Game text
Game interfaceCategory
Game interface
Results: 20,875
- BuildingsValves control the amount of liquid that moves through pipes, preventing waste.STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.DESC
- BuildingsControls the Liquid volume permitted through Pipes.STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.EFFECT
- BuildingsLiquid ValveSTRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.NAME
- BuildingsVents are an exit point for liquids from plumbing systems.STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.DESC
- BuildingsReleases Liquid from Liquid Pipes.STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.EFFECT
- BuildingsLiquid VentSTRINGS.BUILDINGS.PREFABS.LIQUIDVENT.NAME
- BuildingsRetrieving the stored contents is unpleasant, but ultimately rewarding.STRINGS.BUILDINGS.PREFABS.LITTERBOX.DESC
- BuildingsProvides a place for Critters to expel their digestive system's byproducts. Must be scooped by a Duplicant in order to obtain deposited resources.STRINGS.BUILDINGS.PREFABS.LITTERBOX.EFFECT
- BuildingsLitter BoxSTRINGS.BUILDINGS.PREFABS.LITTERBOX.NAME
- BuildingsSends a notification when it receives a Green Signal.STRINGS.BUILDINGS.PREFABS.LOGICALARM.DESC
- BuildingsAttach to sensors to send a notification when certain conditions are met. Notifications can be customized.STRINGS.BUILDINGS.PREFABS.LOGICALARM.EFFECT
- BuildingsINPUTSTRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_NAME
- BuildingsGreen Signal: Push notificationSTRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_ACTIVE
- BuildingsRed Signal: NothingSTRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_INACTIVE
- BuildingsNotificationSTRINGS.BUILDINGS.PREFABS.LOGICALARM.LOGIC_PORT
- BuildingsAutomated NotifierSTRINGS.BUILDINGS.PREFABS.LOGICALARM.NAME
- BuildingsStarmap Location sensors can signal when a spacecraft is at a certain locationSTRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.DESC
- BuildingsSend Green Signals at the chosen Starmap locations and Red Signals everywhere else.STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.EFFECT
- BuildingsStarmap Location SensorSTRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT
- BuildingsSends a Green Signalwhen a spacecraft is at the chosen Starmap locationsSTRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_ACTIVE
- BuildingsOtherwise, sends a Red SignalSTRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_INACTIVE
- BuildingsStarmap Location SensorSTRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.NAME
- BuildingsFor numbers higher than ten connect multiple counters together.STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.DESC
- BuildingsCounts how many times a Green Signal has been received up to a chosen number. When the chosen number is reached it sends a Green Signal until it receives another Green Signal, when it resets automatically and begins counting again.STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.EFFECT
- BuildingsGreen Signal: Increase counter by oneSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_ACTIVE
- BuildingsRed Signal: NothingSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_INACTIVE
- BuildingsInternal Counter ValueSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT
- BuildingsNumber ReachedSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_OUTPUT
- BuildingsReset CounterSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_RESET
- BuildingsSignal CounterSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.NAME
- BuildingsSends a Green Signal when the counter matches the selected valueSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_ACTIVE
- BuildingsOtherwise, sends a Red SignalSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_INACTIVE
- BuildingsGreen Signal: Reset counterSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_ACTIVE
- BuildingsRed Signal: NothingSTRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_INACTIVE
- BuildingsCount CrittersSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_CRITTER_LABEL
- BuildingsCount EggsSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_EGG_LABEL
- BuildingsDetecting critter populations can help adjust their automated feeding and care regimens.STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.DESC
- BuildingsSends a Green Signal or a Red Signal based on the number of eggs and critters in a room.STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.EFFECT
- BuildingsCritter CountSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT
- BuildingsSends a Green Signal if the number of Critters and Eggs in the Room is greater than the selected threshold.STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_ACTIVE
- BuildingsOtherwise, sends a Red SignalSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_INACTIVE
- BuildingsCritter SensorSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.NAME
- BuildingsCritter SensorSTRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.SIDESCREEN_TITLE
- BuildingsDetecting germ populations can help block off or clean up dangerous areas.STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.DESC
- BuildingsSends a Green Signal or a Red Signal based on quantity of surrounding Germs.STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.EFFECT
- BuildingsGerm CountSTRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT
- BuildingsSends a Green Signal if the number of Germs is within the selected rangeSTRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_ACTIVE
- BuildingsOtherwise, sends a Red SignalSTRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_INACTIVE
- BuildingsGerm SensorSTRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.NAME
- BuildingsMotion sensors save power by only enabling buildings when Duplicants are nearby.STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.DESC