy = 4751;
public const int Thing_Drug_Chemical = 2490;
public const int Thing_Drug_DrugCategory = 2485;
public const int Thing_Drug_HighGainPerDose = 2480;
public const int Thing_Drug_HighFallRate = 2470;
public const int Thing_Drug_HighDurationPerDose = 2460;
public const int Thing_Drug_ToleranceGainPerDose = 2450;
public const int Thing_Drug_ToleranceFallRate = 2440;
public const int Thing_Drug_NewAddictionMinTolerance = 2437;
public const int Thing_Drug_SafeDoseInterval = 2435;
public const int Thing_Drug_NewAddictionChance = 2428;
public const int Thing_Drug_NewAddictionSeverity = 2427;
public const int Thing_Drug_AddictionSeverityPerDose = 2424;
public const int Thing_Drug_AddictionNeedOffset = 2420;
public const int Thing_Drug_AddictionNeedFallRate = 2410;
public const int Thing_Drug_AddictionNeedInterval = 2400;
public const int Thing_Drug_AddictionRecoveryTime = 2395;
public const int Thing_Drug_AddictionCostPerDay = 2390;
public const int Thing_Drug_RandomODChance = 2380;
public const int Thing_Drug_MedicineXpGainFactor = 1000;
public const int Thing_Weapon_Reloadable = 5440;
public const int Thing_Weapon_StoppingPower = 5402;
public const int Thing_Weapon_ArmorPenetration = 5400;
public const int Thing_Weapon_BurstShotFireRate = 5392;
public const int Thing_Weapon_BurstShotCount = 5391;
public const int Thing_Weapon_Range = 5390;
public const int Thing_Weapon = 5389;
public const int Thing_Weapon_MeleeWarmupTime = 3555;
public const int Thing_Weapon_BuildingDamageFactor = 5410;
public const int Thing_WeaponBuildingDamageFactorImpassable = 5420;
public const int Thing_WeaponBuildingDamageFactorPassable = 5430;
public const int Thing_Weapon_DirectHitChance = 3560;
public const int Thing_Weapon_MissRadius = 3557;
public const int Thing_Mineable = 2200;
public const int Thing_Terrain_Supports = 2000;
public const int Thing_PowerConsumption = 5000;
public const int Thing_RearmCost = 3170;
public const int Thing_ShotsBeforeRearm = 3171;
public const int Thing_BodyPartEfficiency = 4000;
public const int Thing_InstallSites = 3990;
public const int Thing_ReplacesParts = 3980;
public const int Thing_MoodChange = 3500;
public const int Thing_TrapArmorPeneration = 3000;
public const int Thing_JoyKind = 4750;
public const int Thing_Fence = 4800;
public const int Thing_MinimumRoyalTitle = 2100;
public const int Thing_RoomRequirements = 2101;
public const int Thing_Studiable = 3000;
public const int Thing_Paintable = 6000;
public const int Hediff_Affects = 4080;
public const int Hediff_NaturalHealingFactor = 4020;
public const int Hediff_Regeneration = 4025;
public const int Hediff_FoodPoisoningChanceFactor = 4030;
public const int Hediff_BleedingRate = 4040;
public const int Hediff_TotalBleedingFactor = 4041;
public const int Hediff_HungerRateFactor = 4051;
public const int Hediff_TirednessFactor = 4050;
public const int Hediff_HungerRateOffset = 4051;
public const int Hediff_TirednessOffset = 4050;
public const int Hediff_Pain = 4050;
public const int Hediff_PartEfficiency = 4050;
public const int Hediff_PartEfficiencyAbsolute = 5000;
public const int Hediff_PreventsInfection = 4050;
public const int Hediff_CapacityModification = 4060;
public const int Hediff_StatModification = 4070;
public const int Hediff_DamageFactor = 4075;
public const int Recipe_EfficiencyStat = 4401;
public const int Recipe_Ingredients = 4405;
public const int Recipe_Products = 4405;
public const int Recipe_Skill = 4404;
public const int Recipe_SkillRequirements = 4403;
public const int Recipe_WorkSpeedStat = 4402;
public const int Title_Permits = 99999;
public const int Title_ApparelRequirements = 99998;
public const int Title_RoomRequirements = 99997;
public const int Title_RequiredMeals = 99995;
public const int Title_DisabledWorkTypes = 99994;
public const int Meditation_FocusesAvailable = 4011;
public const int ContainerContents = 1200;
public const int Pawn_RequiredApparel = 100;
public const int Pawn_DarknessShootingAccuracy = 4051;
public const int Pawn_DarknessMeleeDodgeChance = 4101;
public const int Pawn_DarknessMeleeHitChance = 4101;
public const int Pawn_DevelopmentHealth = 5000;
public const int Pawn_DevelopmentLifeStage = 4200;
public const int Gene_StatModifier = 4050;
public const int Gene_PainFactor = 4060;
public const int Gene_PainOffset = 4070;
public const int Gene_ForcedTraits = 4080;
public const int Gene_Aptitudes = 4090;
public const int Gene_Genes = 999;
public const int Gene_Complexity = 998;
public const int Gene_Metabolism = 997;
public const int Gene_Archites = 995;
public const int Gene_HemogenOffset = 1000;
public const int Gene_DeathrestCapacity = 1010;
public const int Xenotype_Genes = 1000;
public const int Xenotype_Heritable = 990;
public const int Content_Source = 90000;
public const int Ritual_Offering = 1000;
public const int Ritual_Duration = 500;
public const int Ritual_Cooldown = 100;
public const int Containment_StrengthOffset = 500;
public const int Serum_Duration = 1000;

Architect Menu

Architect menu - Orders.png Architect menu - Zone.png Architect menu - Structure.png Architect menu - Production.png Architect menu - Furniture.png Architect menu - Power.png Architect menu - Security.png Architect menu - Misc.png Architect menu - Floors.png Architect menu - Recreation.png Architect menu - Ship.png Architect menu - Temperature.png Architect menu - Ideology.png Architect menu - Biotech.png Architect menu - Anomaly.png

Designations

Def Name Icon Target
Type
Remove
If
Building
Despawned
Should
Batch
Draw
Designate
Cancelable
Plan Plan designation Cell true true true
Mine Mine designation Cell true true true
MineVein Mine vein designation Cell true true true
Haul Haul designation Thing - true true
Deconstruct Deconstruct designation Thing - true true
Uninstall Uninstall designation Thing - true true
ExtractTree Extract tree designation Thing - true true
CutPlant Cut plant designation Thing - true true
HarvestPlant Harvest plant designation Thing - true true
Hunt Hunt designation Thing - true true
SmoothFloor Smooth floor designation Cell - true true
SmoothWall Smooth wall designation Cell - true true
PaintBuilding Paint designation Thing - true true
PaintFloor Paint floor designation Cell - false true
RemovePaintBuilding Remove building paint designation Thing - true true
RemovePaintFloor Remove floor paint designation Cell - true true
RemoveFloor Remove floor designation Cell - true true
Flick Flick designation Thing - true false
Strip Strip designation Thing - true true
Slaughter Slaughter designation Thing - true true
Tame Tame designation Thing - true true
Open Open designation Thing - true true
ReleaseAnimalToWild Release to the wild designation Thing - true true
ExtractSkull Extract skull designation Thing - true true
FillIn Fill in pit burrow designation Thing - true true

Designation Categories

Def
Name
Label Order Special
Designator
Classes
Show
Power
Grid
Research
Prerequisites
Preferred
Column
Min
Monolith
Level
Orders orders 900
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_Mine
  • Designator_PlantsHarvestWood
  • Designator_PlantsCut
  • Designator_PlantsHarvest
  • Designator_Hunt
  • Designator_Slaughter
  • Designator_Tame
  • Designator_Haul
  • Designator_Unforbid
  • Designator_Forbid
  • Designator_Claim
  • Designator_SmoothSurface
  • Designator_PaintBuilding
  • Designator_PaintFloor
  • Designator_RemovePaint
  • Designator_PlanAdd
  • Designator_PlanRemove
  • - - - -
    Zone zone 800
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_ZoneAddStockpile_Resources
  • Designator_ZoneAddStockpile_Dumping
  • Designator_ZoneAdd_Growing
  • Designator_ZoneDelete
  • Designator_AreaHomeExpand
  • Designator_AreaHomeClear
  • Designator_AreaAllowedExpand
  • Designator_AreaAllowedClear
  • Designator_AreaBuildRoof
  • Designator_AreaNoRoof
  • Designator_AreaIgnoreRoof
  • Designator_AreaSnowClearExpand
  • Designator_AreaSnowClearClear
  • Designator_AreaPollutionClearExpand
  • Designator_AreaPollutionClearClear
  • - - - -
    Structure structure 700
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_SmoothWalls
  • Designator_RemoveBridge
  • - - - -
    Production production 600
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Furniture furniture 500
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Power power 400
  • Designator_Cancel
  • Designator_Deconstruct
  • true
  • Electricity
  • - -
    Security security 300
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Misc misc 250
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Floors floors 200
  • Designator_Cancel
  • Designator_RemoveFloor
  • Designator_SmoothFloors
  • Designator_PaintFloor
  • Designator_RemoveFloorPaint
  • - - - -
    Joy recreation 100
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Ship ship 50
  • Designator_Cancel
  • Designator_Deconstruct
  • -
  • ShipBasics
  • - -
    Temperature temperature 25
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Ideology ideology 13
  • Designator_Cancel
  • Designator_Deconstruct
  • - - 1 -
    Biotech biotech 12
  • Designator_Cancel
  • Designator_Deconstruct
  • -
  • Electricity
  • 1 -
    Anomaly anomaly 11
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - 1

    Designator Dropdown Groups

    Def
    Name
    Label Icon
    Source
    Use
    Grid
    Menu
    Include
    Eye
    Dropper
    Tool
    Floor_Carpet carpet Placed true true
    Floor_Carpet_Fine fine carpet Placed true true
    Floor_Tile tile - - -
    Floor_Tile_Fine fine tile - - -
    Floor_Tile_Metal metal tile - - -
    Floor_Flagstone flagstone - - -
    StandingLampColored standing lamp - - -
    Floor_Morbid_Stone morbid tile - - -
    Floor_Morbid_Carpet morbid carpet Placed true true
    Floor_Spikecore_Tile spikecore tile - - -
    Floor_Totemic_Tile totemic tile - - -
    Floor_MindbendCarpet mindbend carpet Placed - -
    Floor_Transhumanist_Carpet hex carpet Placed true true

    Designators

    Designator Description
    Cancel Cancel designated building, mining, hauling, harvesting, and all other designations.
    Cut plants Marks plants to be cut and destroyed. The plant will be completely removed, and any food or resource yield will be harvested.
    Deconstruct Deconstruct this and reclaim part of its resources.
    Uninstall Uninstall this so it can be moved, sold, or installed somewhere else.
    Extract tree Extract this tree while keeping it alive so it can be replanted somewhere else.
    Harvest Marks plants to be harvested for their food or other products.
    Chop wood Marks trees to be chopped down for wood.
    Haul things Mark rock chunks and other items to be hauled to dumping areas. Not needed for things like food or corpses, which are always haulable.
    Hunt Mark animals to be hunted by your hunters.
    Mine Designate areas of rock to be mined out.
    Mine vein Designate an area of rock to be mined. Colonists will continue to mine until all connected rock of the same type has been mined.
    Smooth surface Designate rough stone terrain and walls to be smoothed.
    Smooth walls Designate rough stone walls to be smoothed.
    Smooth terrain Designate rough stone terrain to be smoothed.
    Plan Place planning designations. These don't do anything except help you plan future expansions.
    Remove plans Remove planning designations.
    Forbid Mark items as forbidden. Colonists will not be able to interact with the designated items.
    Allow Mark items as not forbidden. Colonists will be able to interact with the designated items.
    Expand home area Colonists will repair buildings, clean floors, and extinguish fires only in the home area.
    Clear home area Removes a home area. Colonists will no longer clean, repair, or extinguish fires here.
    Build roof area Colonists will build roofs in this area.
    Remove roof area Colonists will remove roofs in this area (except overhead mountain, which cannot be removed).
    Ignore roof area Colonists will ignore roofs in this area.
    Snow removal area Create an area which colonists will try to keep clear of snow.
    Clear snow removal area Removes a snow removal area. Colonists will no longer try to keep this area clear of snow.
    Expand allowed area Expand an allowed area.

    Allowed areas are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area.
    Clear allowed area Clear cells from an allowed area.

    Allowed area are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area.
    Manage areas...
    Manage auto-slaughter...
    Growing zone Create a zone where your colonists will try to grow a certain kind of plant.
    Stockpile zone Create a stockpile where your colonists will store resources.
    This tool can also expand any existing stockpile.
    Dumping stockpile zone Create a stockpile where your colonists will store junk.
    This tool can also expand any existing stockpile.
    Shrink zones

    Shrink zone

    Remove zones, like stockpile zones or growing zones.
    Expand zone
    Claim Claim neutral structures for the colony, including ancient ruins and abandoned siege bases. Claimed structures can be repaired and maintained by your colonists.
    Remove floor Remove floors to reveal the terrain underneath.
    Remove bridge Remove bridges to reveal the terrain underneath.
    Strip Strip apparel from corpses and the wounded.
    Open Open containers.
    Slaughter Slaughter a tame animal.
    Tame Tame a wild animal.
    Release to wild Release an animal back into the wild.
    Study Study this object to learn more about it.
    Paint building... Designate walls and buildings to be painted using dye from tinctoria plants, which you can grow. Only certain buildings can be painted.
    Paint floor... Designate floors to be painted using dye from tinctoria plants, which you can grow. Only certain floors can be painted.
    Remove paint Remove paint from walls, buildings, and floors.
    Remove floor paint Remove paint from floors.
    Color picker Grab a color from an existing building.

    Grab a color from an existing carpet.

    Extract skull Extract the skull from a corpse.
    Assign to group Assign the selected mech(s) to another control group under their current mechanitor overseer.
    Adopt Adopt this baby as a colonist. The baby will instantly become one of yours.
    Choose mech color...
    Pollution removal area Designate an area where colonists will manually clean polluted terrain. Cleaning the terrain removes pollution from the ground and packages it into toxic wastepacks which can be carried away.
    Clear pollution removal area Removes the pollution removal area. Colonists will no longer manually extract pollution from the terrain in this area.
    Fill in Fill in this pit burrow.
    Corpse stockpile zone

    Create corpse stockpile

    Create a dumping stockpile zone around the harbinger tree for corpses.

    Harbinger trees will consume nearby corpses and raw meat. If well fed, the trees will grow faster and create new harbinger trees.
     <MustHaulHaulables>Can only designate haulable but non-always-hauled things (like rock chunks).</MustHaulHaulables>
    
     <Paint>Paint</Paint>
     <Color>Color</Color>
     <GrabExistingColor>Grab existing color</GrabExistingColor>
     <SelectAPaintedBuilding>Select a painted building.</SelectAPaintedBuilding>
     <SelectColoredFloor>Select colored carpet.</SelectColoredFloor>
     <Grab>Grab</Grab>
     <GrabbedColor>Grabbed color</GrabbedColor>
    
     <UnchosenStuff>Unchosen material</UnchosenStuff>
     <TooCloseToMapEdge>Too close to map edge.</TooCloseToMapEdge>
     <OutOfBounds>Out of bounds.</OutOfBounds>
     <CannotPlaceInUndiscovered>Cannot place in undiscovered areas.</CannotPlaceInUndiscovered>
     <InteractionSpotBlocked>Interaction spot is blocked by {1_labelShort}.</InteractionSpotBlocked>
     <InteractionSpotOutOfBounds>Interaction spot is out of bounds.</InteractionSpotOutOfBounds>
     <InteractionSpotWillBeBlocked>Interaction spot will be blocked by {1_labelShort}.</InteractionSpotWillBeBlocked>
     <WouldBlockInteractionSpot>{0} would block {1}'s interaction spot.</WouldBlockInteractionSpot>
     <TerrainIsAlready>The terrain here is already {0}.</TerrainIsAlready>
     <SurfaceBeingSmoothed>The surface is already marked for smoothing.</SurfaceBeingSmoothed>
     <IdenticalThingExists>Identical thing already exists here.</IdenticalThingExists>
     <IdenticalBlueprintExists>Identical blueprint already exists here.</IdenticalBlueprintExists>
     <TerrainCannotSupport>{0_label} cannot be built on this terrain.</TerrainCannotSupport>
     <TerrainCannotSupport_TerrainAffordance>{0_label} requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordance>
     <TerrainCannotSupport_TerrainAffordanceFromStuff>{0_label} (when made of {2_label}) requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordanceFromStuff>
     <SpaceAlreadyOccupied>Space already occupied.</SpaceAlreadyOccupied>
     <SpaceBeingSmoothed>Space being smoothed.</SpaceBeingSmoothed>
     <TerrainMustBeRemovable>Must target a removable floor.</TerrainMustBeRemovable>
     <MustBeOnMovingWater>The waterwheel must be on moving water.</MustBeOnMovingWater>
     <InteractionSpotWillOverlap>Interaction spot will overlap with the interaction spot of {1_labelShort}.</InteractionSpotWillOverlap>
     <InteractionSpotOverlaps>Interaction spot overlaps with the interaction spot of {1_labelShort}.</InteractionSpotOverlaps>
     <CannotPlaceMonumentOver>Cannot place monument over: {0}.</CannotPlaceMonumentOver>
     <CannotPlaceMonumentOnTerrain>Cannot build on: {0}.</CannotPlaceMonumentOnTerrain>
     <MonumentOverlapsBuilding>Cannot place monument over: {0}.</MonumentOverlapsBuilding>
     <MonumentAdjacentToBuilding>Monument cannot be placed adjacent to: {0}.</MonumentAdjacentToBuilding>
     <CannotBePlantedHere>Cannot be planted here</CannotBePlantedHere>
    
     <ExpandOrCreateZone>Expand {0} or
    Create new {1}</ExpandOrCreateZone> <CreateNewZone>Create new {0}</CreateNewZone>
     <TransmitsPower>Transmits power</TransmitsPower>
     <ConstructionNeeded>Construction needed</ConstructionNeeded>
     <NoColonistWithSkillTip>None of your {0} have this skill.</NoColonistWithSkillTip>
     <SkillNeededForConstructing>{0} needed</SkillNeededForConstructing>
     <NoColonistWithAllSkillsForConstructing>None of your {0} have all skills required.</NoColonistWithAllSkillsForConstructing>
     <AllColonistsWithSkillHaveDisabledConstructingTip>All of your {0} who have this skill are not assigned to {1}.</AllColonistsWithSkillHaveDisabledConstructingTip>
    
     <BlueprintWouldCollideWithMonument>The blueprint would overlap with a monument marker.</BlueprintWouldCollideWithMonument>
    
     <MechCanBuildThis>However, a {0} can build this.</MechCanBuildThis>
    
     <InhibitorSpaceOccupied>The spot directly in front of the electric inhibitor must be empty.</InhibitorSpaceOccupied>
    
     <Home>Home</Home>
     <BuildRoof>Build roof</BuildRoof>
     <NoRoof>No roof</NoRoof>
     <SnowClear>Snow clear</SnowClear>
     <AreaDefaultLabel>Area {0}</AreaDefaultLabel>
     <NoAreaAllowed>Unrestricted</NoAreaAllowed>
     <NewArea>New area</NewArea>
     <InvertArea>Invert</InvertArea>
     <ExpandArea>Expand</ExpandArea>
     <ShrinkArea>Shrink</ShrinkArea>
     <MaxAreasReached>Maximum {0} areas allowed.</MaxAreasReached>
    
     <Zone>Zone</Zone>
     <Priority>Priority</Priority>
     <ClearAll>Clear all</ClearAll>
     <AllowAll>Allow all</AllowAll>