Game text
Game interfaceCategory
Game interface
Results: 20,875
- Building detailsThis building is consuming {ElementTypes} from storageSTRINGS.BUILDING.STATUSITEMS.CONSUMINGFROMSTORAGE.TOOLTIP
- Building detailsContents: {Contents}STRINGS.BUILDING.STATUSITEMS.CONVEYOR.NAME
- Building detailsThis conveyor is delivering {Contents}STRINGS.BUILDING.STATUSITEMS.CONVEYOR.TOOLTIP
- Building details{0} of {1} at {2}STRINGS.BUILDING.STATUSITEMS.CONVEYOR_CONTENTS.CONTENTS
- Building details {0}STRINGS.BUILDING.STATUSITEMS.CONVEYOR_CONTENTS.CONTENTS_WITH_DISEASE
- Building detailsEmptySTRINGS.BUILDING.STATUSITEMS.CONVEYOR_CONTENTS.EMPTY
- Building detailsCoolingSTRINGS.BUILDING.STATUSITEMS.COOLING.NAME
- Building detailsThis building is cooling the surrounding areaSTRINGS.BUILDING.STATUSITEMS.COOLING.TOOLTIP
- Building detailsGas Too ColdSTRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDCOLDGAS.NAME
- Building detailsThis building cannot cool incoming pipe contents below {0} Current Pipe Contents: {0}STRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDCOLDGAS.TOOLTIP
- Building detailsLiquid Too ColdSTRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDCOLDLIQUID.NAME
- Building detailsThis building cannot cool incoming pipe contents below {0} Current Pipe Contents: {0}STRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDCOLDLIQUID.TOOLTIP
- Building detailsGas Too HotSTRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDHOTENV.NAME
- Building detailsIncoming pipe contents cannot be cooled more than {2} below the surrounding environment Environment: {0} Current Pipe Contents: {1}STRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDHOTENV.TOOLTIP
- Building detailsLiquid Too HotSTRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDHOTLIQUID.NAME
- Building detailsIncoming pipe contents cannot be cooled more than {2} below the surrounding environment Environment: {0} Current Pipe Contents: {1}STRINGS.BUILDING.STATUSITEMS.COOLINGSTALLEDHOTLIQUID.TOOLTIP
- Building detailsCooling WaterSTRINGS.BUILDING.STATUSITEMS.COOLINGWATER.NAME
- Building detailsThis building is cooling Water down to its freezing pointSTRINGS.BUILDING.STATUSITEMS.COOLINGWATER.TOOLTIP
- Building detailsCurrent Status: OnlineSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORMORPHMODE.NAME
- Building detailsThis building is ready to manipulate Critter DNASTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORMORPHMODE.TOOLTIP
- Building detailsCurrent Status: OfflineSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORMORPHMODELOCKED.NAME
- Building detailsThis building cannot operate until it collects more Critter DNASTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORMORPHMODELOCKED.TOOLTIP
- Building detailsCollected Species Data {0}/{1}STRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORPROGRESS.NAME
- Building detailsNo species scannedSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORPROGRESS.NO_DATA
- Building detailsThis building requires data from {0} Critter species to unlock its genetic manipulator Species scanned:STRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORPROGRESS.TOOLTIP
- Building detailsWaiting for a CritterSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORWAITING.NAME
- Building detailsThis building is waiting for a Critter to get sucked into its scanning areaSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORWAITING.TOOLTIP
- Building detailsPoking and Prodding CritterSTRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORWORKING.NAME
- Building detailsThis building is extracting genetic information from a Critter STRINGS.BUILDING.STATUSITEMS.CREATUREMANIPULATORWORKING.TOOLTIP
- Building detailsWaiting to be ArmedSTRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.NEEDS_ARMING.NAME
- Building detailsWaiting for a Duplicant to arm this trap Only Duplicants with the Critter Ranching I skill can arm trapsSTRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.NEEDS_ARMING.TOOLTIP
- Building detailsArmedSTRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.READY.NAME
- Building detailsThis trap has been armed and is ready to catch a CritterSTRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.READY.TOOLTIP
- Building detailsSprungSTRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.SPRUNG.NAME
- Building detailsThis trap has caught a {0}!STRINGS.BUILDING.STATUSITEMS.CREATURE_REUSABLE_TRAP.SPRUNG.TOOLTIP
- Building detailsNeeds BaitSTRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.NEEDSBAIT.NAME
- Building detailsThis trap needs to be baited before it can be setSTRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.NEEDSBAIT.TOOLTIP
- Building detailsSetSTRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.READY.NAME
- Building detailsThis trap has been set and is ready to catch a CritterSTRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.READY.TOOLTIP
- Building detailsSprungSTRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.SPRUNG.NAME
- Building detailsThis trap has caught a {0}!STRINGS.BUILDING.STATUSITEMS.CREATURE_TRAP.SPRUNG.TOOLTIP
- Building detailsStoring: {Stored} / {Capacity} CrittersSTRINGS.BUILDING.STATUSITEMS.CRITTERCAPACITY.NAME
- Building detailsThis container is storing {Stored} {StoredUnits} of a maximum {Capacity} {CapacityUnits}STRINGS.BUILDING.STATUSITEMS.CRITTERCAPACITY.TOOLTIP
- Building detailsCritterSTRINGS.BUILDING.STATUSITEMS.CRITTERCAPACITY.UNIT
- Building detailsCrittersSTRINGS.BUILDING.STATUSITEMS.CRITTERCAPACITY.UNITS
- Building detailsAutoSTRINGS.BUILDING.STATUSITEMS.CURRENTDOORCONTROLSTATE.AUTO
- Building detailsLockedSTRINGS.BUILDING.STATUSITEMS.CURRENTDOORCONTROLSTATE.LOCKED
- Building detailsCurrent State: {ControlState}STRINGS.BUILDING.STATUSITEMS.CURRENTDOORCONTROLSTATE.NAME
- Building detailsOpenedSTRINGS.BUILDING.STATUSITEMS.CURRENTDOORCONTROLSTATE.OPENED
- Building detailsCurrent State: {ControlState} Open: Door will remain open Auto: Door will open and close as needed Locked: Nothing may pass throughSTRINGS.BUILDING.STATUSITEMS.CURRENTDOORCONTROLSTATE.TOOLTIP