List of untranslated tags in this translation. It includes tags which have the same appearance as their english equivalents, such as 'dementia' and 'tundra'.

DefInjected\BiomeDef\Biomes_Arid.xml
    <ExtremeDesert.description>An extremely hot, dry area, devoid of almost all living creatures. Immense heat and limited vegetation make it very difficult to survive here, even for well-adapted animals.</ExtremeDesert.description>
    <ExtremeDesert.label>extreme desert</ExtremeDesert.label>

DefInjected\BodyDef\Bodies_Animal_Bird.xml
    <Bird.label>bird</Bird.label>

DefInjected\BodyDef\Bodies_Animal_Insect.xml
    <BeetleLikeWithClaw.label>beetle-like with claw</BeetleLikeWithClaw.label>

DefInjected\BodyDef\Bodies_Animal_Quadruped.xml
    <QuadrupedAnimalWithHoovesTusksAndTrunk.label>quadruped animal</QuadrupedAnimalWithHoovesTusksAndTrunk.label>

DefInjected\BodyDef\Bodies_Mechanoid.xml
    <Scyther.label>scyther</Scyther.label>

DefInjected\BodyPartDef\BodyParts.xml
    <Horn.label>horn</Horn.label>
    <Plastron.label>plastron</Plastron.label>
    <Pronotum.label>pronotum</Pronotum.label>

DefInjected\BodyPartDef\BodyParts_Animal.xml
    <Beak.label>beak</Beak.label>
    <HeadClaw.label>head claw</HeadClaw.label>
    <Trunk.label>trunk</Trunk.label>

DefInjected\BodyPartDef\BodyParts_Mechanoid.xml
    <LeftBlade.label>left blade</LeftBlade.label>
    <RightBlade.label>right blade</RightBlade.label>

DefInjected\BodyPartGroupDef\BodyPartGroups.xml
    <HeadClaw.label>claw</HeadClaw.label>
    <HornAttackTool.label>horn</HornAttackTool.label>
    <LeftBlade.label>left blade</LeftBlade.label>
    <RightBlade.label>right blade</RightBlade.label>
    <Shoulders.label>shoulders</Shoulders.label>

DefInjected\ConceptDef\Concepts_Alerts.xml
    <BuildOrbitalTradeBeacon.helpTexts.0>To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it.</BuildOrbitalTradeBeacon.helpTexts.0>
    <BuildOrbitalTradeBeacon.label>Build orbital trade beacon</BuildOrbitalTradeBeacon.label>
    <CameraZoom.helpTexts.0>Zoom in and out with the MOUSEWHEEL or the T and G keys.</CameraZoom.helpTexts.0>
    <CameraZoom.label>Learn camera zooming</CameraZoom.label>
    <EquippingWeapons.helpTexts.0>Your colonists arrived with some weapons. Equip them!\n\nSelect each colonist and right-click on the weapon you want them to equip.</EquippingWeapons.helpTexts.0>
    <EquippingWeapons.label>Equip weapons</EquippingWeapons.label>
    <Forbidding.helpTexts.0>Colonists will not interact with items marked FORBIDDEN.\n\nForbidden items have a small red X attached. Select a forbidden item and use the controls at the bottom to UNFORBID it.</Forbidding.helpTexts.0>
    <Forbidding.label>Unforbid resources</Forbidding.label>
    <GrowingFood.helpTexts.0>To grow food, place GROWING ZONES using the Architect menu.\n\nThey can only be placed on fertile ground.</GrowingFood.helpTexts.0>
    <GrowingFood.label>Place growing zone</GrowingFood.label>
    <HistoryTab.helpTexts.0>You can see a record of your colony's fortunes over time in the HISTORY tab at the bottom of the screen.</HistoryTab.helpTexts.0>
    <HistoryTab.label>Learn history tab</HistoryTab.label>
    <HomeArea.helpTexts.0>The HOME AREA tells your colonists which area to clean and where to extinguish fires.\n\nDefine the HOME AREA with the Zones category under the Architect menu.</HomeArea.helpTexts.0>
    <HomeArea.label>Learn home area</HomeArea.label>
    <InfoCard.helpTexts.0>The info card shows you detailed statistics about any item, person, or construction.\n\nSelect a person or item and open their info card with the 'i' button on the inspect pane.</InfoCard.helpTexts.0>
    <InfoCard.label>Open info card</InfoCard.label>
    <MedicalOperations.helpTexts.0>To assign a medical operation, like organ harvesting or prosthetics installation, open a colonist's HEALTH tab, then switch to the OPERATIONS sub-tab.</MedicalOperations.helpTexts.0>
    <MedicalOperations.label>Learn medical operations</MedicalOperations.label>
    <PrisonerTab.helpTexts.0>Look in a prisoner's 'Prisoner' tab to set how they'll be treated.\n\nYou'll need a colonist with the Warden work to take care of the prisoner.</PrisonerTab.helpTexts.0>
    <PrisonerTab.label>Learn prisoner tab</PrisonerTab.label>
    <RightClickClearLetter.helpTexts.0>You can quickly dismiss incoming letters by right-clicking them.</RightClickClearLetter.helpTexts.0>
    <RightClickClearLetter.label>Learn clearing letters with right-click</RightClickClearLetter.label>
    <SetGrowingZonePlant.helpTexts.0>You can set what to plant in a growing zone. You can even grow trees!\n\nJust select the growing zone, open the Growing tab, and click the 'plant' button.</SetGrowingZonePlant.helpTexts.0>
    <SetGrowingZonePlant.label>Learn growing zone config</SetGrowingZonePlant.label>
    <SpacePause.helpTexts.0>Hit SPACE to pause or unpause the game.\n\nYou can give orders while paused.\n\nRemember this - if things get hectic, just hit SPACE!</SpacePause.helpTexts.0>
    <SpacePause.label>Learn spacebar pause</SpacePause.label>
    <Stockpiles.helpTexts.0>Your colonists need somewhere to store items. Designate a STOCKPILE for them to store things.\n\nFind the stockpile in the ZONES section of the ARCHITECT menu in the lower-left.</Stockpiles.helpTexts.0>
    <Stockpiles.label>Place stockpile</Stockpiles.label>
    <StoragePriority.helpTexts.0>You can change the PRIORITY of storage. Colonists will fill higher-priority storage first.</StoragePriority.helpTexts.0>
    <StoragePriority.label>Learn to set storage priorities</StoragePriority.label>
    <StorageTab.helpTexts.0>You can configure stockpiles and storage buildings by selecting them and opening the STORAGE TAB above the bottom-left inspector pane.</StorageTab.helpTexts.0>
    <StorageTab.label>Learn storage tab</StorageTab.label>
    <TimeControls.helpTexts.0>You can speed up, slow down, or stop time using the time controls in the bottom right.</TimeControls.helpTexts.0>
    <TimeControls.label>Learn time controls</TimeControls.label>
    <WorkTab.helpTexts.0>You can set each colonist's work settings in the WORK tab at the bottom left of the screen.\n\nThey will always do the highest priority work that they can find.\n\nIf nobody has a certain work type assigned, or if they are busy with higher-priority tasks, it will never get done.</WorkTab.helpTexts.0>
    <WorkTab.label>Configure work settings</WorkTab.label>

DefInjected\ConceptDef\Concepts_Entry.xml
    <WorldCameraMovement.helpTexts.0>Zoom with the MOUSE WHEEL or PAGEUP/PAGEDOWN.\n\nPan with the WASD or ARROW KEYS, or by MIDDLE-CLICKING and DRAGGING.</WorldCameraMovement.helpTexts.0>

DefInjected\ConceptDef\Concepts_Noted.xml
    <AnimalTraining.helpTexts.0>You can assign a tame animal to be trained in specific skills on its TRAINING tab.\n\nAnimals can't be trained continuously; they need time between training sessions.</AnimalTraining.helpTexts.0>
    <AnimalsDontAttackDoors.helpTexts.0>Manhunting animals generally won't attack doors or inactive turrets.\n\nYou can escape them by getting inside or behind a wall. But they'll wait for you.</AnimalsDontAttackDoors.helpTexts.0>
    <BillsTab.helpTexts.0>To make colonists work at a table, select the table and open the Bills tab. Here, you can say what meals to cook, what things to craft, what creatures to butcher.</BillsTab.helpTexts.0>
    <CameraDolly.helpTexts.0>Move the camera by clicking and dragging the MIDDLE MOUSE BUTTON or with the WASD keys.</CameraDolly.helpTexts.0>
    <Capturing.helpTexts.0>An enemy has been incapacitated. You can capture them!</Capturing.helpTexts.0>
    <Capturing.helpTexts.1>To capture, select a colonist, right-click on the incapacitated enemy, and select Capture.\n\nYou'll need an extra bed marked for prisoner use.</Capturing.helpTexts.1>
    <ClickingMessages.helpTexts.0>You can click on the notifications in the top-left of the screen to instantly center the camera on their subject.</ClickingMessages.helpTexts.0>
    <Deterioration.helpTexts.0>Items left outdoors will slowly deteriorate.\n\nIf you want to store items long-term, keep them under a roof.</Deterioration.helpTexts.0>
    <Drafting.helpTexts.0>To control colonists directly for combat, Draft them by selecting them and hitting the DRAFT button.</Drafting.helpTexts.0>
    <Drafting.helpTexts.1>A drafted colonist will do only what you tell them, and can only take combat actions. Those with weapons will use them when possible.\n\nDon't leave colonists Drafted forever - they'll starve and become unhappy.</Drafting.helpTexts.1>
    <HostilityResponse.helpTexts.0>You can configure how colonists should automatically respond to threats like predatory animals.\n\nChoose from FLEE, ATTACK, and IGNORE modes in the ASSIGN menu.</HostilityResponse.helpTexts.0>
    <InspectRoomStats.helpTexts.0>You can inspect the impressiveness, wealth, and beauty of individual rooms using the ROOM STATS INSPECT toggle in the bottom right.</InspectRoomStats.helpTexts.0>
    <InteractingWithTraders.helpTexts.0>You can talk to people with ? over their heads.\n\nSelect a colonist and right-click on the character with ? attached to his head.</InteractingWithTraders.helpTexts.0>
    <Mining.helpTexts.0>You can designate where to mine by opening the ARCHITECT menu and selecting the ORDERS tab.\n\nSome mineable blocks yield STEEL, GOLD, PLASTEEL, and other useful materials.</Mining.helpTexts.0>
    <OpeningComms.helpTexts.0>To communicate, select a colonist and right-click on the comms console.</OpeningComms.helpTexts.0>
    <Rescuing.helpTexts.0>To rescue a wounded colonist, select a healthy colonist and the right-click on the wounded one.</Rescuing.helpTexts.0>
    <StorageTabCategories.helpTexts.0>In the storage tab of a stockpile, you can expand categories to allow or deny specific items. Click the triangles to the left of category names.</StorageTabCategories.helpTexts.0>
    <TVForSickPeople.helpTexts.0>To entertain sick people in bed, set up a TV they can watch.</TVForSickPeople.helpTexts.0>

DefInjected\ConceptDef\Concepts_TriggeredModal.xml
    <ArrestingCreatesEnemies.helpTexts.0>Warning: The person you are trying to arrest may not go quietly.\n\nIf you arrest a non-colonist, their entire faction will become your enemy.</ArrestingCreatesEnemies.helpTexts.0>
    <SwitchFlickingDesignation.helpTexts.0>Note: This only designates that a colonist should flick the switch.\n\nNothing will actually happen until a colonist (with the Flicker work type) comes and flicks the switch by hand.</SwitchFlickingDesignation.helpTexts.0>
    <TradeGoodsMustBeNearBeacon.helpTexts.0>To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it.</TradeGoodsMustBeNearBeacon.helpTexts.0>

DefInjected\DamageDef\Damages_Healing.xml
    <HealGlobal.label>heal global</HealGlobal.label>
    <HealInjury.label>heal injury</HealInjury.label>
    <Repair.label>repairing</Repair.label>
    <RestoreBodyPart.label>restore body part</RestoreBodyPart.label>

DefInjected\DamageDef\Damages_LocalInjury.xml
    <Arrow.deathMessage>{0} has been shot to death.</Arrow.deathMessage>
    <Bite.deathMessage>{0} has been bitten to death.</Bite.deathMessage>
    <Blunt.deathMessage>{0} has been beaten to death.</Blunt.deathMessage>
    <Bomb.deathMessage>{0} has died in an explosion.</Bomb.deathMessage>
    <Bullet.deathMessage>{0} has been shot to death.</Bullet.deathMessage>
    <Crush.deathMessage>{0} has been crushed to death.</Crush.deathMessage>
    <Cut.deathMessage>{0} has been cut to death.</Cut.deathMessage>
    <Flame.deathMessage>{0} has burned to death.</Flame.deathMessage>
    <Frostbite.deathMessage>{0} has succumbed to frostbite.</Frostbite.deathMessage>
    <Frostbite.label>frostbite</Frostbite.label>
    <Scratch.deathMessage>{0} has been torn to death.</Scratch.deathMessage>
    <Stab.deathMessage>{0} has been stabbed to death.</Stab.deathMessage>
    <SurgicalCut.deathMessage>{0} has died during surgery.</SurgicalCut.deathMessage>
    <ToxicBite.deathMessage>{0} has been bitten to death.</ToxicBite.deathMessage>
    <ToxicBite.label>toxic bite</ToxicBite.label>

DefInjected\DamageDef\Damages_Misc.xml
    <Deterioration.label>deterioration</Deterioration.label>
    <EMP.deathMessage>{0} has been EMPed to death.</EMP.deathMessage>
    <Stun.deathMessage>{0} has been stunned to death.</Stun.deathMessage>

DefInjected\DamageTypeDef\BaseDamageTypes.xml
    <EMP.label>EMP</EMP.label>

DefInjected\DifficultyDef\Difficulties.xml
    <Basebuilder.description>A style of game focused on base building. Threats are scaled back quite a bit.</Basebuilder.description>
    <Basebuilder.label>Basebuilder</Basebuilder.label>
    <Challenge.description>A challenging game. This level requires strategy, tactics, and luck to survive. The way RimWorld was meant to be played.</Challenge.description>
    <Challenge.label>Challenge</Challenge.label>
    <Extreme.description>As hard as a diamond-bladed dagger. Enemies are strong, prices are poor, food is scarce, and colonists are grumpy. For those who enjoy digital suffering.</Extreme.description>
    <Extreme.label>Extreme</Extreme.label>
    <FreePlay.description>A style of game focused on building a colony in a sandbox-like environment. Threats appear, but they're extremely weak.</FreePlay.description>
    <FreePlay.label>Free play</FreePlay.label>
    <Rough.description>It's a rough planet. Threats can be quite dangerous, and there are no bonuses to colonist mood or crop yields.</Rough.description>
    <Rough.label>Rough</Rough.label>

DefInjected\FactionDef\Factions.xml
    <Colony.description>Your own community.</Colony.description>
    <Colony.label>colony</Colony.label>
    <Colony.pawnsPlural>colonists</Colony.pawnsPlural>
    <Insect.description>Usually aggressive and intrusive insects.</Insect.description>
    <Insect.fixedName>insects</Insect.fixedName>
    <Insect.label>insects</Insect.label>
    <Insect.pawnsPlural>insects</Insect.pawnsPlural>
    <Mechanoid.description>A hive of ancient self-replicating machines.</Mechanoid.description>
    <Mechanoid.fixedName>a mechanoid hive</Mechanoid.fixedName>
    <Mechanoid.pawnsPlural>mechanoids</Mechanoid.pawnsPlural>
    <Outlander.description>A small community of survivors.\n\nThese people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple mechanical tools and defend themselves with advanced gunpowder weapons.\n\nThey are concerned with the practical matters of trade, trust, and survival.</Outlander.description>
    <Outlander.label>outlander town</Outlander.label>
    <Outlander.leaderTitle>Mayor</Outlander.leaderTitle>
    <Outlander.pawnsPlural>outlanders</Outlander.pawnsPlural>
    <Pirate.description>A gang of bandits.\n\nPirates don't sow, they don't build, and they rarely trade. They enrich themselves mostly by raiding and robbing the more productive groups in the area.\n\nTheir technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though the luckier ones may have advanced energy weapons, and some may just like to stab people at close range.</Pirate.description>
    <Pirate.label>pirate band</Pirate.label>
    <Pirate.leaderTitle>Boss</Pirate.leaderTitle>
    <Pirate.pawnsPlural>pirates</Pirate.pawnsPlural>
    <Spacer.description>People from the distant reaches of space.</Spacer.description>
    <Spacer.fixedName>Spacer</Spacer.fixedName>
    <Spacer.label>spacer</Spacer.label>
    <Spacer.pawnsPlural>spacers</Spacer.pawnsPlural>
    <SpacerHostile.description>People from the distant reaches of space.</SpacerHostile.description>
    <SpacerHostile.fixedName>Spacer</SpacerHostile.fixedName>
    <SpacerHostile.label>spacer</SpacerHostile.label>
    <SpacerHostile.pawnsPlural>spacers</SpacerHostile.pawnsPlural>
    <Tribe.description>These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are mostly nomadic people who live off the land using primitive tools and weapons.\n\nSome tribes are more aggressive than others; many are open to trade and alliances, even with strange peoples like yourselves. Close cooperation or recruitment will be very difficult because of the vast sociotechnological and linguistic gap between the tribals and yourselves.\n\nDespite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.</Tribe.description>
    <Tribe.label>tribe</Tribe.label>
    <Tribe.leaderTitle>Chief</Tribe.leaderTitle>
    <Tribe.pawnsPlural>tribespeople</Tribe.pawnsPlural>

DefInjected\HairDef\HairsGeneral.xml
    <Afro.label>afro</Afro.label>
    <Bob.label>bob</Bob.label>
    <BraidedKnot.label>braided knot</BraidedKnot.label>
    <BriefPonytail.label>brief ponytail</BriefPonytail.label>
    <Curly.label>curly</Curly.label>
    <Firestarter.label>firestarter</Firestarter.label>
    <GreasySwoop.label>greasy swoop</GreasySwoop.label>
    <Long.label>long</Long.label>
    <Messy.label>messy</Messy.label>
    <Pigtails.label>pigtails</Pigtails.label>
    <Princess.label>princess</Princess.label>
    <Scatman.label>scatman</Scatman.label>
    <ScorpionTail.label>scorpion tail</ScorpionTail.label>
    <Senorita.label>senorita</Senorita.label>
    <Topdog.label>topdog</Topdog.label>
    <Troubadour.label>troubadour</Troubadour.label>

DefInjected\HediffDef\Hediffs_AddedParts.xml
    <Denture.label>denture</Denture.label>
    <PegLeg.label>peg leg</PegLeg.label>
    <ScytherBlade.label>scyther blade</ScytherBlade.label>

DefInjected\HediffDef\Hediffs_Chronic.xml
    <Alzheimers.label>alzheimer's</Alzheimers.label>
    <Alzheimers.stages.0.label>minor</Alzheimers.stages.0.label>
    <Alzheimers.stages.1.label>minor</Alzheimers.stages.1.label>
    <Alzheimers.stages.2.label>major</Alzheimers.stages.2.label>
    <Alzheimers.stages.3.label>major</Alzheimers.stages.3.label>
    <Asthma.label>asthma</Asthma.label>
    <Asthma.stages.0.label>minor</Asthma.stages.0.label>
    <Asthma.stages.1.label>major</Asthma.stages.1.label>
    <Asthma.stages.2.label>major</Asthma.stages.2.label>
    <BadBack.label>bad back</BadBack.label>
    <Carcinoma.label>carcinoma</Carcinoma.label>
    <Carcinoma.stages.0.label>minor</Carcinoma.stages.0.label>
    <Carcinoma.stages.1.label>minor</Carcinoma.stages.1.label>
    <Carcinoma.stages.2.label>major</Carcinoma.stages.2.label>
    <Carcinoma.stages.3.label>major</Carcinoma.stages.3.label>
    <Carcinoma.stages.4.label>extreme</Carcinoma.stages.4.label>
    <Carcinoma.stages.5.label>extreme</Carcinoma.stages.5.label>
    <Cataract.label>cataract</Cataract.label>
    <Dementia.label>dementia</Dementia.label>
    <Frail.label>frail</Frail.label>
    <HearingLoss.label>hearing loss</HearingLoss.label>
    <HeartArteryBlockage.label>artery blockage</HeartArteryBlockage.label>
    <HeartArteryBlockage.stages.0.label>minor</HeartArteryBlockage.stages.0.label>
    <HeartArteryBlockage.stages.1.label>minor</HeartArteryBlockage.stages.1.label>
    <HeartArteryBlockage.stages.2.label>major</HeartArteryBlockage.stages.2.label>
    <HeartArteryBlockage.stages.3.label>major</HeartArteryBlockage.stages.3.label>
    <HeartArteryBlockage.stages.4.label>extreme</HeartArteryBlockage.stages.4.label>
    <HeartArteryBlockage.stages.5.label>extreme</HeartArteryBlockage.stages.5.label>

DefInjected\HediffDef\Hediffs_Drugs.xml
    <Alcohol.label>alcohol</Alcohol.label>
    <Alcohol.stages.0.label>buzzed-hidden</Alcohol.stages.0.label>
    <Alcohol.stages.1.label>warm</Alcohol.stages.1.label>
    <Alcohol.stages.2.label>tipsy</Alcohol.stages.2.label>
    <Alcohol.stages.3.label>drunk</Alcohol.stages.3.label>
    <Alcohol.stages.4.label>hammered</Alcohol.stages.4.label>
    <Alcohol.stages.5.label>blackout</Alcohol.stages.5.label>
    <Hangover.label>hangover</Hangover.label>
    <Hangover.stages.0.label>slight</Hangover.stages.0.label>
    <Hangover.stages.1.label>strong</Hangover.stages.1.label>
    <Hangover.stages.2.label>pounding</Hangover.stages.2.label>
    <Hangover.stages.3.label>hidden-drunk</Hangover.stages.3.label>

DefInjected\HediffDef\Hediffs_Execution.xml
    <Euthanasia.label>euthanasia</Euthanasia.label>
    <ShutDown.label>shut down</ShutDown.label>

DefInjected\HediffDef\Hediffs_GlobalAcute.xml
    <HeartAttack.label>heart attack</HeartAttack.label>
    <HeartAttack.stages.0.label>painful</HeartAttack.stages.0.label>
    <HeartAttack.stages.1.label>debilitating</HeartAttack.stages.1.label>
    <HeartAttack.stages.2.label>fatal</HeartAttack.stages.2.label>

DefInjected\HediffDef\Hediffs_GlobalMisc.xml
    <Anesthetic.label>anesthetic</Anesthetic.label>
    <BloodLoss.label>blood loss</BloodLoss.label>
    <BloodLoss.stages.0.label>trivial</BloodLoss.stages.0.label>
    <BloodLoss.stages.1.label>minor</BloodLoss.stages.1.label>
    <BloodLoss.stages.2.label>moderate</BloodLoss.stages.2.label>
    <BloodLoss.stages.3.label>severe</BloodLoss.stages.3.label>
    <BloodLoss.stages.4.label>extreme</BloodLoss.stages.4.label>
    <Concussion.label>concussion</Concussion.label>
    <CryptosleepSickness.label>cryptosleep sickness</CryptosleepSickness.label>
    <FoodPoisoning.label>food poisoning</FoodPoisoning.label>
    <Pregnant.comps.0.discoverLetterLabel>{0} pregnant</Pregnant.comps.0.discoverLetterLabel>
    <Pregnant.comps.0.discoverLetterText>{0} is pregnant!</Pregnant.comps.0.discoverLetterText>
    <Pregnant.label>pregnant</Pregnant.label>
    <Pregnant.stages.0.label>early-stage-hidden</Pregnant.stages.0.label>
    <Pregnant.stages.1.label>middle-stage</Pregnant.stages.1.label>
    <Pregnant.stages.2.label>late-stage</Pregnant.stages.2.label>
    <PsychicShock.label>psychic shock</PsychicShock.label>
    <ToxicBuildup.label>toxic buildup</ToxicBuildup.label>
    <ToxicBuildup.stages.0.label>initial-hidden</ToxicBuildup.stages.0.label>
    <ToxicBuildup.stages.1.label>initial</ToxicBuildup.stages.1.label>
    <ToxicBuildup.stages.2.label>minor</ToxicBuildup.stages.2.label>
    <ToxicBuildup.stages.3.label>moderate</ToxicBuildup.stages.3.label>
    <ToxicBuildup.stages.4.label>serious</ToxicBuildup.stages.4.label>
    <ToxicBuildup.stages.5.label>extreme</ToxicBuildup.stages.5.label>

DefInjected\HediffDef\Hediffs_Implants.xml
    <Joywire.label>joywire</Joywire.label>
    <Painstopper.label>painstopper</Painstopper.label>

DefInjected\HediffDef\Hediffs_Infections.xml
    <FibrousMechanites.label>fibrous mechanites</FibrousMechanites.label>
    <FibrousMechanites.stages.0.label>mild pain</FibrousMechanites.stages.0.label>
    <FibrousMechanites.stages.1.label>intense pain</FibrousMechanites.stages.1.label>
    <Flu.label>flu</Flu.label>
    <Flu.stages.0.label>minor-hidden</Flu.stages.0.label>
    <Flu.stages.1.label>minor</Flu.stages.1.label>
    <Flu.stages.2.label>major</Flu.stages.2.label>
    <Flu.stages.3.label>extreme</Flu.stages.3.label>
    <Flu.stages.4.label>extreme</Flu.stages.4.label>
    <GutWorms.label>gut worms</GutWorms.label>
    <Malaria.label>malaria</Malaria.label>
    <Malaria.stages.0.label>minor</Malaria.stages.0.label>
    <Malaria.stages.1.label>minor</Malaria.stages.1.label>
    <Malaria.stages.2.label>major</Malaria.stages.2.label>
    <Malaria.stages.3.label>extreme</Malaria.stages.3.label>
    <Malaria.stages.4.label>extreme</Malaria.stages.4.label>
    <MuscleParasites.label>muscle parasites</MuscleParasites.label>
    <Plague.label>plague</Plague.label>
    <Plague.stages.0.label>minor</Plague.stages.0.label>
    <Plague.stages.1.label>minor</Plague.stages.1.label>
    <Plague.stages.2.label>major</Plague.stages.2.label>
    <Plague.stages.3.label>extreme</Plague.stages.3.label>
    <Plague.stages.4.label>extreme</Plague.stages.4.label>
    <Plague.stages.5.label>extreme</Plague.stages.5.label>
    <SensoryMechanites.label>sensory mechanites</SensoryMechanites.label>
    <SensoryMechanites.stages.0.label>mild pain</SensoryMechanites.stages.0.label>
    <SensoryMechanites.stages.1.label>intense pain</SensoryMechanites.stages.1.label>
    <SleepingSickness.label>sleeping sickness</SleepingSickness.label>
    <SleepingSickness.stages.0.label>minor-hidden</SleepingSickness.stages.0.label>
    <SleepingSickness.stages.1.label>minor</SleepingSickness.stages.1.label>
    <SleepingSickness.stages.2.label>minor</SleepingSickness.stages.2.label>
    <SleepingSickness.stages.3.label>major</SleepingSickness.stages.3.label>
    <SleepingSickness.stages.4.label>extreme</SleepingSickness.stages.4.label>
    <SleepingSickness.stages.5.label>extreme</SleepingSickness.stages.5.label>
    <SleepingSickness.stages.6.label>extreme</SleepingSickness.stages.6.label>
    <WoundInfection.label>infection</WoundInfection.label>
    <WoundInfection.stages.0.label>minor</WoundInfection.stages.0.label>
    <WoundInfection.stages.1.label>major</WoundInfection.stages.1.label>
    <WoundInfection.stages.2.label>extreme</WoundInfection.stages.2.label>
    <WoundInfection.stages.3.label>extreme</WoundInfection.stages.3.label>
    <WoundInfection.stages.4.label>extreme</WoundInfection.stages.4.label>

DefInjected\HediffDef\Hediffs_Injuries.xml
    <Bite.comps.0.labelSolidTended>poorly set</Bite.comps.0.labelSolidTended>
    <Bite.comps.0.labelSolidTendedWell>set</Bite.comps.0.labelSolidTendedWell>
    <Bite.comps.0.labelTended>poorly bandaged</Bite.comps.0.labelTended>
    <Bite.comps.0.labelTendedInner>poorly sutured</Bite.comps.0.labelTendedInner>
    <Bite.comps.0.labelTendedWell>bandaged</Bite.comps.0.labelTendedWell>
    <Bite.comps.0.labelTendedWellInner>sutured</Bite.comps.0.labelTendedWellInner>
    <Bite.comps.2.oldLabel>bite scar</Bite.comps.2.oldLabel>
    <Bite.injuryProps.destroyedLabel>Bitten off</Bite.injuryProps.destroyedLabel>
    <Bite.injuryProps.destroyedOutLabel>Bitten out</Bite.injuryProps.destroyedOutLabel>
    <BrainDamage.comps.0.oldLabel>brain damage</BrainDamage.comps.0.oldLabel>
    <BrainDamage.injuryProps.destroyedLabel>Damaged</BrainDamage.injuryProps.destroyedLabel>
    <BrainDamage.label>brain damage</BrainDamage.label>
    <Bruise.comps.0.labelSolidTended>poorly set</Bruise.comps.0.labelSolidTended>
    <Bruise.comps.0.labelSolidTendedWell>set</Bruise.comps.0.labelSolidTendedWell>
    <Bruise.comps.0.labelTended>poorly bandaged</Bruise.comps.0.labelTended>
    <Bruise.comps.0.labelTendedInner>poorly sutured</Bruise.comps.0.labelTendedInner>
    <Bruise.comps.0.labelTendedWell>bandaged</Bruise.comps.0.labelTendedWell>
    <Bruise.comps.0.labelTendedWellInner>sutured</Bruise.comps.0.labelTendedWellInner>
    <Bruise.injuryProps.destroyedLabel>Destroyed</Bruise.injuryProps.destroyedLabel>
    <Bruise.label>bruise</Bruise.label>
    <Burn.comps.0.labelSolidTended>poorly set</Burn.comps.0.labelSolidTended>
    <Burn.comps.0.labelSolidTendedWell>set</Burn.comps.0.labelSolidTendedWell>
    <Burn.comps.0.labelTended>poorly bandaged</Burn.comps.0.labelTended>
    <Burn.comps.0.labelTendedInner>poorly sutured</Burn.comps.0.labelTendedInner>
    <Burn.comps.0.labelTendedWell>bandaged</Burn.comps.0.labelTendedWell>
    <Burn.comps.0.labelTendedWellInner>sutured</Burn.comps.0.labelTendedWellInner>
    <Burn.comps.2.oldLabel>burn scar</Burn.comps.2.oldLabel>
    <Burn.injuryProps.destroyedLabel>Burned off</Burn.injuryProps.destroyedLabel>
    <Burn.injuryProps.destroyedOutLabel>Burned out</Burn.injuryProps.destroyedOutLabel>
    <Burn.label>burn</Burn.label>
    <Crack.comps.0.labelSolidTended>poorly set</Crack.comps.0.labelSolidTended>
    <Crack.comps.0.labelSolidTendedWell>set</Crack.comps.0.labelSolidTendedWell>
    <Crack.comps.0.labelTended>poorly healed</Crack.comps.0.labelTended>
    <Crack.comps.0.labelTendedInner>poorly healed</Crack.comps.0.labelTendedInner>
    <Crack.comps.0.labelTendedWell>healed</Crack.comps.0.labelTendedWell>
    <Crack.comps.0.labelTendedWellInner>healed</Crack.comps.0.labelTendedWellInner>
    <Crack.injuryProps.destroyedLabel>Shattered</Crack.injuryProps.destroyedLabel>
    <Crack.label>crack</Crack.label>
    <Crush.comps.0.labelSolidTended>poorly set</Crush.comps.0.labelSolidTended>
    <Crush.comps.0.labelSolidTendedWell>set</Crush.comps.0.labelSolidTendedWell>
    <Crush.comps.0.labelTended>poorly bandaged</Crush.comps.0.labelTended>
    <Crush.comps.0.labelTendedInner>poorly sutured</Crush.comps.0.labelTendedInner>
    <Crush.comps.0.labelTendedWell>bandaged</Crush.comps.0.labelTendedWell>
    <Crush.comps.0.labelTendedWellInner>sutured</Crush.comps.0.labelTendedWellInner>
    <Crush.comps.2.oldLabel>scar</Crush.comps.2.oldLabel>
    <Crush.injuryProps.destroyedLabel>Crushed</Crush.injuryProps.destroyedLabel>
    <Cut.comps.0.labelSolidTended>poorly set</Cut.comps.0.labelSolidTended>
    <Cut.comps.0.labelSolidTendedWell>set</Cut.comps.0.labelSolidTendedWell>
    <Cut.comps.0.labelTended>poorly bandaged</Cut.comps.0.labelTended>
    <Cut.comps.0.labelTendedInner>poorly sutured</Cut.comps.0.labelTendedInner>
    <Cut.comps.0.labelTendedWell>bandaged</Cut.comps.0.labelTendedWell>
    <Cut.comps.0.labelTendedWellInner>sutured</Cut.comps.0.labelTendedWellInner>
    <Cut.comps.2.oldLabel>cut scar</Cut.comps.2.oldLabel>
    <Cut.injuryProps.destroyedLabel>Cut off</Cut.injuryProps.destroyedLabel>
    <Cut.injuryProps.destroyedOutLabel>Cut out</Cut.injuryProps.destroyedOutLabel>
    <Frostbite.comps.0.labelSolidTended>poorly set</Frostbite.comps.0.labelSolidTended>
    <Frostbite.comps.0.labelSolidTendedWell>set</Frostbite.comps.0.labelSolidTendedWell>
    <Frostbite.comps.0.labelTended>poorly bandaged</Frostbite.comps.0.labelTended>
    <Frostbite.comps.0.labelTendedInner>poorly sutured</Frostbite.comps.0.labelTendedInner>
    <Frostbite.comps.0.labelTendedWell>bandaged</Frostbite.comps.0.labelTendedWell>
    <Frostbite.comps.0.labelTendedWellInner>sutured</Frostbite.comps.0.labelTendedWellInner>
    <Frostbite.comps.2.oldLabel>frostbite scar</Frostbite.comps.2.oldLabel>
    <Frostbite.injuryProps.destroyedLabel>Lost to frostbite</Frostbite.injuryProps.destroyedLabel>
    <Frostbite.label>frostbite</Frostbite.label>
    <Gunshot.comps.0.labelSolidTended>poorly set</Gunshot.comps.0.labelSolidTended>
    <Gunshot.comps.0.labelSolidTendedWell>set</Gunshot.comps.0.labelSolidTendedWell>
    <Gunshot.comps.0.labelTended>poorly bandaged</Gunshot.comps.0.labelTended>
    <Gunshot.comps.0.labelTendedInner>poorly sutured</Gunshot.comps.0.labelTendedInner>
    <Gunshot.comps.0.labelTendedWell>bandaged</Gunshot.comps.0.labelTendedWell>
    <Gunshot.comps.0.labelTendedWellInner>sutured</Gunshot.comps.0.labelTendedWellInner>
    <Gunshot.comps.2.oldLabel>old gunshot</Gunshot.comps.2.oldLabel>
    <Gunshot.injuryProps.destroyedLabel>Shot off</Gunshot.injuryProps.destroyedLabel>
    <Gunshot.injuryProps.destroyedOutLabel>Shot out</Gunshot.injuryProps.destroyedOutLabel>
    <Gunshot.label>gunshot</Gunshot.label>
    <Misc.comps.0.labelSolidTended>poorly set</Misc.comps.0.labelSolidTended>
    <Misc.comps.0.labelSolidTendedWell>set</Misc.comps.0.labelSolidTendedWell>
    <Misc.comps.0.labelTended>poorly bandaged</Misc.comps.0.labelTended>
    <Misc.comps.0.labelTendedInner>poorly sutured</Misc.comps.0.labelTendedInner>
    <Misc.comps.0.labelTendedWell>bandaged</Misc.comps.0.labelTendedWell>
    <Misc.comps.0.labelTendedWellInner>sutured</Misc.comps.0.labelTendedWellInner>
    <Misc.injuryProps.destroyedLabel>Destroyed</Misc.injuryProps.destroyedLabel>
    <MissingBodyPart.label>missing body part</MissingBodyPart.label>
    <Scratch.comps.0.labelSolidTended>poorly set</Scratch.comps.0.labelSolidTended>
    <Scratch.comps.0.labelSolidTendedWell>set</Scratch.comps.0.labelSolidTendedWell>
    <Scratch.comps.0.labelTended>poorly bandaged</Scratch.comps.0.labelTended>
    <Scratch.comps.0.labelTendedInner>poorly sutured</Scratch.comps.0.labelTendedInner>
    <Scratch.comps.0.labelTendedWell>bandaged</Scratch.comps.0.labelTendedWell>
    <Scratch.comps.0.labelTendedWellInner>sutured</Scratch.comps.0.labelTendedWellInner>
    <Scratch.comps.2.oldLabel>scratch scar</Scratch.comps.2.oldLabel>
    <Scratch.injuryProps.destroyedLabel>Torn off</Scratch.injuryProps.destroyedLabel>
    <Scratch.injuryProps.destroyedOutLabel>Torn out</Scratch.injuryProps.destroyedOutLabel>
    <Shredded.comps.0.labelSolidTended>poorly set</Shredded.comps.0.labelSolidTended>
    <Shredded.comps.0.labelSolidTendedWell>set</Shredded.comps.0.labelSolidTendedWell>
    <Shredded.comps.0.labelTended>poorly bandaged</Shredded.comps.0.labelTended>
    <Shredded.comps.0.labelTendedInner>poorly sutured</Shredded.comps.0.labelTendedInner>
    <Shredded.comps.0.labelTendedWell>bandaged</Shredded.comps.0.labelTendedWell>
    <Shredded.comps.0.labelTendedWellInner>sutured</Shredded.comps.0.labelTendedWellInner>
    <Shredded.comps.2.oldLabel>scar</Shredded.comps.2.oldLabel>
    <Shredded.injuryProps.destroyedLabel>Torn off</Shredded.injuryProps.destroyedLabel>
    <Shredded.injuryProps.destroyedOutLabel>Torn out</Shredded.injuryProps.destroyedOutLabel>
    <Shredded.label>shredded</Shredded.label>
    <Stab.comps.0.labelSolidTended>poorly set</Stab.comps.0.labelSolidTended>
    <Stab.comps.0.labelSolidTendedWell>set</Stab.comps.0.labelSolidTendedWell>
    <Stab.comps.0.labelTended>poorly bandaged</Stab.comps.0.labelTended>
    <Stab.comps.0.labelTendedInner>poorly sutured</Stab.comps.0.labelTendedInner>
    <Stab.comps.0.labelTendedWell>bandaged</Stab.comps.0.labelTendedWell>
    <Stab.comps.0.labelTendedWellInner>sutured</Stab.comps.0.labelTendedWellInner>
    <Stab.comps.2.oldLabel>stab scar</Stab.comps.2.oldLabel>
    <Stab.injuryProps.destroyedLabel>Cut off</Stab.injuryProps.destroyedLabel>
    <Stab.injuryProps.destroyedOutLabel>Cut out</Stab.injuryProps.destroyedOutLabel>
    <SurgicalCut.comps.0.labelSolidTended>poorly set</SurgicalCut.comps.0.labelSolidTended>
    <SurgicalCut.comps.0.labelSolidTendedWell>set</SurgicalCut.comps.0.labelSolidTendedWell>
    <SurgicalCut.comps.0.labelTended>poorly bandaged</SurgicalCut.comps.0.labelTended>
    <SurgicalCut.comps.0.labelTendedInner>poorly sutured</SurgicalCut.comps.0.labelTendedInner>
    <SurgicalCut.comps.0.labelTendedWell>bandaged</SurgicalCut.comps.0.labelTendedWell>
    <SurgicalCut.comps.0.labelTendedWellInner>sutured</SurgicalCut.comps.0.labelTendedWellInner>
    <SurgicalCut.comps.1.oldLabel>cut scar</SurgicalCut.comps.1.oldLabel>

DefInjected\HediffDef\Hediffs_LocalMisc.xml
    <TraumaSavant.label>trauma savant</TraumaSavant.label>

DefInjected\HediffDef\Hediffs_Needs.xml
    <Malnutrition.label>malnutrition</Malnutrition.label>
    <Malnutrition.stages.0.label>trivial</Malnutrition.stages.0.label>
    <Malnutrition.stages.1.label>minor</Malnutrition.stages.1.label>
    <Malnutrition.stages.2.label>moderate</Malnutrition.stages.2.label>
    <Malnutrition.stages.3.label>severe</Malnutrition.stages.3.label>
    <Malnutrition.stages.4.label>extreme</Malnutrition.stages.4.label>

DefInjected\HediffDef\Hediffs_Temperature.xml
    <Heatstroke.label>heatstroke</Heatstroke.label>
    <Heatstroke.stages.0.label>initial-hidden</Heatstroke.stages.0.label>
    <Heatstroke.stages.1.label>initial</Heatstroke.stages.1.label>
    <Heatstroke.stages.2.label>minor</Heatstroke.stages.2.label>
    <Heatstroke.stages.3.label>serious</Heatstroke.stages.3.label>
    <Heatstroke.stages.4.label>extreme</Heatstroke.stages.4.label>
    <Hypothermia.label>hypothermia</Hypothermia.label>
    <Hypothermia.stages.0.label>shivering-hidden</Hypothermia.stages.0.label>
    <Hypothermia.stages.1.label>shivering</Hypothermia.stages.1.label>
    <Hypothermia.stages.2.label>minor</Hypothermia.stages.2.label>
    <Hypothermia.stages.3.label>serious</Hypothermia.stages.3.label>
    <Hypothermia.stages.4.label>extreme</Hypothermia.stages.4.label>

DefInjected\HediffGiverSetDef\HediffGiverSets.xml
    <OrganicStandard.hediffGivers.4.letter>NAME's brain injury has caused HIM to develop strange savant-like abilities.</OrganicStandard.hediffGivers.4.letter>
    <OrganicStandard.hediffGivers.4.letterLabel>Trauma savant</OrganicStandard.hediffGivers.4.letterLabel>

DefInjected\IncidentDef\Incidents_Bad_Misc.xml
    <ColdSnap.letterLabel>Cold snap</ColdSnap.letterLabel>
    <ColdSnap.letterText>An unusual cold snap has set in. Watch out for hypothermia and dying crops.</ColdSnap.letterText>
    <Eclipse.letterLabel>Eclipse</Eclipse.letterLabel>
    <Eclipse.letterText>One of the moons of this planet has orbited in front of the sun. An eclipse has begun.</Eclipse.letterText>
    <Flashstorm.letterLabel>Flashstorm</Flashstorm.letterLabel>
    <Flashstorm.letterText>Extreme amounts of lightning are hitting a small region. This can cause massive fires.</Flashstorm.letterText>
    <HeatWave.letterLabel>Heat wave</HeatWave.letterLabel>
    <HeatWave.letterText>An unusual heat wave has begun. Watch out for heat stroke.</HeatWave.letterText>
    <SolarFlare.letterLabel>Solar flare</SolarFlare.letterLabel>
    <SolarFlare.letterText>A solar flare has begun.\n\nThe intense radiation will shut down all electrical devices.\n\nIt should pass in about a day.</SolarFlare.letterText>
    <ToxicFallout.letterLabel>Toxic fallout</ToxicFallout.letterLabel>
    <ToxicFallout.letterText>A distant chemical fire has released a plume of poison over this entire region.\n\nAny person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere.\n\nIt will last for anywhere between a few days to over a month.</ToxicFallout.letterText>
    <VolcanicWinter.letterLabel>Volcanic winter</VolcanicWinter.letterLabel>
    <VolcanicWinter.letterText>A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere.\n\nAsh in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.</VolcanicWinter.letterText>

DefInjected\IncidentDef\Incidents_Bad_ThreatsBig.xml
    <Infestation.letterLabel>Infestation</Infestation.letterLabel>
    <Infestation.letterText>A bug hive has emerged!\n\nIt will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.</Infestation.letterText>
    <PoisonShipPartCrash.letterLabel>Poison ship</PoisonShipPartCrash.letterLabel>
    <PoisonShipPartCrash.letterText>A large piece of an ancient ship has crashed nearby.\n\nIt is leaking toxic material and will kill all plants in an expanding circle around itself.\n\nDestroy it as soon as possible.</PoisonShipPartCrash.letterText>
    <PsychicEmanatorShipPartCrash.letterLabel>Psychic ship</PsychicEmanatorShipPartCrash.letterLabel>
    <PsychicEmanatorShipPartCrash.letterText>A large piece of an ancient ship has crashed nearby.\n\nYour colonists can feel it in the back of their mind, exhorting unspeakable acts. It must have an onboard AI persona with psychic projection ability. And this AI is not friendly.\n\nDestroy it as soon as possible.</PsychicEmanatorShipPartCrash.letterText>

DefInjected\InteractionDef\Interactions_Animal.xml
    <AnimalChat.label>animal chat</AnimalChat.label>
    <AnimalChat.logRulesInitiator.rulesStrings.0>logentry->Communicated with [other_nameShortIndef], attempting to build rapport.</AnimalChat.logRulesInitiator.rulesStrings.0>
    <AnimalChat.logRulesRecipient.rulesStrings.0>logentry->Responded to [other_nameShortIndef]'s friendly communication.</AnimalChat.logRulesRecipient.rulesStrings.0>
    <TameAttempt.label>tame attempt</TameAttempt.label>
    <TameAttempt.logRulesInitiator.rulesStrings.0>logentry->Attempted to tame [other_nameShortIndef].</TameAttempt.logRulesInitiator.rulesStrings.0>
    <TameAttempt.logRulesRecipient.rulesStrings.0>logentry->Watches [other_nameShortIndef] attempt to tame me.</TameAttempt.logRulesRecipient.rulesStrings.0>
    <TrainAttempt.label>train attempt</TrainAttempt.label>
    <TrainAttempt.logRulesInitiator.rulesStrings.0>logentry->Trained [other_nameShortIndef].</TrainAttempt.logRulesInitiator.rulesStrings.0>
    <TrainAttempt.logRulesRecipient.rulesStrings.0>logentry->Was trained by [other_nameShortIndef].</TrainAttempt.logRulesRecipient.rulesStrings.0>

DefInjected\InteractionDef\Interactions_Prisoner.xml
    <PrisonerFriendlyChat.logRulesInitiator.rulesStrings.0>logentry->Tried to convince [other_nameShortIndef] of the goodness of the colony.</PrisonerFriendlyChat.logRulesInitiator.rulesStrings.0>
    <PrisonerFriendlyChat.logRulesRecipient.rulesStrings.0>logentry->Listened to [other_nameShortIndef] talk about how nice the colony is.</PrisonerFriendlyChat.logRulesRecipient.rulesStrings.0>
    <RecruitAttempt.label>recruit attempt</RecruitAttempt.label>
    <RecruitAttempt.logRulesInitiator.rulesStrings.0>logentry->Attempted to recruit [other_nameShortIndef].</RecruitAttempt.logRulesInitiator.rulesStrings.0>
    <RecruitAttempt.logRulesRecipient.rulesStrings.0>logentry->Listened to a recruitment pitch from [other_nameShortIndef].</RecruitAttempt.logRulesRecipient.rulesStrings.0>

DefInjected\InteractionDef\Interactions_Romance.xml
    <Breakup.label>breakup</Breakup.label>
    <Breakup.logRulesInitiator.rulesStrings.0>logentry->Broke up with [other_nameShortIndef].</Breakup.logRulesInitiator.rulesStrings.0>
    <Breakup.logRulesRecipient.rulesStrings.0>logentry->Was broken up with by [other_nameShortIndef].</Breakup.logRulesRecipient.rulesStrings.0>
    <MarriageProposal.label>marriage proposal</MarriageProposal.label>
    <MarriageProposal.logRulesInitiator.rulesStrings.0>logentry->Proposed marriage to [other_nameShortIndef].</MarriageProposal.logRulesInitiator.rulesStrings.0>
    <MarriageProposal.logRulesRecipient.rulesStrings.0>logentry->Was proposed to by [other_nameShortIndef].</MarriageProposal.logRulesRecipient.rulesStrings.0>
    <RomanceAttempt.label>romance attempt</RomanceAttempt.label>
    <RomanceAttempt.logRulesInitiator.rulesStrings.0>logentry->Attempted to woo [other_nameShortIndef] into a romance.</RomanceAttempt.logRulesInitiator.rulesStrings.0>
    <RomanceAttempt.logRulesRecipient.rulesStrings.0>logentry->Was wooed by [other_nameShortIndef].</RomanceAttempt.logRulesRecipient.rulesStrings.0>

DefInjected\InteractionDef\Interactions_Social.xml
    <Chitchat.label>chitchat</Chitchat.label>
    <Chitchat.logRulesInitiator.rulesStrings.0>logentry->Had a nice chat with [other_nameShortIndef].</Chitchat.logRulesInitiator.rulesStrings.0>
    <DeepTalk.label>deep talk</DeepTalk.label>
    <DeepTalk.logRulesInitiator.rulesStrings.0>logentry->Had a deep talk with [other_nameShortIndef].</DeepTalk.logRulesInitiator.rulesStrings.0>
    <Insult.label>insult</Insult.label>
    <Insult.logRulesInitiator.rulesStrings.0>logentry->Insulted [other_nameShortIndef].</Insult.logRulesInitiator.rulesStrings.0>
    <Insult.logRulesRecipient.rulesStrings.0>logentry->Was insulted by [other_nameShortIndef].</Insult.logRulesRecipient.rulesStrings.0>
    <Slight.label>slight</Slight.label>
    <Slight.logRulesInitiator.rulesStrings.0>logentry->Slighted [other_nameShortIndef].</Slight.logRulesInitiator.rulesStrings.0>
    <Slight.logRulesRecipient.rulesStrings.0>logentry->Was slighted by [other_nameShortIndef].</Slight.logRulesRecipient.rulesStrings.0>

DefInjected\JobDef\Jobs_Animal.xml
    <LayEgg.reportString>Laying egg.</LayEgg.reportString>
    <Mate.reportString>Mating with TargetA.</Mate.reportString>
    <Nuzzle.reportString>Nuzzling TargetA.</Nuzzle.reportString>
    <PredatorHunt.reportString>Hunting TargetA.</PredatorHunt.reportString>

DefInjected\JobDef\Jobs_Gatherings.xml
    <MarryAdjacentPawn.reportString>Marrying TargetA.</MarryAdjacentPawn.reportString>
    <SpectateCeremony.reportString>Attending a ceremony.</SpectateCeremony.reportString>
    <StandAndBeSociallyActive.reportString>Relaxing socially.</StandAndBeSociallyActive.reportString>

DefInjected\JobDef\Jobs_Joy.xml
    <BuildSnowman.reportString>Building snowman.</BuildSnowman.reportString>
    <GoForWalk.reportString>Going for a walk.</GoForWalk.reportString>
    <Meditate.reportString>Meditating.</Meditate.reportString>
    <PlayBilliards.reportString>Playing billiards.</PlayBilliards.reportString>
    <PlayChess.reportString>Playing chess.</PlayChess.reportString>
    <PlayHorseshoes.reportString>Playing horseshoes.</PlayHorseshoes.reportString>
    <Pray.reportString>Praying.</Pray.reportString>
    <Skygaze.reportString>Skygazing.</Skygaze.reportString>
    <SocialRelax.reportString>Relaxing socially.</SocialRelax.reportString>
    <UseTelescope.reportString>Using telescope.</UseTelescope.reportString>
    <VisitGrave.reportString>Visiting grave.</VisitGrave.reportString>
    <VisitSickPawn.reportString>Cheering up patient TargetA.</VisitSickPawn.reportString>
    <WatchTelevision.reportString>Watching television.</WatchTelevision.reportString>

DefInjected\JobDef\Jobs_Misc.xml
    <ClearSnow.reportString>Clearing snow .</ClearSnow.reportString>
    <EnterCryptosleepCasket.reportString>Entering cryptosleep casket.</EnterCryptosleepCasket.reportString>
    <FleeAndCower.reportString>Fleeing.</FleeAndCower.reportString>
    <Flick.reportString>Flicking switch.</Flick.reportString>
    <GotoSafeTemperature.reportString>Seeking safe temperature.</GotoSafeTemperature.reportString>
    <GotoWander.reportString>Wandering.</GotoWander.reportString>
    <Ingest.reportString>Consuming TargetA.</Ingest.reportString>
    <Lovin.reportString>Lovin'.</Lovin.reportString>
    <ManTurret.reportString>Operating turret.</ManTurret.reportString>
    <Open.reportString>Opening TargetA.</Open.reportString>
    <RearmTrap.reportString>Rearming TargetA.</RearmTrap.reportString>
    <Refuel.reportString>Refueling TargetA.</Refuel.reportString>
    <RemoveApparel.reportString>Removing TargetA.</RemoveApparel.reportString>
    <TakeInventory.reportString>Taking TargetA.</TakeInventory.reportString>
    <TradeWithPawn.reportString>Trading with TargetA.</TradeWithPawn.reportString>
    <TriggerFirefoamPopper.reportString>Triggering firefoam popper.</TriggerFirefoamPopper.reportString>
    <UseArtifact.reportString>Activating artifact.</UseArtifact.reportString>
    <Vomit.reportString>Vomiting.</Vomit.reportString>
    <WaitCombat.reportString>Watching for targets.</WaitCombat.reportString>
    <WaitDowned.reportString>Downed.</WaitDowned.reportString>
    <WaitSafeTemperature.reportString>Waiting in safe temperature.</WaitSafeTemperature.reportString>
    <WaitWander.reportString>Wandering.</WaitWander.reportString>

DefInjected\JobDef\Jobs_Work.xml
    <BuryCorpse.reportString>Burying TargetA.</BuryCorpse.reportString>
    <CarryToCryptosleepCasket.reportString>Carrying TargetA to cryptosleep casket.</CarryToCryptosleepCasket.reportString>
    <FixBrokenDownBuilding.reportString>Replacing broken components in TargetA.</FixBrokenDownBuilding.reportString>
    <Milk.reportString>Milking TargetA.</Milk.reportString>
    <PrisonerAttemptRecruit.reportString>Attempting to recruit TargetA.</PrisonerAttemptRecruit.reportString>
    <ReleasePrisoner.reportString>Releasing TargetA.</ReleasePrisoner.reportString>
    <RemoveFloor.reportString>Removing floor.</RemoveFloor.reportString>
    <Shear.reportString>Shearing TargetA.</Shear.reportString>
    <Slaughter.reportString>Slaughtering TargetA.</Slaughter.reportString>
    <SmoothFloor.reportString>Smoothing floor.</SmoothFloor.reportString>
    <Tame.reportString>Taming TargetA.</Tame.reportString>
    <TendPatient.reportString>Tending to TargetA.</TendPatient.reportString>
    <Train.reportString>Training TargetA.</Train.reportString>
    <Uninstall.reportString>Uninstalling TargetA.</Uninstall.reportString>

DefInjected\JoyKindDef\JoyKinds.xml
    <Chemical.label>chemical</Chemical.label>
    <GamingCerebral.label>gaming (cerebral)</GamingCerebral.label>
    <GamingDexterity.label>gaming (dexterity)</GamingDexterity.label>
    <Gluttonous.label>gluttonous</Gluttonous.label>
    <Lewd.label>lewd</Lewd.label>
    <Meditative.label>meditative</Meditative.label>
    <Passive.label>passive</Passive.label>
    <Social.label>social</Social.label>
    <Study.label>study</Study.label>

DefInjected\KeyBindingCategoryDef\KeyBindingCategories.xml
    <Development.description>Controls for developers and modders. Active in development mode only.</Development.description>
    <Development.label>Development</Development.label>
    <Game.description>Colony mode controls that apply in most situations.</Game.description>
    <Game.label>In-game global controls</Game.label>
    <GameMapCamera.description>Controls for the camera.</GameMapCamera.description>
    <GameMapCamera.label>camera controls</GameMapCamera.label>
    <MainTabs.description>Controls for the main tabs.</MainTabs.description>
    <MainTabs.label>Main tabs</MainTabs.label>
    <SelectionMisc.description>Generic controls that are re-used by many items and objects throughout the game.</SelectionMisc.description>
    <SelectionMisc.label>Misc controls</SelectionMisc.label>
    <SelectionSpecial.description>Special controls reserved for specific functions on specific objects.</SelectionSpecial.description>
    <SelectionSpecial.label>Special controls</SelectionSpecial.label>

DefInjected\KeyBindingDef\KeyBindings.xml
    <CommandColonistDraft.label>draft</CommandColonistDraft.label>
    <CommandItemForbid.label>toggle forbidden</CommandItemForbid.label>
    <CommandTogglePower.label>toggle power</CommandTogglePower.label>
    <DebugTickOnce.label>tick once (debug)</DebugTickOnce.label>
    <DesignatorCancel.label>cancel</DesignatorCancel.label>
    <DesignatorDeconstruct.label>deconstruct</DesignatorDeconstruct.label>
    <DesignatorRotateLeft.label>rotate left</DesignatorRotateLeft.label>
    <DesignatorRotateRight.label>rotate right</DesignatorRotateRight.label>
    <MapDollyDown.label>dolly down</MapDollyDown.label>
    <MapDollyLeft.label>dolly left</MapDollyLeft.label>
    <MapDollyRight.label>dolly right</MapDollyRight.label>
    <MapDollyUp.label>dolly up</MapDollyUp.label>
    <MapZoomIn.label>zoom in</MapZoomIn.label>
    <MapZoomOut.label>zoom out</MapZoomOut.label>
    <Misc1.label>Misc 1</Misc1.label>
    <Misc10.label>Misc 10</Misc10.label>
    <Misc11.label>Misc 11</Misc11.label>
    <Misc12.label>Misc 12</Misc12.label>
    <Misc2.label>Misc 2</Misc2.label>
    <Misc3.label>Misc 3</Misc3.label>
    <Misc4.label>Misc 4</Misc4.label>
    <Misc5.label>Misc 5</Misc5.label>
    <Misc6.label>Misc 6</Misc6.label>
    <Misc7.label>Misc 7</Misc7.label>
    <Misc8.label>Misc 8</Misc8.label>
    <Misc9.label>Misc 9</Misc9.label>
    <NextColonist.label>next colonist</NextColonist.label>
    <PreviousColonist.label>previous colonist</PreviousColonist.label>
    <SelectNextInCell.label>select next in cell</SelectNextInCell.label>
    <TakeScreenshot.label>take screenshot</TakeScreenshot.label>
    <TimeSpeedFast.label>game speed: fast</TimeSpeedFast.label>
    <TimeSpeedNormal.label>game speed: normal</TimeSpeedNormal.label>
    <TimeSpeedSuperfast.label>game speed: super fast</TimeSpeedSuperfast.label>
    <TimeSpeedUltrafast.label>game speed: ultra fast (debug)</TimeSpeedUltrafast.label>
    <ToggleLog.label>toggle log</ToggleLog.label>
    <TogglePause.label>pause/resume game</TogglePause.label>
    <ToggleScreenshotMode.label>toggle screenshot mode</ToggleScreenshotMode.label>

DefInjected\LifeStageDef\LifeStages.xml
    <AnimalAdult.label>adult</AnimalAdult.label>
    <AnimalBaby.label>baby</AnimalBaby.label>
    <AnimalJuvenile.label>juvenile</AnimalJuvenile.label>
    <EusocialInsectAdult.label>adult</EusocialInsectAdult.label>
    <EusocialInsectJuvenile.label>immature</EusocialInsectJuvenile.label>
    <EusocialInsectLarva.label>larva</EusocialInsectLarva.label>
    <HumanlikeAdult.label>adult</HumanlikeAdult.label>
    <HumanlikeBaby.label>baby</HumanlikeBaby.label>
    <HumanlikeChild.label>child</HumanlikeChild.label>
    <HumanlikeTeenager.adjective>teenage</HumanlikeTeenager.adjective>
    <HumanlikeTeenager.label>teenager</HumanlikeTeenager.label>
    <HumanlikeToddler.label>toddler</HumanlikeToddler.label>
    <MechanoidFullyFormed.label>fully-formed</MechanoidFullyFormed.label>

DefInjected\MapConditionDef\MapConditions_Misc.xml
    <ColdSnap.description>An unusual cold snap is freezing the region.</ColdSnap.description>
    <ColdSnap.endMessage>The cold snap is over.</ColdSnap.endMessage>
    <ColdSnap.label>cold snap</ColdSnap.label>
    <Eclipse.endMessage>The eclipse is ending.</Eclipse.endMessage>
    <Flashstorm.description>Extreme amounts of lightning are hitting a small region.</Flashstorm.description>
    <Flashstorm.endMessage>The flashstorm is over.</Flashstorm.endMessage>
    <Flashstorm.label>flashstorm</Flashstorm.label>
    <HeatWave.description>An extreme wave of heat is baking the area.</HeatWave.description>
    <HeatWave.endMessage>The heat wave is over.</HeatWave.endMessage>
    <HeatWave.label>heat wave</HeatWave.label>
    <PsychicDrone.endMessage>The psychic drone is ending.</PsychicDrone.endMessage>
    <PsychicSoothe.description>A distant, powerful AI is emitting waves of psychic force that are calming people and stabilizing their minds.</PsychicSoothe.description>
    <PsychicSoothe.endMessage>The psychic soothe is ending.</PsychicSoothe.endMessage>
    <PsychicSoothe.label>psychic soothe</PsychicSoothe.label>
    <SolarFlare.endMessage>The solar flare is ending.</SolarFlare.endMessage>
    <ToxicFallout.description>A plume of toxic dust from some distant source is slowly settling over this entire region of the planet. Anyone not under a roof will be slowly poisoned.</ToxicFallout.description>
    <ToxicFallout.endMessage>The worst of the toxic fallout has settled.</ToxicFallout.endMessage>
    <ToxicFallout.label>toxic fallout</ToxicFallout.label>
    <VolcanicWinter.description>The atmosphere is choked with volcanic particles, significantly reducing the amount of light which reaches the surface. Temperatures will be colder and plants will grow slower.</VolcanicWinter.description>
    <VolcanicWinter.endMessage>Most of the volcanic ash has settled.</VolcanicWinter.endMessage>
    <VolcanicWinter.label>volcanic winter</VolcanicWinter.label>

DefInjected\MentalStateDef\MentalStates.xml
    <Berserk.beginLetter>{0} has gone berserk!</Berserk.beginLetter>
    <Berserk.beginLetterLabel>berserk</Berserk.beginLetterLabel>
    <Berserk.inspectLine>Mental state: Berserk</Berserk.inspectLine>
    <Berserk.label>berserk</Berserk.label>
    <Berserk.recoveryMessage>{0}'s berserk rage has come to an end.</Berserk.recoveryMessage>
    <BingingAlcohol.beginLetter>{0} is binging on alcohol.</BingingAlcohol.beginLetter>
    <BingingAlcohol.beginLetterLabel>binge</BingingAlcohol.beginLetterLabel>
    <BingingAlcohol.inspectLine>Mental state: Binging on alcohol</BingingAlcohol.inspectLine>
    <BingingAlcohol.label>binging on alcohol</BingingAlcohol.label>
    <BingingAlcohol.recoveryMessage>{0} is no longer binging on alcohol.</BingingAlcohol.recoveryMessage>
    <ConfusedWander.beginLetter>{0} has broken down and is wandering around confused.</ConfusedWander.beginLetter>
    <ConfusedWander.beginLetterLabel>confusion</ConfusedWander.beginLetterLabel>
    <ConfusedWander.inspectLine>Mental state: Confused and wandering</ConfusedWander.inspectLine>
    <ConfusedWander.label>confused wandering</ConfusedWander.label>
    <ConfusedWander.recoveryMessage>{0} is no longer confused.</ConfusedWander.recoveryMessage>
    <DazedWander.beginLetter>{0} has broken down and is wandering around in a daze.</DazedWander.beginLetter>
    <DazedWander.beginLetterLabel>daze</DazedWander.beginLetterLabel>
    <DazedWander.inspectLine>Mental state: Dazed and wandering</DazedWander.inspectLine>
    <DazedWander.label>dazed wandering</DazedWander.label>
    <DazedWander.recoveryMessage>{0} is no longer dazed.</DazedWander.recoveryMessage>
    <GiveUpExit.beginLetter>{0} has given up and is leaving the colony.</GiveUpExit.beginLetter>
    <GiveUpExit.beginLetterLabel>gave up</GiveUpExit.beginLetterLabel>
    <GiveUpExit.inspectLine>Mental state: Given up and leaving</GiveUpExit.inspectLine>
    <GiveUpExit.label>giving up and leaving</GiveUpExit.label>
    <GiveUpExit.recoveryMessage>{0} has had a change of heart and is coming back to the colony.</GiveUpExit.recoveryMessage>
    <Manhunter.beginLetter>{0} has become a manhunter!</Manhunter.beginLetter>
    <Manhunter.beginLetterLabel>manhunter</Manhunter.beginLetterLabel>
    <Manhunter.inspectLine>Maddened: Manhunter</Manhunter.inspectLine>
    <Manhunter.label>manhunter</Manhunter.label>
    <Manhunter.recoveryMessage>{0}'s manhunting bloodlust has come to an end.</Manhunter.recoveryMessage>
    <PanicFlee.beginLetter>{0} is fleeing in panic.</PanicFlee.beginLetter>
    <PanicFlee.beginLetterLabel>flee</PanicFlee.beginLetterLabel>
    <PanicFlee.inspectLine>Mental state: Fleeing in panic</PanicFlee.inspectLine>
    <PanicFlee.label>panic fleeing</PanicFlee.label>
    <PanicFlee.recoveryMessage>{0} is no longer fleeing in panic.</PanicFlee.recoveryMessage>
    <SocialFighting.inspectLine>Mental state: Social fighting</SocialFighting.inspectLine>
    <SocialFighting.label>social fighting</SocialFighting.label>
    <SocialFighting.recoveryMessage>{0} and {1} are no longer social fighting.</SocialFighting.recoveryMessage>

DefInjected\NeedDef\Needs.xml
    <Beauty.description>Beauty reflects how visually pleasing a person has found their surroundings recently.</Beauty.description>
    <Beauty.label>beauty</Beauty.label>
    <Comfort.description>Comfort is gained by sitting in or sleeping on comfortable furniture.</Comfort.description>
    <Comfort.label>comfort</Comfort.label>
    <Food.description>Food is the amount of nutrition a creature has consumed recently. If it is at zero, a creature will take starvation damage over time.</Food.description>
    <Food.label>food</Food.label>
    <Mood.description>Mood represents how happy or stressed someone is. If mood gets too low, the person may suffer a mental break.</Mood.description>
    <Mood.label>mood</Mood.label>
    <Rest.description>Rest is how much sleep a creature has gotten recently.</Rest.description>
    <Rest.label>rest</Rest.label>
    <Space.description>Space reflects a sense of being physically free and able to move around. It is harmed by spending extended periods in cramped rooms.</Space.description>
    <Space.label>space</Space.label>

DefInjected\PawnCapacityDef\PawnCapacity.xml
    <BloodFiltration.label>blood filtration</BloodFiltration.label>
    <BloodPumping.label>blood pumping</BloodPumping.label>
    <Breathing.label>breathing</Breathing.label>
    <Consciousness.label>consciousness</Consciousness.label>
    <Consciousness.labelMechanoids>Data processing</Consciousness.labelMechanoids>
    <Eating.label>eating</Eating.label>
    <Hearing.label>hearing</Hearing.label>
    <Manipulation.label>manipulation</Manipulation.label>
    <Metabolism.label>metabolism</Metabolism.label>
    <Moving.label>moving</Moving.label>
    <Sight.label>sight</Sight.label>
    <Talking.label>talking</Talking.label>
    <Talking.labelMechanoids>Communication</Talking.labelMechanoids>

DefInjected\PawnKindDef\PawnKinds_Animal_Arid.xml
    <Dromedary.label>dromedary</Dromedary.label>
    <Dromedary.lifeStages.0.label>dromedary calf</Dromedary.lifeStages.0.label>
    <Elephant.label>elephant</Elephant.label>
    <Elephant.lifeStages.0.label>elephant calf</Elephant.lifeStages.0.label>
    <Iguana.label>iguana</Iguana.label>
    <Muffalo.label>muffalo</Muffalo.label>
    <Muffalo.lifeStages.0.label>muffalo calf</Muffalo.lifeStages.0.label>
    <Rhinoceros.label>rhinoceros</Rhinoceros.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Bears.xml
    <GrizzlyBear.label>grizzly bear</GrizzlyBear.label>
    <PolarBear.label>polar bear</PolarBear.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Farm.xml
    <Alpaca.label>alpaca</Alpaca.label>
    <Chicken.label>chicken</Chicken.label>
    <Chicken.labelFemale>hen</Chicken.labelFemale>
    <Chicken.labelMale>rooster</Chicken.labelMale>
    <Chicken.lifeStages.0.label>chick</Chicken.lifeStages.0.label>
    <Cow.label>cow</Cow.label>
    <Cow.labelFemale>cow</Cow.labelFemale>
    <Cow.labelMale>bull</Cow.labelMale>
    <Cow.lifeStages.0.label>calf</Cow.lifeStages.0.label>
    <Pig.label>pig</Pig.label>
    <Pig.labelFemale>sow</Pig.labelFemale>
    <Pig.lifeStages.0.label>piglet</Pig.lifeStages.0.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Hares.xml
    <Hare.label>hare</Hare.label>
    <Snowhare.label>snowhare</Snowhare.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Insect.xml
    <Megascarab.label>megascarab</Megascarab.label>
    <Megaspider.label>megaspider</Megaspider.label>
    <Spelopede.label>spelopede</Spelopede.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Pet.xml
    <Cat.label>cat</Cat.label>
    <Cat.lifeStages.0.label>kitten</Cat.lifeStages.0.label>
    <Husky.label>husky</Husky.label>
    <Husky.lifeStages.0.label>husky puppy</Husky.lifeStages.0.label>
    <LabradorRetriever.label>labrador retriever</LabradorRetriever.label>
    <LabradorRetriever.lifeStages.0.label>labrador puppy</LabradorRetriever.lifeStages.0.label>
    <Warg.label>warg</Warg.label>
    <Warg.lifeStages.0.label>warg puppy</Warg.lifeStages.0.label>
    <YorkshireTerrier.label>yorkshire terrier</YorkshireTerrier.label>
    <YorkshireTerrier.lifeStages.0.label>yorkshire terrier puppy</YorkshireTerrier.lifeStages.0.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Temperate.xml
    <Alphabeaver.label>alphabeaver</Alphabeaver.label>
    <Boomrat.label>boomrat</Boomrat.label>
    <Deer.label>deer</Deer.label>
    <Deer.labelFemale>doe</Deer.labelFemale>
    <Deer.labelMale>buck</Deer.labelMale>
    <Elk.label>elk</Elk.label>
    <Elk.lifeStages.0.label>elk calf</Elk.lifeStages.0.label>
    <Squirrel.label>squirrel</Squirrel.label>
    <Thrumbo.label>thrumbo</Thrumbo.label>
    <Thrumbo.lifeStages.0.label>thrumbo calf</Thrumbo.lifeStages.0.label>
    <Tortoise.label>tortoise</Tortoise.label>
    <WildBoar.label>wild boar</WildBoar.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Tropical.xml
    <Boomalope.label>boomalope</Boomalope.label>
    <Boomalope.lifeStages.0.label>boomalope calf</Boomalope.lifeStages.0.label>
    <Capybara.label>capybara</Capybara.label>
    <Chinchilla.label>chinchilla</Chinchilla.label>
    <Cobra.label>cobra</Cobra.label>
    <Cougar.label>cougar</Cougar.label>

DefInjected\PawnKindDef\PawnKinds_Colonist.xml
    <Colonist.label>colonist</Colonist.label>

DefInjected\PawnKindDef\PawnKinds_Mechanoid.xml
    <Centipede.label>centipede</Centipede.label>
    <Scyther.label>scyther</Scyther.label>

DefInjected\PawnKindDef\PawnKinds_Mercenary.xml
    <GrenadierDestructive.label>grenadier</GrenadierDestructive.label>
    <GrenadierEMP.label>EMP grenadier</GrenadierEMP.label>
    <MercenaryElite.label>elite mercenary</MercenaryElite.label>
    <MercenaryGunner.label>mercenary gunner</MercenaryGunner.label>
    <MercenaryHeavy.label>heavy mercenary</MercenaryHeavy.label>
    <MercenarySlasher.label>mercenary slasher</MercenarySlasher.label>
    <MercenarySniper.label>mercenary sniper</MercenarySniper.label>
    <PirateBoss.label>boss</PirateBoss.label>

DefInjected\PawnKindDef\PawnKinds_Outlander.xml
    <TownCouncilman.label>town councilman</TownCouncilman.label>
    <TownGuard.label>town guard</TownGuard.label>
    <TownTrader.label>town trader</TownTrader.label>
    <Villager.label>villager</Villager.label>

DefInjected\PawnKindDef\PawnKinds_Pirate.xml
    <Drifter.label>drifter</Drifter.label>
    <Pirate.label>pirate</Pirate.label>
    <Scavenger.label>scavenger</Scavenger.label>
    <Thrasher.label>thrasher</Thrasher.label>

DefInjected\PawnKindDef\PawnKinds_Slave.xml
    <Slave.label>slave</Slave.label>

DefInjected\PawnKindDef\PawnKinds_Spacer.xml
    <SpaceRefugee.label>space refugee</SpaceRefugee.label>
    <SpaceSoldier.label>space soldier</SpaceSoldier.label>

DefInjected\PawnKindDef\PawnKinds_Tribal.xml
    <TribalArcher.label>archer</TribalArcher.label>
    <TribalChief.label>chief</TribalChief.label>
    <TribalTrader.label>trader</TribalTrader.label>
    <TribalWarrior.label>warrior</TribalWarrior.label>

DefInjected\PawnRelationDef\PawnRelations_FamilyByBlood.xml
    <Child.label>son</Child.label>
    <Child.labelFemale>daughter</Child.labelFemale>
    <Cousin.label>cousin</Cousin.label>
    <CousinOnceRemoved.label>cousin once removed</CousinOnceRemoved.label>
    <Grandchild.label>grandson</Grandchild.label>
    <Grandchild.labelFemale>granddaughter</Grandchild.labelFemale>
    <GrandnephewOrGrandniece.label>grandnephew</GrandnephewOrGrandniece.label>
    <GrandnephewOrGrandniece.labelFemale>grandniece</GrandnephewOrGrandniece.labelFemale>
    <Grandparent.label>grandfather</Grandparent.label>
    <Grandparent.labelFemale>grandmother</Grandparent.labelFemale>
    <GranduncleOrGrandaunt.label>granduncle</GranduncleOrGrandaunt.label>
    <GranduncleOrGrandaunt.labelFemale>grandaunt</GranduncleOrGrandaunt.labelFemale>
    <GreatGrandchild.label>great grandson</GreatGrandchild.label>
    <GreatGrandchild.labelFemale>great granddaughter</GreatGrandchild.labelFemale>
    <GreatGrandparent.label>great grandfather</GreatGrandparent.label>
    <GreatGrandparent.labelFemale>great grandmother</GreatGrandparent.labelFemale>
    <HalfSibling.label>brother</HalfSibling.label>
    <HalfSibling.labelFemale>sister</HalfSibling.labelFemale>
    <Kin.label>kin</Kin.label>
    <NephewOrNiece.label>nephew</NephewOrNiece.label>
    <NephewOrNiece.labelFemale>niece</NephewOrNiece.labelFemale>
    <Parent.label>father</Parent.label>
    <Parent.labelFemale>mother</Parent.labelFemale>
    <SecondCousin.label>second cousin</SecondCousin.label>
    <Sibling.label>brother</Sibling.label>
    <Sibling.labelFemale>sister</Sibling.labelFemale>
    <UncleOrAunt.label>uncle</UncleOrAunt.label>
    <UncleOrAunt.labelFemale>aunt</UncleOrAunt.labelFemale>

DefInjected\PawnRelationDef\PawnRelations_FamilyByChoice.xml
    <ChildInLaw.label>son-in-law</ChildInLaw.label>
    <ChildInLaw.labelFemale>daughter-in-law</ChildInLaw.labelFemale>
    <ExLover.label>ex-lover</ExLover.label>
    <ExSpouse.label>ex-husband</ExSpouse.label>
    <ExSpouse.labelFemale>ex-wife</ExSpouse.labelFemale>
    <Fiance.label>fiance</Fiance.label>
    <Fiance.labelFemale>fiancée</Fiance.labelFemale>
    <Lover.label>lover</Lover.label>
    <ParentInLaw.label>father-in-law</ParentInLaw.label>
    <ParentInLaw.labelFemale>mother-in-law</ParentInLaw.labelFemale>
    <Spouse.label>husband</Spouse.label>
    <Spouse.labelFemale>wife</Spouse.labelFemale>
    <Stepchild.label>stepson</Stepchild.label>
    <Stepchild.labelFemale>stepdaughter</Stepchild.labelFemale>
    <Stepparent.label>stepfather</Stepparent.label>
    <Stepparent.labelFemale>stepmother</Stepparent.labelFemale>

DefInjected\PawnRelationDef\PawnRelations_Misc.xml
    <Bond.label>bond</Bond.label>

DefInjected\RaidStrategyDef\RaidStrategies.xml
    <ImmediateAttack.arrivalTextEnemy>They are attacking immediately.</ImmediateAttack.arrivalTextEnemy>
    <ImmediateAttack.arrivalTextFriendly>They are moving in to help you immediately.</ImmediateAttack.arrivalTextFriendly>
    <ImmediateAttack.letterLabelEnemy>Raid</ImmediateAttack.letterLabelEnemy>
    <ImmediateAttack.letterLabelFriendly>Friendlies</ImmediateAttack.letterLabelFriendly>
    <ImmediateAttackSappers.arrivalTextEnemy>It looks like they want to use sappers to tunnel around your defenses.</ImmediateAttackSappers.arrivalTextEnemy>
    <ImmediateAttackSappers.letterLabelEnemy>Raid</ImmediateAttackSappers.letterLabelEnemy>
    <Siege.arrivalTextEnemy>It looks like they want to besiege the colony and pound you with artillery from a distance. You can try to wait them out - or go get them.</Siege.arrivalTextEnemy>
    <Siege.arrivalTextFriendly>It looks like they want to use siege tactics to help you.</Siege.arrivalTextFriendly>
    <Siege.letterLabelEnemy>Siege</Siege.letterLabelEnemy>
    <Siege.letterLabelFriendly>Friendlies</Siege.letterLabelFriendly>
    <StageThenAttack.arrivalTextEnemy>They will prepare for a while, then attack.\n\nPrepare a defense or attack them pre-emptively.</StageThenAttack.arrivalTextEnemy>
    <StageThenAttack.arrivalTextFriendly>They will prepare for a while before moving in to help you.</StageThenAttack.arrivalTextFriendly>
    <StageThenAttack.letterLabelEnemy>Raid</StageThenAttack.letterLabelEnemy>
    <StageThenAttack.letterLabelFriendly>Friendlies</StageThenAttack.letterLabelFriendly>

DefInjected\RecipeDef\Recipes_Add.xml
    <Make_Apparel_BasicShirt.description>Sew a shirt</Make_Apparel_BasicShirt.description>
    <Make_Apparel_BasicShirt.jobString>Sewing a shirt</Make_Apparel_BasicShirt.jobString>
    <Make_Apparel_BasicShirt.label>sew a shirt</Make_Apparel_BasicShirt.label>
    <Make_Apparel_CollarShirt.description>Sew a button-down shirt.</Make_Apparel_CollarShirt.description>
    <Make_Apparel_CollarShirt.jobString>Sewing a button-down shirt.</Make_Apparel_CollarShirt.jobString>
    <Make_Apparel_CollarShirt.label>sew a button-down shirt</Make_Apparel_CollarShirt.label>
    <Make_Apparel_CowboyHat.description>Sew a cowboy hat.</Make_Apparel_CowboyHat.description>
    <Make_Apparel_CowboyHat.jobString>Sewing a cowboy hat.</Make_Apparel_CowboyHat.jobString>
    <Make_Apparel_CowboyHat.label>sew a cowboy hat</Make_Apparel_CowboyHat.label>
    <Make_Apparel_Duster.description>Sew a duster.</Make_Apparel_Duster.description>
    <Make_Apparel_Duster.jobString>Sewing a duster.</Make_Apparel_Duster.jobString>
    <Make_Apparel_Duster.label>sew a duster</Make_Apparel_Duster.label>
    <Make_Apparel_Jacket.description>Sew a jacket.</Make_Apparel_Jacket.description>
    <Make_Apparel_Jacket.jobString>Sewing a jacket.</Make_Apparel_Jacket.jobString>
    <Make_Apparel_Jacket.label>sew a jacket</Make_Apparel_Jacket.label>
    <Make_Apparel_Pants.description>Sew pants.</Make_Apparel_Pants.description>
    <Make_Apparel_Pants.jobString>Sewing pants.</Make_Apparel_Pants.jobString>
    <Make_Apparel_Pants.label>sew pants</Make_Apparel_Pants.label>
    <Make_Apparel_Parka.description>Sew a parka.</Make_Apparel_Parka.description>
    <Make_Apparel_Parka.jobString>Sewing a parka.</Make_Apparel_Parka.jobString>
    <Make_Apparel_Parka.label>sew a parka</Make_Apparel_Parka.label>
    <Make_Apparel_TribalA.description>Sew tribalwear.</Make_Apparel_TribalA.description>
    <Make_Apparel_TribalA.jobString>Sewing tribalwear.</Make_Apparel_TribalA.jobString>
    <Make_Apparel_TribalA.label>sew tribalwear</Make_Apparel_TribalA.label>
    <Make_Apparel_Tuque.description>Sew a tuque.</Make_Apparel_Tuque.description>
    <Make_Apparel_Tuque.jobString>Sewing a tuque.</Make_Apparel_Tuque.jobString>
    <Make_Apparel_Tuque.label>sew a tuque</Make_Apparel_Tuque.label>
    <Make_Bow_Great.description>Make a great bow.</Make_Bow_Great.description>
    <Make_Bow_Great.jobString>Making a great bow.</Make_Bow_Great.jobString>
    <Make_Bow_Great.label>make a great bow</Make_Bow_Great.label>
    <Make_Bow_Short.description>Make a short bow.</Make_Bow_Short.description>
    <Make_Bow_Short.jobString>Making a short bow.</Make_Bow_Short.jobString>
    <Make_Bow_Short.label>make a short bow</Make_Bow_Short.label>
    <Make_MeleeWeapon_Club.description>Make a club.</Make_MeleeWeapon_Club.description>
    <Make_MeleeWeapon_Club.jobString>Making a club.</Make_MeleeWeapon_Club.jobString>
    <Make_MeleeWeapon_Club.label>make a club</Make_MeleeWeapon_Club.label>
    <Make_MeleeWeapon_Gladius.description>Make a gladius.</Make_MeleeWeapon_Gladius.description>
    <Make_MeleeWeapon_Gladius.jobString>Making a gladius.</Make_MeleeWeapon_Gladius.jobString>
    <Make_MeleeWeapon_Gladius.label>make a gladius</Make_MeleeWeapon_Gladius.label>
    <Make_MeleeWeapon_Knife.description>Make a knife.</Make_MeleeWeapon_Knife.description>
    <Make_MeleeWeapon_Knife.jobString>Making a knife.</Make_MeleeWeapon_Knife.jobString>
    <Make_MeleeWeapon_Knife.label>make a knife</Make_MeleeWeapon_Knife.label>
    <Make_MeleeWeapon_LongSword.description>Make a longsword.</Make_MeleeWeapon_LongSword.description>
    <Make_MeleeWeapon_LongSword.jobString>Making a longsword.</Make_MeleeWeapon_LongSword.jobString>
    <Make_MeleeWeapon_LongSword.label>make a longsword</Make_MeleeWeapon_LongSword.label>
    <Make_MeleeWeapon_Mace.description>Make a mace.</Make_MeleeWeapon_Mace.description>
    <Make_MeleeWeapon_Mace.jobString>Making a mace.</Make_MeleeWeapon_Mace.jobString>
    <Make_MeleeWeapon_Mace.label>make a mace</Make_MeleeWeapon_Mace.label>
    <Make_MeleeWeapon_Shiv.description>Make a shiv.</Make_MeleeWeapon_Shiv.description>
    <Make_MeleeWeapon_Shiv.jobString>Making a shiv.</Make_MeleeWeapon_Shiv.jobString>
    <Make_MeleeWeapon_Shiv.label>make a shiv</Make_MeleeWeapon_Shiv.label>
    <Make_MeleeWeapon_Spear.description>Make a spear.</Make_MeleeWeapon_Spear.description>
    <Make_MeleeWeapon_Spear.jobString>Making a spear.</Make_MeleeWeapon_Spear.jobString>
    <Make_MeleeWeapon_Spear.label>make a spear</Make_MeleeWeapon_Spear.label>
    <Make_Pila.description>Make pila.</Make_Pila.description>
    <Make_Pila.jobString>Making pila.</Make_Pila.jobString>
    <Make_Pila.label>make pila</Make_Pila.label>
    <Make_SculptureGrand.description>Make a grand sculpture.</Make_SculptureGrand.description>
    <Make_SculptureGrand.jobString>Making a grand sculpture.</Make_SculptureGrand.jobString>
    <Make_SculptureGrand.label>make a grand sculpture</Make_SculptureGrand.label>
    <Make_SculptureLarge.description>Make a large sculpture.</Make_SculptureLarge.description>
    <Make_SculptureLarge.jobString>Making a large sculpture.</Make_SculptureLarge.jobString>
    <Make_SculptureLarge.label>make a large sculpture</Make_SculptureLarge.label>
    <Make_SculptureSmall.description>Make a small sculpture.</Make_SculptureSmall.description>
    <Make_SculptureSmall.jobString>Making a small sculpture.</Make_SculptureSmall.jobString>
    <Make_SculptureSmall.label>make a small sculpture</Make_SculptureSmall.label>

DefInjected\RecipeDef\Recipes_Butchery.xml
    <MakeKibble.description>Make animal kibble by combining raw meat and plants.</MakeKibble.description>
    <MakeKibble.jobString>Making kibble.</MakeKibble.jobString>
    <MakeKibble.label>make kibble</MakeKibble.label>

DefInjected\RecipeDef\Recipes_Drugs.xml
    <BrewBeer.description>Brew a batch of beer from hops.</BrewBeer.description>
    <BrewBeer.jobString>Brewing beer.</BrewBeer.jobString>
    <BrewBeer.label>brew beer</BrewBeer.label>

DefInjected\RecipeDef\Recipes_Production.xml
    <MakeArtilleryShell.description>Craft an artillery shell.</MakeArtilleryShell.description>
    <MakeArtilleryShell.jobString>Making artillery shell.</MakeArtilleryShell.jobString>
    <MakeArtilleryShell.label>make artillery shell</MakeArtilleryShell.label>
    <MakeComponent.description>Make a component.</MakeComponent.description>
    <MakeComponent.jobString>Making component.</MakeComponent.jobString>
    <MakeComponent.label>make component</MakeComponent.label>
    <SmeltWeapon.description>Use heat and strong electromagnets to separate useful metal from weapons.</SmeltWeapon.description>
    <SmeltWeapon.jobString>Smelting metal from weapon.</SmeltWeapon.jobString>
    <SmeltWeapon.label>smelt metal from weapon</SmeltWeapon.label>

DefInjected\RecipeDef\Recipes_Surgery.xml
    <ExciseCarcinoma.description>Excises carcinoma.</ExciseCarcinoma.description>
    <ExciseCarcinoma.jobString>Excising carcinoma.</ExciseCarcinoma.jobString>
    <ExciseCarcinoma.label>excise carcinoma</ExciseCarcinoma.label>
    <ExciseCarcinoma.successfullyRemovedHediffMessage>{0} has successfully excised {1}'s carcinoma.</ExciseCarcinoma.successfullyRemovedHediffMessage>

DefInjected\RecipeDef\Recipes_Surgery_Implants.xml
    <InstallJoywire.description>Installs joywire.</InstallJoywire.description>
    <InstallJoywire.jobString>Installing joywire.</InstallJoywire.jobString>
    <InstallJoywire.label>install joywire</InstallJoywire.label>
    <InstallPainstopper.description>Installs painstopper.</InstallPainstopper.description>
    <InstallPainstopper.jobString>Installing painstopper.</InstallPainstopper.jobString>
    <InstallPainstopper.label>install painstopper</InstallPainstopper.label>

DefInjected\RecipeDef\Recipes_Surgery_NewParts.xml
    <InstallScytherBlade.description>Installs scyther blade.</InstallScytherBlade.description>
    <InstallScytherBlade.jobString>Installing scyther blade.</InstallScytherBlade.jobString>
    <InstallScytherBlade.label>install scyther blade</InstallScytherBlade.label>

DefInjected\RecordDef\Records_Misc.xml
    <AnimalsSlaughtered.description>The number of animals I have slaughtered.</AnimalsSlaughtered.description>
    <AnimalsSlaughtered.label>animals slaughtered</AnimalsSlaughtered.label>
    <AnimalsTamed.description>The number of animals I have tamed.</AnimalsTamed.description>
    <AnimalsTamed.label>animals tamed</AnimalsTamed.label>
    <ArtifactsActivated.description>The number of artifacts I have activated.</ArtifactsActivated.description>
    <ArtifactsActivated.label>artifacts activated</ArtifactsActivated.label>
    <BodiesStripped.description>The number of bodies I have stripped.</BodiesStripped.description>
    <BodiesStripped.label>bodies stripped</BodiesStripped.label>
    <CellsMined.description>The number of cells I have mined out.</CellsMined.description>
    <CellsMined.label>cells mined</CellsMined.label>
    <ContainersOpened.description>The number of containers I have opened.</ContainersOpened.description>
    <ContainersOpened.label>containers opened</ContainersOpened.label>
    <CorpsesBuried.description>The number of corpses I have buried.</CorpsesBuried.description>
    <CorpsesBuried.label>corpses buried</CorpsesBuried.label>
    <DamageDealt.description>The amount of damage I have dealt.</DamageDealt.description>
    <DamageDealt.label>damage dealt</DamageDealt.label>
    <DamageTaken.description>The amount of damage I have taken.</DamageTaken.description>
    <DamageTaken.label>damage taken</DamageTaken.label>
    <FiresExtinguished.description>The number of fires I have extinguished.</FiresExtinguished.description>
    <FiresExtinguished.label>fires extinguished</FiresExtinguished.label>
    <Headshots.description>The number of headshots I have made.</Headshots.description>
    <Headshots.label>headshots</Headshots.label>
    <Kills.description>The number of creatures I have killed.</Kills.description>
    <Kills.label>kills</Kills.label>
    <KillsAnimals.description>The number of animals I have killed.</KillsAnimals.description>
    <KillsAnimals.label>kills (animals)</KillsAnimals.label>
    <KillsHumanlikes.description>The number of humanlike characters I have killed.</KillsHumanlikes.description>
    <KillsHumanlikes.label>kills (humanlikes)</KillsHumanlikes.label>
    <KillsMechanoids.description>The number of mechanoids I have killed.</KillsMechanoids.description>
    <KillsMechanoids.label>kills (mechanoids)</KillsMechanoids.label>
    <MealsCooked.description>The number of meals I have cooked.</MealsCooked.description>
    <MealsCooked.label>meals cooked</MealsCooked.label>
    <MessesCleaned.description>The number of messes I have cleaned up.</MessesCleaned.description>
    <MessesCleaned.label>messes cleaned</MessesCleaned.label>
    <NutritionEaten.description>The amount of nutrition I have eaten.</NutritionEaten.description>
    <NutritionEaten.label>nutrition eaten</NutritionEaten.label>
    <OperationsPerformed.description>How many medical operations I have performed.</OperationsPerformed.description>
    <OperationsPerformed.label>operations performed</OperationsPerformed.label>
    <OperationsReceived.description>How many times I have been medically operated on.</OperationsReceived.description>
    <OperationsReceived.label>operations received</OperationsReceived.label>
    <PawnsDowned.description>The number of creatures downed.</PawnsDowned.description>
    <PawnsDowned.label>enemies downed</PawnsDowned.label>
    <PawnsDownedAnimals.description>The number of animals downed.</PawnsDownedAnimals.description>
    <PawnsDownedAnimals.label>enemies downed (animals)</PawnsDownedAnimals.label>
    <PawnsDownedHumanlikes.description>The number of humanlike creatures downed.</PawnsDownedHumanlikes.description>
    <PawnsDownedHumanlikes.label>enemies downed (humanlikes)</PawnsDownedHumanlikes.label>
    <PawnsDownedMechanoids.description>The number of mechanoids downed.</PawnsDownedMechanoids.description>
    <PawnsDownedMechanoids.label>enemies downed (mechanoids)</PawnsDownedMechanoids.label>
    <PeopleCaptured.description>The number of people I have captured.</PeopleCaptured.description>
    <PeopleCaptured.label>people captured</PeopleCaptured.label>
    <PlantsHarvested.description>The number of plants I have harvested.</PlantsHarvested.description>
    <PlantsHarvested.label>plants harvested</PlantsHarvested.label>
    <PlantsSown.description>The number of plants I have sown.</PlantsSown.description>
    <PlantsSown.label>plants sown</PlantsSown.label>
    <PrisonersChatted.description>How many times I have chatted with a prisoner.</PrisonersChatted.description>
    <PrisonersChatted.label>prisoners chatted</PrisonersChatted.label>
    <PrisonersRecruited.description>The number of prisoners I have recruited.</PrisonersRecruited.description>
    <PrisonersRecruited.label>prisoners recruited</PrisonersRecruited.label>
    <ResearchPointsResearched.description>The number of research points I have researched.</ResearchPointsResearched.description>
    <ResearchPointsResearched.label>research points researched</ResearchPointsResearched.label>
    <ShotsFired.description>The number of shots I have fired.</ShotsFired.description>
    <ShotsFired.label>shots fired</ShotsFired.label>
    <SwitchesFlicked.description>The number of switches I have flicked.</SwitchesFlicked.description>
    <SwitchesFlicked.label>switches flicked</SwitchesFlicked.label>
    <ThingsConstructed.description>The number of things I have constructed.</ThingsConstructed.description>
    <ThingsConstructed.label>things constructed</ThingsConstructed.label>
    <ThingsCrafted.description>The number of things I have crafted.</ThingsCrafted.description>
    <ThingsCrafted.label>things crafted</ThingsCrafted.label>
    <ThingsDeconstructed.description>The number of things I have deconstructed.</ThingsDeconstructed.description>
    <ThingsDeconstructed.label>things deconstructed</ThingsDeconstructed.label>
    <ThingsHauled.description>The number of things I have hauled.</ThingsHauled.description>
    <ThingsHauled.label>things hauled</ThingsHauled.label>
    <ThingsInstalled.description>The number of things I have installed.</ThingsInstalled.description>
    <ThingsInstalled.label>things installed</ThingsInstalled.label>
    <ThingsRepaired.description>The number of things I have repaired.</ThingsRepaired.description>
    <ThingsRepaired.label>things repaired</ThingsRepaired.label>
    <ThingsUninstalled.description>The number of things I have uninstalled.</ThingsUninstalled.description>
    <ThingsUninstalled.label>things uninstalled</ThingsUninstalled.label>
    <TimesInMentalState.description>How many times I have suffered a mental break.</TimesInMentalState.description>
    <TimesInMentalState.label>times in mental state</TimesInMentalState.label>
    <TimesOnFire.description>How many times I have been on fire.</TimesOnFire.description>
    <TimesOnFire.label>times on fire</TimesOnFire.label>
    <TimesTendedOther.description>How many medical treatments I have given.</TimesTendedOther.description>
    <TimesTendedOther.label>treatments given</TimesTendedOther.label>
    <TimesTendedTo.description>How many times I have received medical treatment.</TimesTendedTo.description>
    <TimesTendedTo.label>treatments received</TimesTendedTo.label>
    <TrapsRearmed.description>The number of traps I have rearmed.</TrapsRearmed.description>
    <TrapsRearmed.label>traps rearmed</TrapsRearmed.label>

DefInjected\RecordDef\Records_Time.xml
    <TimeAsColonist.description>Total time spent as a colonist.</TimeAsColonist.description>
    <TimeAsColonist.label>time as a colonist</TimeAsColonist.label>
    <TimeAsPrisoner.description>Total time spent as a prisoner.</TimeAsPrisoner.description>
    <TimeAsPrisoner.label>time as a prisoner</TimeAsPrisoner.label>
    <TimeCleaning.description>Total time spent cleaning.</TimeCleaning.description>
    <TimeCleaning.label>time cleaning</TimeCleaning.label>
    <TimeConstructing.description>Total time spent constructing and deconstructing.</TimeConstructing.description>
    <TimeConstructing.label>time constructing</TimeConstructing.label>
    <TimeDowned.description>Total time spent downed.</TimeDowned.description>
    <TimeDowned.label>time downed</TimeDowned.label>
    <TimeDrafted.description>Total time spent drafted.</TimeDrafted.description>
    <TimeDrafted.label>time drafted</TimeDrafted.label>
    <TimeFirefighting.description>Total time spent firefighting.</TimeFirefighting.description>
    <TimeFirefighting.label>time firefighting</TimeFirefighting.label>
    <TimeGettingFood.description>Total time spent on finding food and eating.</TimeGettingFood.description>
    <TimeGettingFood.label>time finding food and eating</TimeGettingFood.label>
    <TimeGettingJoy.description>Total time spent on entertainment.</TimeGettingJoy.description>
    <TimeGettingJoy.label>time spent on entertainment</TimeGettingJoy.label>
    <TimeHandlingAnimals.description>Total time spent handling animals.</TimeHandlingAnimals.description>
    <TimeHandlingAnimals.label>time handling animals</TimeHandlingAnimals.label>
    <TimeHauling.description>Total time spent hauling things.</TimeHauling.description>
    <TimeHauling.label>time hauling</TimeHauling.label>
    <TimeHunting.description>Total time spent hunting.</TimeHunting.description>
    <TimeHunting.label>time hunting</TimeHunting.label>
    <TimeInBed.description>Total time spent in a bed.</TimeInBed.description>
    <TimeInBed.label>time in a bed</TimeInBed.label>
    <TimeInBedForMedicalReasons.description>Total time spent in a bed for medical reasons: awaiting treatment, recovering from injuries or being operated on.</TimeInBedForMedicalReasons.description>
    <TimeInBedForMedicalReasons.label>time in a bed for medical reasons</TimeInBedForMedicalReasons.label>
    <TimeInMentalState.description>Total time spent in mental state.</TimeInMentalState.description>
    <TimeInMentalState.label>time in mental state</TimeInMentalState.label>
    <TimeMining.description>Total time spent mining.</TimeMining.description>
    <TimeMining.label>time mining</TimeMining.label>
    <TimeOnFire.description>Total time spent on fire.</TimeOnFire.description>
    <TimeOnFire.label>time on fire</TimeOnFire.label>
    <TimeRepairing.description>Total time spent repairing.</TimeRepairing.description>
    <TimeRepairing.label>time repairing</TimeRepairing.label>
    <TimeResearching.description>Total time spent researching.</TimeResearching.description>
    <TimeResearching.label>time researching</TimeResearching.label>
    <TimeSowingAndHarvesting.description>Total time spent sowing, harvesting and cutting plants.</TimeSowingAndHarvesting.description>
    <TimeSowingAndHarvesting.label>time sowing and harvesting</TimeSowingAndHarvesting.label>
    <TimeTreatingAndFeeding.description>Total time spent treating and feeding patients.</TimeTreatingAndFeeding.description>
    <TimeTreatingAndFeeding.label>time treating and feeding</TimeTreatingAndFeeding.label>
    <TimeUnderRoof.description>Total time spent under a roof.</TimeUnderRoof.description>
    <TimeUnderRoof.label>time under a roof</TimeUnderRoof.label>
    <TimeWardening.description>Total time spent wardening.</TimeWardening.description>
    <TimeWardening.label>time wardening</TimeWardening.label>

DefInjected\ResearchProjectDef\ResearchProjects_Tier1_Misc.xml
    <Brewing.description>Allows you to build a brewery to transform hops into tasty, tasty beer.</Brewing.description>
    <Brewing.label>brewing</Brewing.label>
    <Devilstrand.description>Allows colonists to plant devilstrand, a slow-growing mushroom that yields a valuable plant fiber.</Devilstrand.description>
    <Devilstrand.label>devilstrand</Devilstrand.label>
    <ElectricCremation.description>Build crematoriums which can vaporize unwanted corpses.</ElectricCremation.description>
    <ElectricCremation.label>electric cremation</ElectricCremation.label>
    <IEDBomb.description>Allows colonists to build improvised explosive device-based traps from artillery shells.</IEDBomb.description>
    <IEDBomb.label>Explosive IEDs</IEDBomb.label>
    <IEDIncendiary.description>Allows colonists to build incendiary explosive traps from artillery shells.</IEDIncendiary.description>
    <IEDIncendiary.label>Incendiary IEDs</IEDIncendiary.label>
    <MicroelectronicsBasics.description>The basics of working with delicate, complex electronics. This unlocks the high-tech research bench, comms console, and other research projects like tube televisions, and cryptosleep caskets.</MicroelectronicsBasics.description>
    <MicroelectronicsBasics.label>microelectronics basics</MicroelectronicsBasics.label>
    <Smithing.description>Build smithies for crafting metal weapons and tools.</Smithing.description>
    <Smithing.label>smithing</Smithing.label>
    <TubeTelevision.description>Allows the production of tube televisions.</TubeTelevision.description>
    <TubeTelevision.label>tube television</TubeTelevision.label>

DefInjected\ResearchProjectDef\ResearchProjects_Tier2_Misc.xml
    <ChargedShot.description>Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the charge rifle.</ChargedShot.description>
    <ChargedShot.label>charged shot</ChargedShot.label>
    <ComponentAssembly.description>Allows you to build the Component Assembly Bench, where colonists can make components from simple materials.</ComponentAssembly.description>
    <ComponentAssembly.label>component assembly</ComponentAssembly.label>
    <Cryptosleep.description>Allows colonists to construct cryptosleep caskets, which can put living beings in a state of suspended animation.</Cryptosleep.description>
    <Cryptosleep.label>cryptosleep casket</Cryptosleep.label>
    <Firefoam.description>Allows the construction of firefoam poppers; fire-safety buildings which spread fire-retardant foam in response to encroaching flames.</Firefoam.description>
    <Firefoam.label>firefoam</Firefoam.label>
    <GeothermalPower.description>Allows you to build geothermal power plants on top of steam geysers, for uninterrupted power.</GeothermalPower.description>
    <GeothermalPower.label>geothermal power</GeothermalPower.label>
    <MultiAnalyzer.description>Allows colonists to build multi-analyzers which increase research speed, and allow higher-level research projects, if placed near a research bench.</MultiAnalyzer.description>
    <MultiAnalyzer.label>multi-analyzer</MultiAnalyzer.label>
    <MultibarrelWeapons.description>Allows you to build miniguns.</MultibarrelWeapons.description>
    <MultibarrelWeapons.label>multibarrel weapons</MultibarrelWeapons.label>
    <PoweredArmor.description>Neuro-memetic robotics and advanced plasteel weaving technologies allow you to build the power armor and power armor helmets.</PoweredArmor.description>
    <PoweredArmor.label>powered armor</PoweredArmor.label>
    <VitalsMonitor.description>Allows colonists to build vitals monitors which increase patients treatment quality if placed next to medical beds.</VitalsMonitor.description>
    <VitalsMonitor.label>vitals monitor</VitalsMonitor.label>

DefInjected\RoomRoleDef\RoomRoles.xml
    <Barn.label>barn</Barn.label>
    <Barracks.label>barracks</Barracks.label>
    <Bedroom.label>bedroom</Bedroom.label>
    <DiningRoom.label>dining room</DiningRoom.label>
    <Hospital.label>hospital</Hospital.label>
    <Kitchen.label>kitchen</Kitchen.label>
    <Laboratory.label>laboratory</Laboratory.label>
    <None.label>none</None.label>
    <PrisonBarracks.label>prison barracks</PrisonBarracks.label>
    <PrisonCell.label>prison cell</PrisonCell.label>
    <RecRoom.label>rec room</RecRoom.label>
    <Room.label>room</Room.label>
    <Tomb.label>tomb</Tomb.label>
    <Workshop.label>workshop</Workshop.label>

DefInjected\RoomStatDef\RoomStats.xml
    <Beauty.label>beauty</Beauty.label>
    <Beauty.scoreStages.0.label>hideous</Beauty.scoreStages.0.label>
    <Beauty.scoreStages.1.label>ugly</Beauty.scoreStages.1.label>
    <Beauty.scoreStages.2.label>neutral</Beauty.scoreStages.2.label>
    <Beauty.scoreStages.3.label>rather nice</Beauty.scoreStages.3.label>
    <Beauty.scoreStages.4.label>beautiful</Beauty.scoreStages.4.label>
    <Beauty.scoreStages.5.label>very beautiful</Beauty.scoreStages.5.label>
    <Beauty.scoreStages.6.label>extremely beautiful</Beauty.scoreStages.6.label>
    <Beauty.scoreStages.7.label>unbelievably beautiful</Beauty.scoreStages.7.label>
    <Cleanliness.label>cleanliness</Cleanliness.label>
    <Cleanliness.scoreStages.0.label>very dirty</Cleanliness.scoreStages.0.label>
    <Cleanliness.scoreStages.1.label>dirty</Cleanliness.scoreStages.1.label>
    <Cleanliness.scoreStages.2.label>a little bit dirty</Cleanliness.scoreStages.2.label>
    <Cleanliness.scoreStages.3.label>clean</Cleanliness.scoreStages.3.label>
    <Cleanliness.scoreStages.4.label>sterile</Cleanliness.scoreStages.4.label>
    <FoodPoisonChanceFactor.label>food poison chance factor</FoodPoisonChanceFactor.label>
    <GraveVisitingJoyGainFactor.label>grave visiting joy gain factor</GraveVisitingJoyGainFactor.label>
    <Impressiveness.label>impressiveness</Impressiveness.label>
    <Impressiveness.scoreStages.0.label>awful</Impressiveness.scoreStages.0.label>
    <Impressiveness.scoreStages.1.label>repulsive</Impressiveness.scoreStages.1.label>
    <Impressiveness.scoreStages.10.label>miraculously wonderful</Impressiveness.scoreStages.10.label>
    <Impressiveness.scoreStages.11.label>wonder of the World</Impressiveness.scoreStages.11.label>
    <Impressiveness.scoreStages.2.label>dull</Impressiveness.scoreStages.2.label>
    <Impressiveness.scoreStages.3.label>mediocre</Impressiveness.scoreStages.3.label>
    <Impressiveness.scoreStages.4.label>interesting</Impressiveness.scoreStages.4.label>
    <Impressiveness.scoreStages.5.label>little bit impressive</Impressiveness.scoreStages.5.label>
    <Impressiveness.scoreStages.6.label>impressive</Impressiveness.scoreStages.6.label>
    <Impressiveness.scoreStages.7.label>very impressive</Impressiveness.scoreStages.7.label>
    <Impressiveness.scoreStages.8.label>extremely impressive</Impressiveness.scoreStages.8.label>
    <Impressiveness.scoreStages.9.label>unbelievably impressive</Impressiveness.scoreStages.9.label>
    <InfectionChanceFactor.label>infection chance factor</InfectionChanceFactor.label>
    <ResearchSpeedFactor.label>research speed factor</ResearchSpeedFactor.label>
    <Space.label>space</Space.label>
    <Space.scoreStages.0.label>cramped</Space.scoreStages.0.label>
    <Space.scoreStages.1.label>rather tight</Space.scoreStages.1.label>
    <Space.scoreStages.2.label>average-sized</Space.scoreStages.2.label>
    <Space.scoreStages.3.label>rather spacious</Space.scoreStages.3.label>
    <Space.scoreStages.4.label>spacious</Space.scoreStages.4.label>
    <Space.scoreStages.5.label>very spacious</Space.scoreStages.5.label>
    <Space.scoreStages.6.label>extremely spacious</Space.scoreStages.6.label>
    <SurgerySuccessChanceFactor.label>surgery success chance factor</SurgerySuccessChanceFactor.label>
    <Wealth.scoreStages.0.label>impoverished</Wealth.scoreStages.0.label>
    <Wealth.scoreStages.1.label>somewhat poor</Wealth.scoreStages.1.label>
    <Wealth.scoreStages.2.label>mediocre</Wealth.scoreStages.2.label>
    <Wealth.scoreStages.3.label>somewhat rich</Wealth.scoreStages.3.label>
    <Wealth.scoreStages.4.label>rich</Wealth.scoreStages.4.label>
    <Wealth.scoreStages.5.label>luxurious</Wealth.scoreStages.5.label>
    <Wealth.scoreStages.6.label>very luxurious</Wealth.scoreStages.6.label>
    <Wealth.scoreStages.7.label>extremely luxurious</Wealth.scoreStages.7.label>
    <Wealth.scoreStages.8.label>unbelievably luxurious</Wealth.scoreStages.8.label>

DefInjected\RulePackDef\RulePacks_Art_DescriptionRoot.xml
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.0>art_description_root->[physical_description_root] [context_sentence]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.0>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.1>circumstance_group->[circumstance_phrase]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.1>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.2>desc_sentence_group->[desc_sentence] [style_group]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.2>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.3>context_sentence->This [depiction] refers to [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.3>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.4>context_sentence->This [depiction] related to [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.4>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.5>context_sentence->This [depiction] tells the story of [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.5>
    <ArtDescriptionRoot_Taleless.rulePack.rulesStrings.0>art_description_root->[physical_description_root]</ArtDescriptionRoot_Taleless.rulePack.rulesStrings.0>
    <ArtDescriptionRoot_Taleless.rulePack.rulesStrings.1>desc_sentence_group->[style_group]</ArtDescriptionRoot_Taleless.rulePack.rulesStrings.1>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.0>style_group->[artextra_clause]. [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.0>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.1>style_group->[style_clause]. [artextra_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.1>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.10>artextra_clause->the scene seems to take place on the outskirts of a [community]</ArtDescriptionUtility_Global.rulePack.rulesStrings.10>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.100>idle_verb_progressive->is shown</ArtDescriptionUtility_Global.rulePack.rulesStrings.100>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.101>idle_verb_progressive->fades in</ArtDescriptionUtility_Global.rulePack.rulesStrings.101>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.102>idle_verb_progressive->floats</ArtDescriptionUtility_Global.rulePack.rulesStrings.102>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.103>side_position->off to one side</ArtDescriptionUtility_Global.rulePack.rulesStrings.103>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.104>side_position->near the edge of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.104>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.105>side_position->in the background</ArtDescriptionUtility_Global.rulePack.rulesStrings.105>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.106>side_position->in the distance</ArtDescriptionUtility_Global.rulePack.rulesStrings.106>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.107>side_position->in the lower part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.107>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.108>side_position->in the upper part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.108>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.109>side_position->beneath the main subject</ArtDescriptionUtility_Global.rulePack.rulesStrings.109>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.11>artextra_clause->the smiling head of a [outlander] watches over all</ArtDescriptionUtility_Global.rulePack.rulesStrings.11>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.110>side_position->behind the focal point</ArtDescriptionUtility_Global.rulePack.rulesStrings.110>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.111>side_position->at the left part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.111>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.112>side_position->to the right of the main scene</ArtDescriptionUtility_Global.rulePack.rulesStrings.112>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.12>artextra_clause->the scene takes place inside a [community] built near a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.12>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.13>artextra_clause->the lower part of the image is dominated by a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.13>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.14>artextra_clause->the whole image is depicted by the careful arrangement of hundreds of tiny [animal]s</ArtDescriptionUtility_Global.rulePack.rulesStrings.14>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.15>artextra_clause->a [outlander] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.15>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.16>artextra_clause->a [animal] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.16>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.17>artextra_clause->a dead [animal] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.17>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.18>artextra_clause->a personified depiction of [concept] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.18>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.19>artextra_clause->a [animal] [side_position] seems to symbolize [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.19>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.2>style_group->[artextra_clause], and [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.2>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.20>artextra_clause->[quantity_adjphrase] [outlander]s [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.20>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.21>artextra_clause->if you squint your eyes, the [composition] composition of the image reveals the outline of a [animal]</ArtDescriptionUtility_Global.rulePack.rulesStrings.21>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.22>style_clause->the image seems to express [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.22>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.23>style_clause->the work is infused with the idea of [concept] and is done in a [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.23>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.24>style_clause->the work suggests the concept of [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.24>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.25>style_clause->the work is executed in a [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.25>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.26>style_clause->the [artstyle_adj] style of the central scene clashes with the [artstyle_adj] depiction of the background</ArtDescriptionUtility_Global.rulePack.rulesStrings.26>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.27>style_clause->the work has a [artstyle_adj] feeling and a [composition] structure</ArtDescriptionUtility_Global.rulePack.rulesStrings.27>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.28>style_clause->the overall composition is [composition]</ArtDescriptionUtility_Global.rulePack.rulesStrings.28>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.29>style_clause->the style is [artstyle_adj] with [artstyle_adj] elements</ArtDescriptionUtility_Global.rulePack.rulesStrings.29>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.3>style_group->[artextra_clause], while [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.3>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.30>style_clause->the image is totally devoid of both [concept] and [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.30>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.31>style_clause->the image somehow expresses both [concept] and [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.31>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.32>style_clause->the [composition] structure of the image almost conflicts with its [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.32>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.33>style_clause->the work is shaded in hues of [color] and [color]</ArtDescriptionUtility_Global.rulePack.rulesStrings.33>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.34>style_clause->almost every shape in the image seems to be [composition]</ArtDescriptionUtility_Global.rulePack.rulesStrings.34>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.35>depicts->depicts</ArtDescriptionUtility_Global.rulePack.rulesStrings.35>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.36>depicts->shows</ArtDescriptionUtility_Global.rulePack.rulesStrings.36>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.37>depicts->portrays</ArtDescriptionUtility_Global.rulePack.rulesStrings.37>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.38>depicts->resembles</ArtDescriptionUtility_Global.rulePack.rulesStrings.38>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.39>depicts->illustrates</ArtDescriptionUtility_Global.rulePack.rulesStrings.39>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.4>artextra_clause->the image is bordered by [quantity_adjphrase] [animal]s</ArtDescriptionUtility_Global.rulePack.rulesStrings.4>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.40>depicts->represents</ArtDescriptionUtility_Global.rulePack.rulesStrings.40>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.41>depicts->is shaped like</ArtDescriptionUtility_Global.rulePack.rulesStrings.41>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.42>depiction->depiction</ArtDescriptionUtility_Global.rulePack.rulesStrings.42>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.43>depiction->image</ArtDescriptionUtility_Global.rulePack.rulesStrings.43>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.44>depiction->portrayal</ArtDescriptionUtility_Global.rulePack.rulesStrings.44>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.45>depiction->representation</ArtDescriptionUtility_Global.rulePack.rulesStrings.45>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.46>depiction->illustration</ArtDescriptionUtility_Global.rulePack.rulesStrings.46>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.47>depiction->artwork</ArtDescriptionUtility_Global.rulePack.rulesStrings.47>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.48>composition->triangular</ArtDescriptionUtility_Global.rulePack.rulesStrings.48>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.49>composition->rectangular</ArtDescriptionUtility_Global.rulePack.rulesStrings.49>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.5>artextra_clause->there is a [community] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.5>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.50>composition->square</ArtDescriptionUtility_Global.rulePack.rulesStrings.50>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.51>composition->unbalanced</ArtDescriptionUtility_Global.rulePack.rulesStrings.51>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.52>composition->well-balanced</ArtDescriptionUtility_Global.rulePack.rulesStrings.52>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.53>composition->very dynamic</ArtDescriptionUtility_Global.rulePack.rulesStrings.53>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.54>composition->very static</ArtDescriptionUtility_Global.rulePack.rulesStrings.54>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.55>artstyle_adj->unoriginal</ArtDescriptionUtility_Global.rulePack.rulesStrings.55>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.56>artstyle_adj->simple</ArtDescriptionUtility_Global.rulePack.rulesStrings.56>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.57>artstyle_adj->complex and realistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.57>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.58>artstyle_adj->surrealistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.58>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.59>artstyle_adj->classical</ArtDescriptionUtility_Global.rulePack.rulesStrings.59>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.6>artextra_clause->there is a [terrainfeature] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.6>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.60>artstyle_adj->modern</ArtDescriptionUtility_Global.rulePack.rulesStrings.60>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.61>artstyle_adj->symbolic</ArtDescriptionUtility_Global.rulePack.rulesStrings.61>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.62>artstyle_adj->amateurish yet attractive</ArtDescriptionUtility_Global.rulePack.rulesStrings.62>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.63>artstyle_adj->detail-oriented</ArtDescriptionUtility_Global.rulePack.rulesStrings.63>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.64>artstyle_adj->blocky</ArtDescriptionUtility_Global.rulePack.rulesStrings.64>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.65>artstyle_adj->cubist</ArtDescriptionUtility_Global.rulePack.rulesStrings.65>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.66>artstyle_adj->impressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.66>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.67>artstyle_adj->expressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.67>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.68>artstyle_adj->photographic</ArtDescriptionUtility_Global.rulePack.rulesStrings.68>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.69>artstyle_adj->baroque</ArtDescriptionUtility_Global.rulePack.rulesStrings.69>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.7>artextra_clause->there is a [animal] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.7>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.70>artstyle_adj->dadaist</ArtDescriptionUtility_Global.rulePack.rulesStrings.70>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.71>artstyle_adj->glitch-art</ArtDescriptionUtility_Global.rulePack.rulesStrings.71>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.72>artstyle_adj->pixelated</ArtDescriptionUtility_Global.rulePack.rulesStrings.72>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.73>artstyle_adj->fauvist</ArtDescriptionUtility_Global.rulePack.rulesStrings.73>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.74>artstyle_adj->folksy</ArtDescriptionUtility_Global.rulePack.rulesStrings.74>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.75>artstyle_adj->figurative</ArtDescriptionUtility_Global.rulePack.rulesStrings.75>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.76>artstyle_adj->sinuous</ArtDescriptionUtility_Global.rulePack.rulesStrings.76>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.77>artstyle_adj->geometric</ArtDescriptionUtility_Global.rulePack.rulesStrings.77>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.78>artstyle_adj->abstract</ArtDescriptionUtility_Global.rulePack.rulesStrings.78>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.79>artstyle_adj->hyper-realistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.79>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.8>artextra_clause->the subjects are in front of a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.8>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.80>artstyle_adj->pop art</ArtDescriptionUtility_Global.rulePack.rulesStrings.80>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.81>artstyle_adj->minimalistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.81>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.82>artstyle_adj->neoclassical</ArtDescriptionUtility_Global.rulePack.rulesStrings.82>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.83>artstyle_adj->cel-shaded</ArtDescriptionUtility_Global.rulePack.rulesStrings.83>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.84>artstyle_adj->post-impressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.84>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.85>artstyle_adj->purist</ArtDescriptionUtility_Global.rulePack.rulesStrings.85>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.86>artstyle_adj->rococo</ArtDescriptionUtility_Global.rulePack.rulesStrings.86>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.87>artstyle_adj->romanesque</ArtDescriptionUtility_Global.rulePack.rulesStrings.87>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.88>artstyle_adj->romantic</ArtDescriptionUtility_Global.rulePack.rulesStrings.88>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.89>artstyle_adj->graffiti-like</ArtDescriptionUtility_Global.rulePack.rulesStrings.89>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.9>artextra_clause->the scene takes place in the middle of a [community]</ArtDescriptionUtility_Global.rulePack.rulesStrings.9>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.90>artstyle_adj->erotic</ArtDescriptionUtility_Global.rulePack.rulesStrings.90>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.91>artstyle_adj->sensual</ArtDescriptionUtility_Global.rulePack.rulesStrings.91>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.92>artstyle_adj->heartfelt</ArtDescriptionUtility_Global.rulePack.rulesStrings.92>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.93>idle_verb_progressive->sits</ArtDescriptionUtility_Global.rulePack.rulesStrings.93>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.94>idle_verb_progressive->stands</ArtDescriptionUtility_Global.rulePack.rulesStrings.94>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.95>idle_verb_progressive->waits</ArtDescriptionUtility_Global.rulePack.rulesStrings.95>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.96>idle_verb_progressive->smiles</ArtDescriptionUtility_Global.rulePack.rulesStrings.96>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.97>idle_verb_progressive->lies</ArtDescriptionUtility_Global.rulePack.rulesStrings.97>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.98>idle_verb_progressive->poses</ArtDescriptionUtility_Global.rulePack.rulesStrings.98>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.99>idle_verb_progressive->appears</ArtDescriptionUtility_Global.rulePack.rulesStrings.99>

DefInjected\RulePackDef\RulePacks_Art_ImagesTaleless.xml
    <TalelessImages.rulePack.rulesStrings.0>image->a [outlander] surrounded by [outlander]s</TalelessImages.rulePack.rulesStrings.0>
    <TalelessImages.rulePack.rulesStrings.1>image->a [outlander] playing [game] with [quantity_adjphrase] [outlander]s</TalelessImages.rulePack.rulesStrings.1>
    <TalelessImages.rulePack.rulesStrings.10>image->a [animal] wearing a [apparel] [subject_desc]</TalelessImages.rulePack.rulesStrings.10>
    <TalelessImages.rulePack.rulesStrings.11>image->a [terrainfeature]</TalelessImages.rulePack.rulesStrings.11>
    <TalelessImages.rulePack.rulesStrings.12>image->an abstracted depiction of [concept]</TalelessImages.rulePack.rulesStrings.12>
    <TalelessImages.rulePack.rulesStrings.13>image->a [community]</TalelessImages.rulePack.rulesStrings.13>
    <TalelessImages.rulePack.rulesStrings.14>image->a [weapon]</TalelessImages.rulePack.rulesStrings.14>
    <TalelessImages.rulePack.rulesStrings.15>image->[quantity_adjphrase] [weapon]s</TalelessImages.rulePack.rulesStrings.15>
    <TalelessImages.rulePack.rulesStrings.16>image->[quantity_adjphrase] [vegetable]s</TalelessImages.rulePack.rulesStrings.16>
    <TalelessImages.rulePack.rulesStrings.17>image->the minor celebrity [personname] [subject_desc]</TalelessImages.rulePack.rulesStrings.17>
    <TalelessImages.rulePack.rulesStrings.18>image->a [animal] in the [apparel] of a [outlander]</TalelessImages.rulePack.rulesStrings.18>
    <TalelessImages.rulePack.rulesStrings.19>subject_desc->flying through the air</TalelessImages.rulePack.rulesStrings.19>
    <TalelessImages.rulePack.rulesStrings.2>image->a [outlander] [subject_desc] holding a [weapon]</TalelessImages.rulePack.rulesStrings.2>
    <TalelessImages.rulePack.rulesStrings.20>subject_desc->suspended in the air</TalelessImages.rulePack.rulesStrings.20>
    <TalelessImages.rulePack.rulesStrings.21>subject_desc->standing on the ground</TalelessImages.rulePack.rulesStrings.21>
    <TalelessImages.rulePack.rulesStrings.22>subject_desc->moving to the left</TalelessImages.rulePack.rulesStrings.22>
    <TalelessImages.rulePack.rulesStrings.23>subject_desc->moving to the right</TalelessImages.rulePack.rulesStrings.23>
    <TalelessImages.rulePack.rulesStrings.24>subject_desc->sitting on a table</TalelessImages.rulePack.rulesStrings.24>
    <TalelessImages.rulePack.rulesStrings.25>subject_desc->seen through a looking glass</TalelessImages.rulePack.rulesStrings.25>
    <TalelessImages.rulePack.rulesStrings.26>subject_desc->rendered in silhouette</TalelessImages.rulePack.rulesStrings.26>
    <TalelessImages.rulePack.rulesStrings.27>subject_desc->riding on a [animal] wearing a [apparel]</TalelessImages.rulePack.rulesStrings.27>
    <TalelessImages.rulePack.rulesStrings.28>subject_desc->looking [adjective]</TalelessImages.rulePack.rulesStrings.28>
    <TalelessImages.rulePack.rulesStrings.3>image->a solitary [outlander]</TalelessImages.rulePack.rulesStrings.3>
    <TalelessImages.rulePack.rulesStrings.4>image->a [adjective] [outlander] wearing a [apparel]</TalelessImages.rulePack.rulesStrings.4>
    <TalelessImages.rulePack.rulesStrings.5>image->a [outlander] eating a [vegetable]</TalelessImages.rulePack.rulesStrings.5>
    <TalelessImages.rulePack.rulesStrings.6>image->[quantity_adjphrase] [outlander]s and [outlander]s eating [vegetable]s together</TalelessImages.rulePack.rulesStrings.6>
    <TalelessImages.rulePack.rulesStrings.7>image->an empty [apparel] [subject_desc]</TalelessImages.rulePack.rulesStrings.7>
    <TalelessImages.rulePack.rulesStrings.8>image->a [adjective] [terrainfeature]</TalelessImages.rulePack.rulesStrings.8>
    <TalelessImages.rulePack.rulesStrings.9>image->[animal]s playing [game]</TalelessImages.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_Art_NameRoots.xml
    <ArtName_Furniture.rulePack.rulesStrings.0>art_name->[anyPawn_nameShort]'s [positiveconcept]</ArtName_Furniture.rulePack.rulesStrings.0>
    <ArtName_Furniture.rulePack.rulesStrings.1>art_name->[positiveconcept]</ArtName_Furniture.rulePack.rulesStrings.1>
    <ArtName_Furniture.rulePack.rulesStrings.2>art_name->The [animal]</ArtName_Furniture.rulePack.rulesStrings.2>
    <ArtName_Furniture.rulePack.rulesStrings.3>art_name->[badasscolor] [animal]</ArtName_Furniture.rulePack.rulesStrings.3>
    <ArtName_Furniture.rulePack.rulesStrings.4>art_name->[anyPawn_nameShort]'s [color]</ArtName_Furniture.rulePack.rulesStrings.4>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.0>art_name->[angstyadjective] [anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.0>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.1>art_name->[anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.1>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.2>art_name->[color] [anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.2>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.3>art_name->[angstyadjective] [angstyconcept]</ArtName_SarcophagusPlate.rulePack.rulesStrings.3>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.4>art_name->[angstyadjective] [badassconcept]</ArtName_SarcophagusPlate.rulePack.rulesStrings.4>
    <ArtName_Sculpture.rulePack.rulesStrings.0>art_name->[anyPawn_nameShort]'s [artname]</ArtName_Sculpture.rulePack.rulesStrings.0>
    <ArtName_Sculpture.rulePack.rulesStrings.1>art_name->[anyPawn_nameShort] [trans] [color]</ArtName_Sculpture.rulePack.rulesStrings.1>
    <ArtName_Sculpture.rulePack.rulesStrings.10>art_name->[color] [terrainfeature]</ArtName_Sculpture.rulePack.rulesStrings.10>
    <ArtName_Sculpture.rulePack.rulesStrings.11>art_name->A [art_adjective] [concept]</ArtName_Sculpture.rulePack.rulesStrings.11>
    <ArtName_Sculpture.rulePack.rulesStrings.12>art_name->[concept] No. [digit]</ArtName_Sculpture.rulePack.rulesStrings.12>
    <ArtName_Sculpture.rulePack.rulesStrings.13>art_name->[artname] No. [digit]</ArtName_Sculpture.rulePack.rulesStrings.13>
    <ArtName_Sculpture.rulePack.rulesStrings.14>art_name->[artname] No. [digit][digit]</ArtName_Sculpture.rulePack.rulesStrings.14>
    <ArtName_Sculpture.rulePack.rulesStrings.15>art_name->[digit] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.15>
    <ArtName_Sculpture.rulePack.rulesStrings.2>art_name->[artname] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.2>
    <ArtName_Sculpture.rulePack.rulesStrings.3>art_name->[artname] [trans] [concept]</ArtName_Sculpture.rulePack.rulesStrings.3>
    <ArtName_Sculpture.rulePack.rulesStrings.4>art_name->[artname] [romannumeral]</ArtName_Sculpture.rulePack.rulesStrings.4>
    <ArtName_Sculpture.rulePack.rulesStrings.5>art_name->[concept] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.5>
    <ArtName_Sculpture.rulePack.rulesStrings.6>art_name->[concept] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.6>
    <ArtName_Sculpture.rulePack.rulesStrings.7>art_name->[concept]</ArtName_Sculpture.rulePack.rulesStrings.7>
    <ArtName_Sculpture.rulePack.rulesStrings.8>art_name->[color] [concept]</ArtName_Sculpture.rulePack.rulesStrings.8>
    <ArtName_Sculpture.rulePack.rulesStrings.9>art_name->[color] [artname]</ArtName_Sculpture.rulePack.rulesStrings.9>
    <ArtName_Weapon.rulePack.rulesStrings.0>art_name->[badassconcept]</ArtName_Weapon.rulePack.rulesStrings.0>
    <ArtName_Weapon.rulePack.rulesStrings.1>art_name->The [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.1>
    <ArtName_Weapon.rulePack.rulesStrings.2>art_name->[badassadjective] [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.2>
    <ArtName_Weapon.rulePack.rulesStrings.3>art_name->[badasscolor] [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.3>
    <ArtName_Weapon.rulePack.rulesStrings.4>art_name->[badassconcept] [badasscolor]</ArtName_Weapon.rulePack.rulesStrings.4>
    <ArtName_Weapon.rulePack.rulesStrings.5>art_name->[anyPawn_nameShort]'s [badassconcept]</ArtName_Weapon.rulePack.rulesStrings.5>
    <ArtName_Weapon.rulePack.rulesStrings.6>art_name->[badassconcept] of [anyPawn_nameShort]</ArtName_Weapon.rulePack.rulesStrings.6>
    <ArtName_Weapon.rulePack.rulesStrings.7>art_name->[badasscolor] [anyPawn_nameShort]</ArtName_Weapon.rulePack.rulesStrings.7>
    <ArtName_Weapon.rulePack.rulesStrings.8>art_name->[anyPawn_nameShort]'s [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.8>
    <ArtName_Weapon.rulePack.rulesStrings.9>art_name->[anyPawn_nameShort]'s [badassperson]</ArtName_Weapon.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_Art_PhysicalDescriptionRoots.xml
    <ArtDescription_Furniture.rulePack.rulesStrings.0>physical_description_root->This furniture is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.0>
    <ArtDescription_Furniture.rulePack.rulesStrings.1>physical_description_root->This furniture bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.1>
    <ArtDescription_Furniture.rulePack.rulesStrings.2>physical_description_root->An engraving on this furniture [depicts] [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.2>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.0>physical_description_root->The sarcophagus is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.0>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.1>physical_description_root->The sarcophagus bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.1>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.2>physical_description_root->An engraving on this sarcophagus [depicts] [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.2>
    <ArtDescription_Sculpture.rulePack.rulesStrings.0>physical_description_root->This [sculpture] [depicts] [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.0>
    <ArtDescription_Sculpture.rulePack.rulesStrings.1>physical_description_root->This [sculpture] bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.1>
    <ArtDescription_Sculpture.rulePack.rulesStrings.2>physical_description_root->On this [sculpture] is a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.2>
    <ArtDescription_Sculpture.rulePack.rulesStrings.3>sculpture->sculpture</ArtDescription_Sculpture.rulePack.rulesStrings.3>
    <ArtDescription_Sculpture.rulePack.rulesStrings.4>sculpture->work</ArtDescription_Sculpture.rulePack.rulesStrings.4>
    <ArtDescription_Sculpture.rulePack.rulesStrings.5>sculpture->piece</ArtDescription_Sculpture.rulePack.rulesStrings.5>
    <ArtDescription_Sculpture.rulePack.rulesStrings.6>sculpture->carving</ArtDescription_Sculpture.rulePack.rulesStrings.6>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.0>physical_description_root->This weapon is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.0>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.1>physical_description_root->This weapon bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.1>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.2>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.2>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.0>physical_description_root->This weapon is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.0>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.1>physical_description_root->This weapon bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.1>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.2>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.2>

DefInjected\RulePackDef\RulePacks_Global.xml
    <GlobalUtility.rulePack.rulesStrings.0>quantity_adjphrase->a group of</GlobalUtility.rulePack.rulesStrings.0>
    <GlobalUtility.rulePack.rulesStrings.1>quantity_adjphrase->several</GlobalUtility.rulePack.rulesStrings.1>
    <GlobalUtility.rulePack.rulesStrings.10>game->poker</GlobalUtility.rulePack.rulesStrings.10>
    <GlobalUtility.rulePack.rulesStrings.11>game->chess</GlobalUtility.rulePack.rulesStrings.11>
    <GlobalUtility.rulePack.rulesStrings.12>game->cards</GlobalUtility.rulePack.rulesStrings.12>
    <GlobalUtility.rulePack.rulesStrings.13>game->backgammon</GlobalUtility.rulePack.rulesStrings.13>
    <GlobalUtility.rulePack.rulesStrings.14>game->dice</GlobalUtility.rulePack.rulesStrings.14>
    <GlobalUtility.rulePack.rulesStrings.15>game->craps</GlobalUtility.rulePack.rulesStrings.15>
    <GlobalUtility.rulePack.rulesStrings.16>game->roulette</GlobalUtility.rulePack.rulesStrings.16>
    <GlobalUtility.rulePack.rulesStrings.17>game->blackjack</GlobalUtility.rulePack.rulesStrings.17>
    <GlobalUtility.rulePack.rulesStrings.18>vegetable->tomato</GlobalUtility.rulePack.rulesStrings.18>
    <GlobalUtility.rulePack.rulesStrings.19>vegetable->carrot</GlobalUtility.rulePack.rulesStrings.19>
    <GlobalUtility.rulePack.rulesStrings.2>quantity_adjphrase->dozens of</GlobalUtility.rulePack.rulesStrings.2>
    <GlobalUtility.rulePack.rulesStrings.20>vegetable->onion</GlobalUtility.rulePack.rulesStrings.20>
    <GlobalUtility.rulePack.rulesStrings.21>vegetable->turnip</GlobalUtility.rulePack.rulesStrings.21>
    <GlobalUtility.rulePack.rulesStrings.22>vegetable->bok choy</GlobalUtility.rulePack.rulesStrings.22>
    <GlobalUtility.rulePack.rulesStrings.23>vegetable->stalk of celery</GlobalUtility.rulePack.rulesStrings.23>
    <GlobalUtility.rulePack.rulesStrings.24>vegetable->gourd</GlobalUtility.rulePack.rulesStrings.24>
    <GlobalUtility.rulePack.rulesStrings.25>vegetable->pumpkin</GlobalUtility.rulePack.rulesStrings.25>
    <GlobalUtility.rulePack.rulesStrings.26>vegetable->broccoli</GlobalUtility.rulePack.rulesStrings.26>
    <GlobalUtility.rulePack.rulesStrings.27>vegetable->cauliflower</GlobalUtility.rulePack.rulesStrings.27>
    <GlobalUtility.rulePack.rulesStrings.28>vegetable->bell pepper</GlobalUtility.rulePack.rulesStrings.28>
    <GlobalUtility.rulePack.rulesStrings.29>vegetable->potato</GlobalUtility.rulePack.rulesStrings.29>
    <GlobalUtility.rulePack.rulesStrings.3>quantity_adjphrase->two</GlobalUtility.rulePack.rulesStrings.3>
    <GlobalUtility.rulePack.rulesStrings.30>vegetable->mushroom</GlobalUtility.rulePack.rulesStrings.30>
    <GlobalUtility.rulePack.rulesStrings.31>trans->of</GlobalUtility.rulePack.rulesStrings.31>
    <GlobalUtility.rulePack.rulesStrings.32>trans->for</GlobalUtility.rulePack.rulesStrings.32>
    <GlobalUtility.rulePack.rulesStrings.33>trans->by</GlobalUtility.rulePack.rulesStrings.33>
    <GlobalUtility.rulePack.rulesStrings.34>trans->with</GlobalUtility.rulePack.rulesStrings.34>
    <GlobalUtility.rulePack.rulesStrings.4>quantity_adjphrase->three</GlobalUtility.rulePack.rulesStrings.4>
    <GlobalUtility.rulePack.rulesStrings.5>quantity_adjphrase->four</GlobalUtility.rulePack.rulesStrings.5>
    <GlobalUtility.rulePack.rulesStrings.6>quantity_adjphrase->five</GlobalUtility.rulePack.rulesStrings.6>
    <GlobalUtility.rulePack.rulesStrings.7>quantity_adjphrase->six</GlobalUtility.rulePack.rulesStrings.7>
    <GlobalUtility.rulePack.rulesStrings.8>quantity_adjphrase->uncountable</GlobalUtility.rulePack.rulesStrings.8>
    <GlobalUtility.rulePack.rulesStrings.9>quantity_adjphrase->innumerable</GlobalUtility.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_InteractionsExtra.xml
    <Sentence_MarriageProposalAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] agreed and the two are now engaged.</Sentence_MarriageProposalAccepted.rulePack.rulesStrings.0>
    <Sentence_MarriageProposalRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the proposal.</Sentence_MarriageProposalRejected.rulePack.rulesStrings.0>
    <Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings.0>sent->It was too much for the relationship to continue, and the two have now broken up.</Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings.0>
    <Sentence_RecruitAttemptAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] has accepted and joined [initiator_nameShortDef]'s community.</Sentence_RecruitAttemptAccepted.rulePack.rulesStrings.0>
    <Sentence_RecruitAttemptRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the offer.</Sentence_RecruitAttemptRejected.rulePack.rulesStrings.0>
    <Sentence_RomanceAttemptAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] agreed and is now [initiator_nameShortDef]'s lover.</Sentence_RomanceAttemptAccepted.rulePack.rulesStrings.0>
    <Sentence_RomanceAttemptRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the advance.</Sentence_RomanceAttemptRejected.rulePack.rulesStrings.0>
    <Sentence_SocialFightStarted.rulePack.rulesStrings.0>sent->This drove [recipient_nameShortDef] into a rage and [recipient_pronoun] began a fight!</Sentence_SocialFightStarted.rulePack.rulesStrings.0>

DefInjected\RulePackDef\RulePacks_NameMaker_World.xml
    <NamerWorld.rulePack.rulesStrings.0>name->[celestialname]</NamerWorld.rulePack.rulesStrings.0>
    <NamerWorld.rulePack.rulesStrings.1>name->[celestialprefix] [celestialname]</NamerWorld.rulePack.rulesStrings.1>
    <NamerWorld.rulePack.rulesStrings.2>name->[celestialname] [romannumeral]</NamerWorld.rulePack.rulesStrings.2>
    <NamerWorld.rulePack.rulesStrings.3>name->[celestialname] [celestialname]</NamerWorld.rulePack.rulesStrings.3>
    <NamerWorld.rulePack.rulesStrings.4>name->[celestialname] [celestialsuffix]</NamerWorld.rulePack.rulesStrings.4>

DefInjected\RulePackDef\RulePacks_NameMakers_Animals.xml
    <NamerAnimalGeneric.rulePack.rulesStrings.0>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.0>
    <NamerAnimalGeneric.rulePack.rulesStrings.1>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.1>
    <NamerAnimalGeneric.rulePack.rulesStrings.10>exoticname->[concept]</NamerAnimalGeneric.rulePack.rulesStrings.10>
    <NamerAnimalGeneric.rulePack.rulesStrings.11>exoticname->[color]</NamerAnimalGeneric.rulePack.rulesStrings.11>
    <NamerAnimalGeneric.rulePack.rulesStrings.2>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.2>
    <NamerAnimalGeneric.rulePack.rulesStrings.3>name->[animalnamemale]</NamerAnimalGeneric.rulePack.rulesStrings.3>
    <NamerAnimalGeneric.rulePack.rulesStrings.4>name->[animalnamefemale]</NamerAnimalGeneric.rulePack.rulesStrings.4>
    <NamerAnimalGeneric.rulePack.rulesStrings.5>name->[personname]</NamerAnimalGeneric.rulePack.rulesStrings.5>
    <NamerAnimalGeneric.rulePack.rulesStrings.6>name->[exoticname]</NamerAnimalGeneric.rulePack.rulesStrings.6>
    <NamerAnimalGeneric.rulePack.rulesStrings.7>exoticname->[badassadjective]</NamerAnimalGeneric.rulePack.rulesStrings.7>
    <NamerAnimalGeneric.rulePack.rulesStrings.8>exoticname->[concept]</NamerAnimalGeneric.rulePack.rulesStrings.8>
    <NamerAnimalGeneric.rulePack.rulesStrings.9>exoticname->[badassadjective]</NamerAnimalGeneric.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_NameMakers_Factions.xml
    <NamerColony.rulePack.rulesStrings.0>name->[colonyname]</NamerColony.rulePack.rulesStrings.0>
    <NamerFactionOutlander.rulePack.rulesStrings.0>rule->[positiveconcept]'s [terrainfeature]</NamerFactionOutlander.rulePack.rulesStrings.0>
    <NamerFactionOutlander.rulePack.rulesStrings.1>rule->[outlander]'s [terrainfeature]</NamerFactionOutlander.rulePack.rulesStrings.1>
    <NamerFactionOutlander.rulePack.rulesStrings.2>rule->[outlander]'s [community]</NamerFactionOutlander.rulePack.rulesStrings.2>
    <NamerFactionOutlander.rulePack.rulesStrings.3>rule->[community]-at-the-[terrainfeature]</NamerFactionOutlander.rulePack.rulesStrings.3>
    <NamerFactionPirate.rulePack.rulesStrings.0>name->The [badassanimal]s</NamerFactionPirate.rulePack.rulesStrings.0>
    <NamerFactionPirate.rulePack.rulesStrings.1>name->The [badassanimal] Men</NamerFactionPirate.rulePack.rulesStrings.1>
    <NamerFactionPirate.rulePack.rulesStrings.10>name->The [badasscolor] [badassperson]s</NamerFactionPirate.rulePack.rulesStrings.10>
    <NamerFactionPirate.rulePack.rulesStrings.11>name->The [badassperson] [groupname]</NamerFactionPirate.rulePack.rulesStrings.11>
    <NamerFactionPirate.rulePack.rulesStrings.12>name->The [badassadjective] [groupname]</NamerFactionPirate.rulePack.rulesStrings.12>
    <NamerFactionPirate.rulePack.rulesStrings.13>name->The [badassadjective] [badassanimal]s</NamerFactionPirate.rulePack.rulesStrings.13>
    <NamerFactionPirate.rulePack.rulesStrings.14>name->The [badassadjective] [badassperson]s</NamerFactionPirate.rulePack.rulesStrings.14>
    <NamerFactionPirate.rulePack.rulesStrings.15>name->[weapon] [groupname]</NamerFactionPirate.rulePack.rulesStrings.15>
    <NamerFactionPirate.rulePack.rulesStrings.16>name->[badassconcept] [groupname]</NamerFactionPirate.rulePack.rulesStrings.16>
    <NamerFactionPirate.rulePack.rulesStrings.17>name->[badassconcept][groupname]</NamerFactionPirate.rulePack.rulesStrings.17>
    <NamerFactionPirate.rulePack.rulesStrings.18>name->[badassanimal]s [terrainfeature]</NamerFactionPirate.rulePack.rulesStrings.18>
    <NamerFactionPirate.rulePack.rulesStrings.2>name->The [badassanimal]s of [badassconcept]</NamerFactionPirate.rulePack.rulesStrings.2>
    <NamerFactionPirate.rulePack.rulesStrings.3>name->The [badassperson]s of [badassconcept]</NamerFactionPirate.rulePack.rulesStrings.3>
    <NamerFactionPirate.rulePack.rulesStrings.4>name->The [badassperson]s</NamerFactionPirate.rulePack.rulesStrings.4>
    <NamerFactionPirate.rulePack.rulesStrings.5>name->The [weapon] Men</NamerFactionPirate.rulePack.rulesStrings.5>
    <NamerFactionPirate.rulePack.rulesStrings.6>name->The [weapon]s</NamerFactionPirate.rulePack.rulesStrings.6>
    <NamerFactionPirate.rulePack.rulesStrings.7>name->The [weapon] [badassanimal]s</NamerFactionPirate.rulePack.rulesStrings.7>
    <NamerFactionPirate.rulePack.rulesStrings.8>name->The [badasscolor] [weapon]s</NamerFactionPirate.rulePack.rulesStrings.8>
    <NamerFactionPirate.rulePack.rulesStrings.9>name->The [badasscolor] [badassanimal]s</NamerFactionPirate.rulePack.rulesStrings.9>
    <NamerFactionSpacer.rulePack.rulesStrings.0>name->Spacer</NamerFactionSpacer.rulePack.rulesStrings.0>
    <NamerFactionTribal.rulePack.rulesStrings.0>name->[tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.0>
    <NamerFactionTribal.rulePack.rulesStrings.1>name->[tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.1>
    <NamerFactionTribal.rulePack.rulesStrings.2>name->[tribalword] [tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.2>
    <NamerFactionTribal.rulePack.rulesStrings.3>name->[tribalword] of [animal]</NamerFactionTribal.rulePack.rulesStrings.3>
    <NamerFactionTribal.rulePack.rulesStrings.4>name->[color] [animal] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.4>
    <NamerFactionTribal.rulePack.rulesStrings.5>name->The [tribalword] of the [terrainfeature]</NamerFactionTribal.rulePack.rulesStrings.5>
    <NamerFactionTribal.rulePack.rulesStrings.6>name->The [color] [terrainfeature] People</NamerFactionTribal.rulePack.rulesStrings.6>

DefInjected\RulePackDef\RulePacks_NameMakers_People.xml
    <NamerPersonTribal.rulePack.rulesStrings.0>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.0>
    <NamerPersonTribal.rulePack.rulesStrings.1>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.1>
    <NamerPersonTribal.rulePack.rulesStrings.2>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.2>
    <NamerPersonTribal.rulePack.rulesStrings.3>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.3>
    <NamerPersonTribal.rulePack.rulesStrings.4>name->[tribalword] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.4>
    <NamerPersonTribal.rulePack.rulesStrings.5>name->[tribalword] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.5>
    <NamerPersonTribal.rulePack.rulesStrings.6>name->[tribalword] [animal]</NamerPersonTribal.rulePack.rulesStrings.6>
    <NamerPersonTribal.rulePack.rulesStrings.7>name->[animal] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.7>
    <NamerPersonTribal.rulePack.rulesStrings.8>name->[color] [animal]</NamerPersonTribal.rulePack.rulesStrings.8>

DefInjected\RulePackDef\RulePacks_NameMakers_Traders.xml
    <NamerTraderGeneral.rulePack.rulesStrings.0>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.0>
    <NamerTraderGeneral.rulePack.rulesStrings.1>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.1>
    <NamerTraderGeneral.rulePack.rulesStrings.2>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.2>
    <NamerTraderGeneral.rulePack.rulesStrings.3>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.3>
    <NamerTraderGeneral.rulePack.rulesStrings.4>name->[color] [animal] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.4>
    <NamerTraderGeneral.rulePack.rulesStrings.5>name->[letter][letter] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.5>

DefInjected\SkillDef\Skills.xml
    <Animals.pawnLabel>Handler</Animals.pawnLabel>
    <Animals.skillLabel>Animals</Animals.skillLabel>
    <Artistic.description>Crafting art.</Artistic.description>
    <Artistic.pawnLabel>Artist</Artistic.pawnLabel>
    <Artistic.skillLabel>Artistic</Artistic.skillLabel>
    <Construction.description>Better constructors build structures and furniture faster and of higher quality.</Construction.description>
    <Construction.skillLabel>Construction</Construction.skillLabel>
    <Cooking.description>Creating meals from raw ingredients.</Cooking.description>
    <Cooking.skillLabel>Cooking</Cooking.skillLabel>
    <Crafting.description>Crafting general items including weapons and tools.</Crafting.description>
    <Crafting.skillLabel>Crafting</Crafting.skillLabel>
    <Growing.description>Sowing, caring for, and harvesting crops.</Growing.description>
    <Growing.skillLabel>Growing</Growing.skillLabel>
    <Medicine.description>Treating wounds and diseases and doing surgery.</Medicine.description>
    <Medicine.pawnLabel>Doctor</Medicine.pawnLabel>
    <Medicine.skillLabel>Medicine</Medicine.skillLabel>
    <Melee.description>Use of all kinds of melee weapons as well as unarmed combat.</Melee.description>
    <Melee.pawnLabel>Brawler</Melee.pawnLabel>
    <Melee.skillLabel>Melee</Melee.skillLabel>
    <Mining.description>Digging tunnels and extracting mineral or buried resources.</Mining.description>
    <Mining.skillLabel>Mining</Mining.skillLabel>
    <Research.skillLabel>Research</Research.skillLabel>
    <Shooting.description>Use of all kinds of ranged weapons.</Shooting.description>
    <Shooting.pawnLabel>Shooter</Shooting.pawnLabel>
    <Shooting.skillLabel>Shooting</Shooting.skillLabel>
    <Social.description>Negotiating, convincing, manipulating, leading, and cheering up others.</Social.description>
    <Social.pawnLabel>Socialite</Social.pawnLabel>
    <Social.skillLabel>Social</Social.skillLabel>

DefInjected\SpecialThingFilterDef\SpecialThingFilters.xml
    <AllowNonSmeltableWeapons.description>Allow weapons which can't be smelted.</AllowNonSmeltableWeapons.description>
    <AllowNonSmeltableWeapons.label>allow non-smeltable</AllowNonSmeltableWeapons.label>
    <AllowPlantFood.description>Allow foods that are of quality equivalent to unharvested plants, like hay.</AllowPlantFood.description>
    <AllowPlantFood.label>allow plant food</AllowPlantFood.label>

DefInjected\StatCategoryDef\StatCategories.xml
    <Basics.label>Basics</Basics.label>
    <BasicsNonPawn.label>Basics</BasicsNonPawn.label>
    <BasicsPawn.label>Basics</BasicsPawn.label>
    <Building.label>Building</Building.label>
    <EquippedStatOffsets.label>Offsets when equipped</EquippedStatOffsets.label>
    <PawnCombat.label>Combat</PawnCombat.label>
    <PawnMisc.label>Misc</PawnMisc.label>
    <PawnSocial.label>Social</PawnSocial.label>
    <PawnWork.label>Work</PawnWork.label>
    <StuffOfEquipmentStatFactors.label>Multipliers when equipment made of this</StuffOfEquipmentStatFactors.label>
    <StuffStatFactors.label>Multipliers when made of this</StuffStatFactors.label>
    <StuffStatOffsets.label>Offsets when made of this</StuffStatOffsets.label>
    <Weapon.label>Weapon</Weapon.label>

DefInjected\StatDef\Stats_Apparel.xml
    <ArmorRating_Blunt.description>Armor against blunt damage like club attacks, rock falls, and explosions.</ArmorRating_Blunt.description>
    <ArmorRating_Blunt.label>Armor - Blunt</ArmorRating_Blunt.label>
    <ArmorRating_Electric.description>Armor against electric damage like EMP pulses.</ArmorRating_Electric.description>
    <ArmorRating_Electric.label>Armor - Electric </ArmorRating_Electric.label>
    <ArmorRating_Heat.description>Armor against temperature-related damage like burns.</ArmorRating_Heat.description>
    <ArmorRating_Heat.label>Armor - Heat</ArmorRating_Heat.label>
    <ArmorRating_Sharp.description>Armor against sharp damage like bullets, knife stabs, and animal bites.</ArmorRating_Sharp.description>
    <ArmorRating_Sharp.label>Armor - Sharp</ArmorRating_Sharp.label>
    <Insulation_Cold.description>How much this apparel offsets a wearer's minimum comfortable temperature when worn.</Insulation_Cold.description>
    <Insulation_Cold.label>Insulation - Cold</Insulation_Cold.label>
    <Insulation_Heat.description>How much this apparel offsets a wearer's maximum comfortable temperature when worn.</Insulation_Heat.description>
    <Insulation_Heat.label>Insulation - Heat</Insulation_Heat.label>
    <PersonalShieldEnergyMax.description>The maximum energy a personal shield can have at one time. More energy can absorb more damage.</PersonalShieldEnergyMax.description>
    <PersonalShieldEnergyMax.label>Shield max energy</PersonalShieldEnergyMax.label>
    <PersonalShieldRechargeRate.description>The rate at which a shield gains energy as long as it is not broken.</PersonalShieldRechargeRate.description>
    <PersonalShieldRechargeRate.label>Shield recharge rate</PersonalShieldRechargeRate.label>

DefInjected\StatDef\Stats_Basics_General.xml
    <Beauty.description>How enjoyable an object is to be around and look at.</Beauty.description>
    <Beauty.label>beauty</Beauty.label>
    <Cleanliness.description>How clean an object is.</Cleanliness.description>
    <Cleanliness.label>cleanliness</Cleanliness.label>
    <Comfort.description>How comfortble an object is to sit or lay on.</Comfort.description>
    <Comfort.label>comfort</Comfort.label>
    <DeteriorationRate.description>The rate at which this item deteriorates when left outside, especially in the rain.</DeteriorationRate.description>
    <DeteriorationRate.label>deterioration rate</DeteriorationRate.label>
    <Flammability.description>How easily an object catches fire and how strongly it burns.</Flammability.description>
    <Flammability.label>flammability</Flammability.label>
    <MarketValue.description>The market value of an object. The actual trade price will be further modified by relationship status and negotitation skill.</MarketValue.description>
    <MarketValue.label>market value</MarketValue.label>
    <MaxHitPoints.description>The maximum hit points of an object. This represents how much damage it can take before being destroyed.</MaxHitPoints.description>
    <MaxHitPoints.label>max hit points</MaxHitPoints.label>
    <SellPriceFactor.description>A multiplier on the price at which you can sell items.</SellPriceFactor.description>
    <SellPriceFactor.label>sell price multiplier</SellPriceFactor.label>
    <WorkToMake.description>The base amount of work it takes to make this, once all materials and tools are gathered.</WorkToMake.description>
    <WorkToMake.label>work to make</WorkToMake.label>

DefInjected\StatDef\Stats_Basics_Special.xml
    <MedicalPotency.description>How effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery.</MedicalPotency.description>
    <MedicalPotency.label>medical potency</MedicalPotency.label>

DefInjected\StatDef\Stats_Building_Special.xml
    <BedRestEffectiveness.description>How fast people sleeping on this gain rest.</BedRestEffectiveness.description>
    <BedRestEffectiveness.label>rest effectiveness</BedRestEffectiveness.label>
    <DoorOpenSpeed.description>The speed at which the door opens.</DoorOpenSpeed.description>
    <DoorOpenSpeed.label>door opening speed</DoorOpenSpeed.label>
    <EntertainmentStrengthFactor.description>How effectively this item entertains people and gives them joy.</EntertainmentStrengthFactor.description>
    <EntertainmentStrengthFactor.label>entertainment strength factor</EntertainmentStrengthFactor.label>
    <ImmunityGainSpeedFactor.description>Immunity gain speed is multiplied by this value.</ImmunityGainSpeedFactor.description>
    <ImmunityGainSpeedFactor.label>immunity gain speed factor</ImmunityGainSpeedFactor.label>
    <MedicalTreatmentQualityFactor.description>Medical treatment quality is multiplied by this value.</MedicalTreatmentQualityFactor.description>
    <MedicalTreatmentQualityFactor.label>medical treatment quality factor</MedicalTreatmentQualityFactor.label>
    <ResearchSpeedFactor.description>Speed at which people do research is multiplied by this value.</ResearchSpeedFactor.description>
    <ResearchSpeedFactor.label>research speed factor</ResearchSpeedFactor.label>
    <ResearchSpeedFactor.parts.0.customLabel>Room cleanliness</ResearchSpeedFactor.parts.0.customLabel>
    <TrapMeleeDamage.description>How much damage this trap typically does. The actual damage may vary somewhat.</TrapMeleeDamage.description>
    <TrapMeleeDamage.label>trap melee damage</TrapMeleeDamage.label>
    <TrapSpringChance.description>The likelihood that the trap will spring when an unaware creature passes over it.</TrapSpringChance.description>
    <TrapSpringChance.label>trap spring chance</TrapSpringChance.label>
    <WorkTableWorkSpeedFactor.description>Work speed is multiplied by this value.</WorkTableWorkSpeedFactor.description>
    <WorkTableWorkSpeedFactor.label>work speed factor</WorkTableWorkSpeedFactor.label>

DefInjected\StatDef\Stats_Pawns_Combat.xml
    <AimingDelayFactor.description>How long it takes to strike after aiming.</AimingDelayFactor.description>
    <AimingDelayFactor.label>aiming time</AimingDelayFactor.label>
    <MeleeDPS.description>Average damage per second in melee combat.</MeleeDPS.description>
    <MeleeDPS.label>melee DPS</MeleeDPS.label>
    <MeleeHitChance.description>Base chance to hit a target in melee.</MeleeHitChance.description>
    <MeleeHitChance.label>melee hit chance</MeleeHitChance.label>
    <ShootingAccuracy.description>Base chance to not miss per square of shot distance.</ShootingAccuracy.description>
    <ShootingAccuracy.label>shooting accuracy</ShootingAccuracy.label>

DefInjected\StatDef\Stats_Pawns_General.xml
    <CarryingCapacity.description>The amount of stuff this creature can carry in its hands, mouth, or other manipulators.</CarryingCapacity.description>
    <CarryingCapacity.label>carrying capacity</CarryingCapacity.label>
    <ComfyTemperatureMax.description>Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die.</ComfyTemperatureMax.description>
    <ComfyTemperatureMax.label>Maximum comfortable temperature</ComfyTemperatureMax.label>
    <ComfyTemperatureMin.description>Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.</ComfyTemperatureMin.description>
    <ComfyTemperatureMin.label>Minimum comfortable temperature</ComfyTemperatureMin.label>
    <EatingSpeed.description>Multiplier on eating speed.</EatingSpeed.description>
    <EatingSpeed.label>eating speed</EatingSpeed.label>
    <GlobalLearningFactor.description>Global learning efficiency for all skills.</GlobalLearningFactor.description>
    <GlobalLearningFactor.label>global learning factor</GlobalLearningFactor.label>
    <ImmunityGainSpeed.description>Speed at which this character gains immunity to diseases. If this is too slow, the character will die from a disease before developing immunity.</ImmunityGainSpeed.description>
    <ImmunityGainSpeed.label>immunity gain speed</ImmunityGainSpeed.label>
    <LeatherAmount.description>The amount of leather you will get from butchering this creature.</LeatherAmount.description>
    <LeatherAmount.label>leather amount</LeatherAmount.label>
    <MeatAmount.description>The amount of meat you will get from butchering this creature.</MeatAmount.description>
    <MeatAmount.label>meat amount</MeatAmount.label>
    <MentalBreakThreshold.description>As long as someone's mood is below this level, they are in danger of having a mental break.</MentalBreakThreshold.description>
    <MentalBreakThreshold.label>mental break threshold</MentalBreakThreshold.label>
    <MinimumHandlingSkill.description>This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.</MinimumHandlingSkill.description>
    <MinimumHandlingSkill.label>minimum handling skill</MinimumHandlingSkill.label>
    <MoveSpeed.description>Speed of movement through the world in cells per second.</MoveSpeed.description>
    <MoveSpeed.label>move speed</MoveSpeed.label>
    <PsychicSensitivity.description>Multiplier on the impact of psychic phenomena affecting this person.</PsychicSensitivity.description>
    <PsychicSensitivity.label>psychic sensitivity</PsychicSensitivity.label>

DefInjected\StatDef\Stats_Pawns_Social.xml
    <GiftImpact.description>When this person gives gifts to another faction, this multiplier is applied to their impact on faction relations.</GiftImpact.description>
    <GiftImpact.label>diplomatic gift impact</GiftImpact.label>
    <RecruitPrisonerChance.description>Base chance this person will recruit a prisoner.</RecruitPrisonerChance.description>
    <RecruitPrisonerChance.label>recruit prisoner chance</RecruitPrisonerChance.label>
    <SocialImpact.description>When this person interacts socially, this is how much the other person is affected.</SocialImpact.description>
    <SocialImpact.label>social chat impact</SocialImpact.label>
    <TameAnimalChance.description>Base chance this person will tame an animal.</TameAnimalChance.description>
    <TameAnimalChance.label>tame animal chance</TameAnimalChance.label>
    <TradePriceImprovement.description>When this person negotiates prices, buy and sell prices are improved by this percentage.</TradePriceImprovement.description>
    <TradePriceImprovement.label>trade price improvement</TradePriceImprovement.label>
    <TrainAnimalChance.description>Base chance this person will make progress training an animal on a given attempt. May change based on the animal.</TrainAnimalChance.description>
    <TrainAnimalChance.label>train animal chance</TrainAnimalChance.label>

DefInjected\StatDef\Stats_Pawns_WorkGeneral.xml
    <ConstructionSpeed.description>Speed at which this person constructs and repairs buildings.</ConstructionSpeed.description>
    <ConstructionSpeed.label>construction speed</ConstructionSpeed.label>
    <FixBrokenDownBuildingFailChance.description>The chance that this person will fail to repair a broken down building.</FixBrokenDownBuildingFailChance.description>
    <FixBrokenDownBuildingFailChance.label>repair fail chance</FixBrokenDownBuildingFailChance.label>
    <HarvestFailChance.description>The chance that this person will accidentally destroy the harvest instead of collecting it.</HarvestFailChance.description>
    <HarvestFailChance.label>harvest fail chance</HarvestFailChance.label>
    <MiningSpeed.description>A multiplier on the speed at which this person mines rock.</MiningSpeed.description>
    <MiningSpeed.label>mining speed</MiningSpeed.label>
    <PlantWorkSpeed.description>Speed at which this person sows and harvests plants.</PlantWorkSpeed.description>
    <PlantWorkSpeed.label>plant work speed</PlantWorkSpeed.label>
    <ResearchSpeed.description>This person does research at this speed.</ResearchSpeed.description>
    <ResearchSpeed.label>research speed</ResearchSpeed.label>
    <SmoothingSpeed.description>A multiplier on the speed at which this person smooths floors.</SmoothingSpeed.description>
    <SmoothingSpeed.label>smoothing speed</SmoothingSpeed.label>
    <WorkSpeedGlobal.description>A multiplier on someone's speed at doing any work.</WorkSpeedGlobal.description>
    <WorkSpeedGlobal.label>global work speed</WorkSpeedGlobal.label>

DefInjected\StatDef\Stats_Pawns_WorkMedical.xml
    <BaseHealingQuality.description>Base quality of treatment given to patients when acting as a doctor.</BaseHealingQuality.description>
    <BaseHealingQuality.label>base healing quality</BaseHealingQuality.label>
    <HealingSpeed.description>Speed at which the character heals wounds as a doctor.</HealingSpeed.description>
    <HealingSpeed.label>healing speed</HealingSpeed.label>
    <MedicalOperationSpeed.description>Speed at which the character performs medical operations.</MedicalOperationSpeed.description>
    <MedicalOperationSpeed.label>medical operation speed</MedicalOperationSpeed.label>
    <SurgerySuccessChance.description>The likelihood that a character will succeed when attempting to perform a surgery. Failures can result in simple wasted time and medicine, or catastrophic damage to the patient.</SurgerySuccessChance.description>
    <SurgerySuccessChance.label>surgery success chance</SurgerySuccessChance.label>

DefInjected\StatDef\Stats_Pawns_WorkRecipes.xml
    <BrewingSpeed.description>Speed at which this person brews beer.</BrewingSpeed.description>
    <BrewingSpeed.label>brewing speed</BrewingSpeed.label>
    <ButcheryFleshEfficiency.description>Multiplier on the amount of meat produced when butchering flesh animals.</ButcheryFleshEfficiency.description>
    <ButcheryFleshEfficiency.label>butchery efficiency</ButcheryFleshEfficiency.label>
    <ButcheryFleshSpeed.description>Speed at which this person butchers flesh creatures.</ButcheryFleshSpeed.description>
    <ButcheryFleshSpeed.label>butchery speed</ButcheryFleshSpeed.label>
    <ButcheryMechanoidEfficiency.description>Multiplier on the amount of materials yielded when this person disassembles a dead mechanoid.</ButcheryMechanoidEfficiency.description>
    <ButcheryMechanoidEfficiency.label>mechanoid disassembly efficiency</ButcheryMechanoidEfficiency.label>
    <ButcheryMechanoidSpeed.description>Speed at which this person can disassemble a mechanoid.</ButcheryMechanoidSpeed.description>
    <ButcheryMechanoidSpeed.label>mechanoid disassembly speed</ButcheryMechanoidSpeed.label>
    <CookSpeed.description>Speed at which this person cooks meals.</CookSpeed.description>
    <CookSpeed.label>cooking speed</CookSpeed.label>
    <FoodPoisonChance.description>The probability that this character will inadvertently poison a meal they cook.</FoodPoisonChance.description>
    <FoodPoisonChance.label>food poison chance</FoodPoisonChance.label>
    <SculptingSpeed.description>Speed at which this person sculpts.</SculptingSpeed.description>
    <SculptingSpeed.label>sculpting speed</SculptingSpeed.label>
    <SmeltingSpeed.description>Speed at which this person smelts things.</SmeltingSpeed.description>
    <SmeltingSpeed.label>smelting speed</SmeltingSpeed.label>
    <SmithingSpeed.description>Speed at which this person smiths or crafts weapons, machines, ammunition, and tools.</SmithingSpeed.description>
    <SmithingSpeed.label>smithing speed</SmithingSpeed.label>
    <StonecuttingSpeed.description>Speed at which this person cuts rough stone into blocks.</StonecuttingSpeed.description>
    <StonecuttingSpeed.label>stonecutting speed</StonecuttingSpeed.label>
    <TailoringSpeed.description>Speed at which this person makes clothes.</TailoringSpeed.description>
    <TailoringSpeed.label>tailoring speed</TailoringSpeed.label>

DefInjected\StatDef\Stats_Weapons_Melee.xml
    <BluntDamageMultiplier.description>Multiplier on damage with blunt attacks for items made of this material.</BluntDamageMultiplier.description>
    <BluntDamageMultiplier.label>blunt damage</BluntDamageMultiplier.label>
    <MeleeWeapon_Cooldown.description>How long it takes to recover after striking with this as a melee weapon.</MeleeWeapon_Cooldown.description>
    <MeleeWeapon_Cooldown.label>melee cooldown</MeleeWeapon_Cooldown.label>
    <MeleeWeapon_DamageAmount.description>Damage done per hit in melee combat.</MeleeWeapon_DamageAmount.description>
    <MeleeWeapon_DamageAmount.label>melee damage</MeleeWeapon_DamageAmount.label>
    <SharpDamageMultiplier.description>Multiplier on damage with sharp attacks like cutting or stabbing for items made of this material.</SharpDamageMultiplier.description>
    <SharpDamageMultiplier.label>sharp damage</SharpDamageMultiplier.label>

DefInjected\StatDef\Stats_Weapons_Ranged.xml
    <AccuracyLong.description>Accuracy multiplier at long range.</AccuracyLong.description>
    <AccuracyLong.label>Accuracy (long)</AccuracyLong.label>
    <AccuracyMedium.description>Accuracy multiplier at medium range.</AccuracyMedium.description>
    <AccuracyMedium.label>Accuracy (medium)</AccuracyMedium.label>
    <AccuracyShort.description>Accuracy multiplier at short range.</AccuracyShort.description>
    <AccuracyShort.label>Accuracy (short)</AccuracyShort.label>
    <AccuracyTouch.description>Accuracy multiplier at touch range.</AccuracyTouch.description>
    <AccuracyTouch.label>Accuracy (touch)</AccuracyTouch.label>
    <RangedWeapon_Cooldown.description>How long it takes to recover after firing this weapon.</RangedWeapon_Cooldown.description>
    <RangedWeapon_Cooldown.label>ranged cooldown</RangedWeapon_Cooldown.label>

DefInjected\StorytellerDef\Storytellers.xml
    <Cassandra.description>Cassandra creates story events on a steadily-increasing curve of challenge and tension.</Cassandra.description>
    <Cassandra.label>Cassandra Classic</Cassandra.label>
    <Cassandra.quotation>The essence of good storytelling is the perfect progression of intensifying struggle.</Cassandra.quotation>
    <Phoebe.description>Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.</Phoebe.description>
    <Phoebe.label>Phoebe Chillax</Phoebe.label>
    <Phoebe.quotation>Let's chill and build.</Phoebe.quotation>
    <Randy.description>Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.</Randy.description>
    <Randy.label>Randy Random</Randy.label>
    <Randy.quotation>The world is random, dude. Stories should be too! Hey, you got a light?</Randy.quotation>

DefInjected\StuffCategoryDef\StuffCategories.xml
    <Leathery.label>leathery</Leathery.label>
    <Metallic.label>metallic</Metallic.label>
    <Stony.label>stony</Stony.label>
    <Woody.label>woody</Woody.label>

DefInjected\TaleDef\Tales_DoublePawn.xml
    <Captured.label>person captured</Captured.label>
    <Captured.rulePack.rulesStrings.0>tale_noun->the capturing of [prisoner_nameShortDef]</Captured.rulePack.rulesStrings.0>
    <Captured.rulePack.rulesStrings.1>image->[capturer_nameFull] capturing [prisoner_nameFull] [circumstance_group]</Captured.rulePack.rulesStrings.1>
    <Captured.rulePack.rulesStrings.10>circumstance_phrase->while smiling with dominance</Captured.rulePack.rulesStrings.10>
    <Captured.rulePack.rulesStrings.11>desc_sentence->[capturer_nameShortDef] is looking into [prisoner_nameShortDef]'s eyes with a sense of dominance.</Captured.rulePack.rulesStrings.11>
    <Captured.rulePack.rulesStrings.12>desc_sentence->[prisoner_nameShortDef] is injured and seems to be in pain.</Captured.rulePack.rulesStrings.12>
    <Captured.rulePack.rulesStrings.13>desc_sentence->[prisoner_nameShortDef] looks resigned to [prisoner_possessive] fate.</Captured.rulePack.rulesStrings.13>
    <Captured.rulePack.rulesStrings.14>desc_sentence->[prisoner_nameShortDef] is snarling with the fury of defeat.</Captured.rulePack.rulesStrings.14>
    <Captured.rulePack.rulesStrings.15>desc_sentence->[capturer_nameShortDef] is slapping [prisoner_nameShortDef] to subdue [prisoner_objective].</Captured.rulePack.rulesStrings.15>
    <Captured.rulePack.rulesStrings.16>desc_sentence->[capturer_nameShortDef] is twisting [prisoner_nameShortDef]'s ear.</Captured.rulePack.rulesStrings.16>
    <Captured.rulePack.rulesStrings.17>desc_sentence->[capturer_nameShortDef] is holding [prisoner_nameShortDef] in a joint lock.</Captured.rulePack.rulesStrings.17>
    <Captured.rulePack.rulesStrings.18>desc_sentence->[capturer_nameShortDef] is spitting into [prisoner_nameShortDef]'s face.</Captured.rulePack.rulesStrings.18>
    <Captured.rulePack.rulesStrings.19>desc_sentence->[capturer_nameShortDef] is laughing as tears well up in [prisoner_nameShortDef]'s eyes.</Captured.rulePack.rulesStrings.19>
    <Captured.rulePack.rulesStrings.2>image->[capturer_nameFull] tying [prisoner_nameFull]'s hands [circumstance_group]</Captured.rulePack.rulesStrings.2>
    <Captured.rulePack.rulesStrings.20>desc_sentence->[capturer_nameShortDef] is kicking [prisoner_nameShortDef] for no obvious reason.</Captured.rulePack.rulesStrings.20>
    <Captured.rulePack.rulesStrings.3>image->[capturer_nameFull] smacking [prisoner_nameFull] while capturing [prisoner_objective] [circumstance_group]</Captured.rulePack.rulesStrings.3>
    <Captured.rulePack.rulesStrings.4>circumstance_phrase->as [prisoner_pronoun] writhes on the ground</Captured.rulePack.rulesStrings.4>
    <Captured.rulePack.rulesStrings.5>circumstance_phrase->as [prisoner_pronoun] twists in pain</Captured.rulePack.rulesStrings.5>
    <Captured.rulePack.rulesStrings.6>circumstance_phrase->with professional efficiency</Captured.rulePack.rulesStrings.6>
    <Captured.rulePack.rulesStrings.7>circumstance_phrase->roughly and amateurishly</Captured.rulePack.rulesStrings.7>
    <Captured.rulePack.rulesStrings.8>circumstance_phrase->with obviously excessive force</Captured.rulePack.rulesStrings.8>
    <Captured.rulePack.rulesStrings.9>circumstance_phrase->with obvious pleasure</Captured.rulePack.rulesStrings.9>
    <DidSurgery.label>surgery performed</DidSurgery.label>
    <DidSurgery.rulePack.rulesStrings.0>tale_noun->[patient_nameShortDef]'s surgery</DidSurgery.rulePack.rulesStrings.0>
    <DidSurgery.rulePack.rulesStrings.1>image->[surgeon_nameFull] putting [patient_nameFull] to sleep with anesthetic [circumstance_group]</DidSurgery.rulePack.rulesStrings.1>
    <DidSurgery.rulePack.rulesStrings.10>desc_sentence->[surgeon_nameShortDef] has blood smeared on [surgeon_possessive] face.</DidSurgery.rulePack.rulesStrings.10>
    <DidSurgery.rulePack.rulesStrings.11>desc_sentence->[patient_nameShortDef] is shaking and writhing.</DidSurgery.rulePack.rulesStrings.11>
    <DidSurgery.rulePack.rulesStrings.2>image->[surgeon_nameFull] elbow-deep in [patient_nameFull] during surgery [circumstance_group]</DidSurgery.rulePack.rulesStrings.2>
    <DidSurgery.rulePack.rulesStrings.3>image->[surgeon_nameFull] slicing into [patient_nameFull] during surgery [circumstance_group]</DidSurgery.rulePack.rulesStrings.3>
    <DidSurgery.rulePack.rulesStrings.4>circumstance_phrase->as [patient_pronoun] trembles with fear</DidSurgery.rulePack.rulesStrings.4>
    <DidSurgery.rulePack.rulesStrings.5>circumstance_phrase->as blood pools at [surgeon_nameShortDef]'s feet</DidSurgery.rulePack.rulesStrings.5>
    <DidSurgery.rulePack.rulesStrings.6>circumstance_phrase->while surrounded by scary-looking surgical tools</DidSurgery.rulePack.rulesStrings.6>
    <DidSurgery.rulePack.rulesStrings.7>circumstance_phrase->with improvised but effective tools</DidSurgery.rulePack.rulesStrings.7>
    <DidSurgery.rulePack.rulesStrings.8>desc_sentence->[surgeon_nameShortDef] is sweating profusely.</DidSurgery.rulePack.rulesStrings.8>
    <DidSurgery.rulePack.rulesStrings.9>desc_sentence->[surgeon_nameShortDef] looks incredibly focused on the task.</DidSurgery.rulePack.rulesStrings.9>
    <ExecutedPrisoner.label>prisoner executed</ExecutedPrisoner.label>
    <ExecutedPrisoner.rulePack.rulesStrings.0>tale_noun->the execution of [prisoner_nameShortDef]</ExecutedPrisoner.rulePack.rulesStrings.0>
    <ExecutedPrisoner.rulePack.rulesStrings.1>image->[warden_nameFull] executing [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.1>
    <ExecutedPrisoner.rulePack.rulesStrings.10>circumstance_phrase->with obviously excessive force</ExecutedPrisoner.rulePack.rulesStrings.10>
    <ExecutedPrisoner.rulePack.rulesStrings.11>circumstance_phrase->with obvious pleasure</ExecutedPrisoner.rulePack.rulesStrings.11>
    <ExecutedPrisoner.rulePack.rulesStrings.12>circumstance_phrase->while smiling with dominance</ExecutedPrisoner.rulePack.rulesStrings.12>
    <ExecutedPrisoner.rulePack.rulesStrings.13>circumstance_phrase->with tears in [warden_possessive] eyes</ExecutedPrisoner.rulePack.rulesStrings.13>
    <ExecutedPrisoner.rulePack.rulesStrings.14>circumstance_phrase->with a look of utter indifference</ExecutedPrisoner.rulePack.rulesStrings.14>
    <ExecutedPrisoner.rulePack.rulesStrings.15>circumstance_phrase->while inflicting unnecessary pain</ExecutedPrisoner.rulePack.rulesStrings.15>
    <ExecutedPrisoner.rulePack.rulesStrings.16>circumstance_phrase->while thinking of something else</ExecutedPrisoner.rulePack.rulesStrings.16>
    <ExecutedPrisoner.rulePack.rulesStrings.17>circumstance_phrase->for the greater good</ExecutedPrisoner.rulePack.rulesStrings.17>
    <ExecutedPrisoner.rulePack.rulesStrings.18>desc_sentence->[warden_nameShortDef] is sweating profusely.</ExecutedPrisoner.rulePack.rulesStrings.18>
    <ExecutedPrisoner.rulePack.rulesStrings.19>desc_sentence->[warden_nameShortDef] is drooling a little bit.</ExecutedPrisoner.rulePack.rulesStrings.19>
    <ExecutedPrisoner.rulePack.rulesStrings.2>image->[warden_nameFull] putting [prisoner_nameFull] to death [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.2>
    <ExecutedPrisoner.rulePack.rulesStrings.20>desc_sentence->[warden_nameShortDef] has blood smeared on [warden_possessive] face.</ExecutedPrisoner.rulePack.rulesStrings.20>
    <ExecutedPrisoner.rulePack.rulesStrings.21>desc_sentence->[prisoner_nameShortDef] is shaking and writhing.</ExecutedPrisoner.rulePack.rulesStrings.21>
    <ExecutedPrisoner.rulePack.rulesStrings.22>desc_sentence->[prisoner_nameShortDef] seems to have given up entirely.</ExecutedPrisoner.rulePack.rulesStrings.22>
    <ExecutedPrisoner.rulePack.rulesStrings.23>desc_sentence->[prisoner_nameShortDef] has closed [prisoner_possessive] eyes, seeming to pray to a higher power.</ExecutedPrisoner.rulePack.rulesStrings.23>
    <ExecutedPrisoner.rulePack.rulesStrings.24>desc_sentence->[prisoner_nameShortDef] looks defiant.</ExecutedPrisoner.rulePack.rulesStrings.24>
    <ExecutedPrisoner.rulePack.rulesStrings.3>image->[warden_nameFull] preparing to execute [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.3>
    <ExecutedPrisoner.rulePack.rulesStrings.4>image->[warden_nameFull] entering a prison cell, going to execute [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.4>
    <ExecutedPrisoner.rulePack.rulesStrings.5>circumstance_phrase->as [prisoner_pronoun] writhes on the ground</ExecutedPrisoner.rulePack.rulesStrings.5>
    <ExecutedPrisoner.rulePack.rulesStrings.6>circumstance_phrase->as [prisoner_pronoun] twists in pain</ExecutedPrisoner.rulePack.rulesStrings.6>
    <ExecutedPrisoner.rulePack.rulesStrings.7>circumstance_phrase->as [prisoner_pronoun] cries out in terror</ExecutedPrisoner.rulePack.rulesStrings.7>
    <ExecutedPrisoner.rulePack.rulesStrings.8>circumstance_phrase->with professional efficiency</ExecutedPrisoner.rulePack.rulesStrings.8>
    <ExecutedPrisoner.rulePack.rulesStrings.9>circumstance_phrase->roughly and amateurishly</ExecutedPrisoner.rulePack.rulesStrings.9>
    <Hunted.label>animal hunted</Hunted.label>
    <Hunted.rulePack.rulesStrings.0>tale_noun->[hunter_nameShortDef]'s successful hunt</Hunted.rulePack.rulesStrings.0>
    <Hunted.rulePack.rulesStrings.1>image->[prey_nameFull] being hunted by [hunter_nameFull] [circumstance_group]</Hunted.rulePack.rulesStrings.1>
    <Hunted.rulePack.rulesStrings.2>image->[hunter_nameFull] stalking [prey_nameFull] from afar [circumstance_group]</Hunted.rulePack.rulesStrings.2>
    <Hunted.rulePack.rulesStrings.3>image->[hunter_nameFull] hunting [prey_nameFull] [circumstance_group]</Hunted.rulePack.rulesStrings.3>
    <Hunted.rulePack.rulesStrings.4>circumstance_phrase->as [prey_nameShortDef] relaxes</Hunted.rulePack.rulesStrings.4>
    <Hunted.rulePack.rulesStrings.5>circumstance_phrase->as [prey_nameShortDef] travels</Hunted.rulePack.rulesStrings.5>
    <Hunted.rulePack.rulesStrings.6>circumstance_phrase->as [prey_nameShortDef] eats</Hunted.rulePack.rulesStrings.6>
    <Hunted.rulePack.rulesStrings.7>desc_sentence->[prey_nameShortDef] seems totally oblivious.</Hunted.rulePack.rulesStrings.7>
    <Hunted.rulePack.rulesStrings.8>desc_sentence->[hunter_nameShortDef] is gripping [hunter_possessive] weapon tightly.</Hunted.rulePack.rulesStrings.8>
    <Hunted.rulePack.rulesStrings.9>desc_sentence->[prey_nameShortDef] is looking around as though [prey_pronoun] senses that something is wrong.</Hunted.rulePack.rulesStrings.9>
    <KidnappedColonist.label>colonist kidnapped</KidnappedColonist.label>
    <KidnappedColonist.rulePack.rulesStrings.0>tale_noun->the kidnapping of [victim_nameShortDef]</KidnappedColonist.rulePack.rulesStrings.0>
    <KidnappedColonist.rulePack.rulesStrings.1>image->[kidnapper_nameFull] carrying [victim_nameFull] away to [kidnapper_factionName] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.1>
    <KidnappedColonist.rulePack.rulesStrings.10>circumstance_phrase->while covered in blood and filth</KidnappedColonist.rulePack.rulesStrings.10>
    <KidnappedColonist.rulePack.rulesStrings.11>desc_sentence->[kidnapper_nameShortDef] seems to have given up entirely.</KidnappedColonist.rulePack.rulesStrings.11>
    <KidnappedColonist.rulePack.rulesStrings.12>desc_sentence->[victim_nameShortDef] has closed [prisoner_possessive] eyes, seeming to pray to a higher power.</KidnappedColonist.rulePack.rulesStrings.12>
    <KidnappedColonist.rulePack.rulesStrings.13>desc_sentence->[victim_nameShortDef] looks defiant.</KidnappedColonist.rulePack.rulesStrings.13>
    <KidnappedColonist.rulePack.rulesStrings.14>desc_sentence->[victim_nameShortDef] is screaming with rage and terror.</KidnappedColonist.rulePack.rulesStrings.14>
    <KidnappedColonist.rulePack.rulesStrings.15>desc_sentence->[victim_nameShortDef] looks broken and exhausted.</KidnappedColonist.rulePack.rulesStrings.15>
    <KidnappedColonist.rulePack.rulesStrings.16>desc_sentence->[victim_nameShortDef] appears to be badly wounded.</KidnappedColonist.rulePack.rulesStrings.16>
    <KidnappedColonist.rulePack.rulesStrings.2>image->[kidnapper_nameFull] of [kidnapper_factionName] kidnapping [victim_nameFull] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.2>
    <KidnappedColonist.rulePack.rulesStrings.3>image->[kidnapper_nameFull] kidnapping [victim_nameFull] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.3>
    <KidnappedColonist.rulePack.rulesStrings.4>circumstance_phrase->as [victim_pronoun] twists in pain</KidnappedColonist.rulePack.rulesStrings.4>
    <KidnappedColonist.rulePack.rulesStrings.5>circumstance_phrase->with professional efficiency</KidnappedColonist.rulePack.rulesStrings.5>
    <KidnappedColonist.rulePack.rulesStrings.6>circumstance_phrase->roughly and amateurishly</KidnappedColonist.rulePack.rulesStrings.6>
    <KidnappedColonist.rulePack.rulesStrings.7>circumstance_phrase->with obviously excessive force</KidnappedColonist.rulePack.rulesStrings.7>
    <KidnappedColonist.rulePack.rulesStrings.8>circumstance_phrase->with obvious pleasure</KidnappedColonist.rulePack.rulesStrings.8>
    <KidnappedColonist.rulePack.rulesStrings.9>circumstance_phrase->while smiling with dominance</KidnappedColonist.rulePack.rulesStrings.9>
    <KilledBy.label>death</KilledBy.label>
    <KilledBy.rulePack.rulesStrings.0>tale_noun->[victim_nameShortDef]'s killing by [killer_nameShortDef]</KilledBy.rulePack.rulesStrings.0>
    <KilledBy.rulePack.rulesStrings.1>tale_noun->the killing of [victim_nameShortDef] by [killer_nameShortDef]</KilledBy.rulePack.rulesStrings.1>
    <KilledBy.rulePack.rulesStrings.10>circumstance_phrase->with passionate rage</KilledBy.rulePack.rulesStrings.10>
    <KilledBy.rulePack.rulesStrings.11>circumstance_phrase->with quick, efficient movements</KilledBy.rulePack.rulesStrings.11>
    <KilledBy.rulePack.rulesStrings.12>circumstance_phrase->without emotion or expression</KilledBy.rulePack.rulesStrings.12>
    <KilledBy.rulePack.rulesStrings.13>circumstance_phrase->out of bleak necessity</KilledBy.rulePack.rulesStrings.13>
    <KilledBy.rulePack.rulesStrings.14>circumstance_phrase->in a cowardly, halfhearted way</KilledBy.rulePack.rulesStrings.14>
    <KilledBy.rulePack.rulesStrings.15>desc_sentence->The sun is setting behind them in a symbolic echo of the event.</KilledBy.rulePack.rulesStrings.15>
    <KilledBy.rulePack.rulesStrings.16>desc_sentence->[quantity_adjphrase] [animal]s looks on.</KilledBy.rulePack.rulesStrings.16>
    <KilledBy.rulePack.rulesStrings.17>desc_sentence->A [outlander] watches silently [side_position].</KilledBy.rulePack.rulesStrings.17>
    <KilledBy.rulePack.rulesStrings.18>desc_sentence->Blood is pooling around [victim_nameShortDef]'s body.</KilledBy.rulePack.rulesStrings.18>
    <KilledBy.rulePack.rulesStrings.19>desc_sentence->[victim_nameShortDef]'s eyes are rendered in a realistically lifeless fashion.</KilledBy.rulePack.rulesStrings.19>
    <KilledBy.rulePack.rulesStrings.2>tale_noun->the killing of [victim_nameShortDef]</KilledBy.rulePack.rulesStrings.2>
    <KilledBy.rulePack.rulesStrings.20>desc_sentence->[killer_nameShortDef] is baring [killer_possessive] teeth.</KilledBy.rulePack.rulesStrings.20>
    <KilledBy.rulePack.rulesStrings.21>desc_sentence->[killer_nameShortDef] seems satisfied.</KilledBy.rulePack.rulesStrings.21>
    <KilledBy.rulePack.rulesStrings.22>desc_sentence->[killer_nameShortDef] looks distressed at what [killer_pronoun] is doing.</KilledBy.rulePack.rulesStrings.22>
    <KilledBy.rulePack.rulesStrings.23>desc_sentence->[killer_nameShortDef] looks pleased with the situation.</KilledBy.rulePack.rulesStrings.23>
    <KilledBy.rulePack.rulesStrings.24>desc_sentence->[killer_nameShortDef] looks triumphant.</KilledBy.rulePack.rulesStrings.24>
    <KilledBy.rulePack.rulesStrings.3>image->[victim_nameFull] being killed by [killer_nameFull] [circumstance_group]</KilledBy.rulePack.rulesStrings.3>
    <KilledBy.rulePack.rulesStrings.4>image->[killer_nameFull] killing [victim_nameFull] [circumstance_group]</KilledBy.rulePack.rulesStrings.4>
    <KilledBy.rulePack.rulesStrings.5>image->[killer_nameFull] ending [victim_nameFull]'s life [circumstance_group]</KilledBy.rulePack.rulesStrings.5>
    <KilledBy.rulePack.rulesStrings.6>image->[killer_nameFull] brutally murdering [victim_nameFull] [circumstance_group]</KilledBy.rulePack.rulesStrings.6>
    <KilledBy.rulePack.rulesStrings.7>image->[victim_nameFull] being killed [circumstance_group]</KilledBy.rulePack.rulesStrings.7>
    <KilledBy.rulePack.rulesStrings.8>circumstance_phrase->seemingly without remorse</KilledBy.rulePack.rulesStrings.8>
    <KilledBy.rulePack.rulesStrings.9>circumstance_phrase->with cold efficiency</KilledBy.rulePack.rulesStrings.9>
    <KilledColonist.label>colonist killed</KilledColonist.label>
    <KilledColonyAnimal.label>colony animal killed</KilledColonyAnimal.label>
    <KilledMajorColonyEnemy.label>major colony enemy killed</KilledMajorColonyEnemy.label>
    <Recruited.label>person recruited</Recruited.label>
    <Recruited.rulePack.rulesStrings.0>tale_noun->the recruitment of [joiner_nameShortDef]</Recruited.rulePack.rulesStrings.0>
    <Recruited.rulePack.rulesStrings.1>image->[recruiter_nameFull] recruiting [joiner_nameFull] [circumstance_group]</Recruited.rulePack.rulesStrings.1>
    <Recruited.rulePack.rulesStrings.10>desc_sentence->[joiner_nameShortDef] is smiling and making eye contact.</Recruited.rulePack.rulesStrings.10>
    <Recruited.rulePack.rulesStrings.11>desc_sentence->[joiner_nameShortDef] looks relieved.</Recruited.rulePack.rulesStrings.11>
    <Recruited.rulePack.rulesStrings.12>desc_sentence->[joiner_nameShortDef] looks hopeful.</Recruited.rulePack.rulesStrings.12>
    <Recruited.rulePack.rulesStrings.2>image->[recruiter_nameFull] welcoming [joiner_nameFull] as [joiner_pronoun] becomes a colonist [circumstance_group]</Recruited.rulePack.rulesStrings.2>
    <Recruited.rulePack.rulesStrings.3>image->[recruiter_nameFull] speaking convincingly to [joiner_nameFull] [circumstance_group]</Recruited.rulePack.rulesStrings.3>
    <Recruited.rulePack.rulesStrings.4>circumstance_phrase->with obvious goodwill</Recruited.rulePack.rulesStrings.4>
    <Recruited.rulePack.rulesStrings.5>circumstance_phrase->with a hearty handshake</Recruited.rulePack.rulesStrings.5>
    <Recruited.rulePack.rulesStrings.6>circumstance_phrase->with smiles all around</Recruited.rulePack.rulesStrings.6>
    <Recruited.rulePack.rulesStrings.7>circumstance_phrase->in front of the whole colony</Recruited.rulePack.rulesStrings.7>
    <Recruited.rulePack.rulesStrings.8>circumstance_phrase->in a prison cell</Recruited.rulePack.rulesStrings.8>
    <Recruited.rulePack.rulesStrings.9>desc_sentence->[joiner_nameShortDef] is nodding in understanding.</Recruited.rulePack.rulesStrings.9>
    <SoldPrisoner.label>prisoner sold</SoldPrisoner.label>
    <SoldPrisoner.rulePack.rulesStrings.0>tale_noun->the selling of [prisoner_nameShortDef] to a trader</SoldPrisoner.rulePack.rulesStrings.0>
    <SoldPrisoner.rulePack.rulesStrings.1>image->[trader_nameFull] buying [prisoner_nameFull] from [seller_nameFull] [circumstance_group]</SoldPrisoner.rulePack.rulesStrings.1>
    <SoldPrisoner.rulePack.rulesStrings.10>desc_sentence->[prisoner_nameShortDef] stares defiantly at [prisoner_possessive] new master.</SoldPrisoner.rulePack.rulesStrings.10>
    <SoldPrisoner.rulePack.rulesStrings.11>desc_sentence->[trader_nameShortDef] drags [prisoner_nameShortDef] away by [prisoner_possessive] chains.</SoldPrisoner.rulePack.rulesStrings.11>
    <SoldPrisoner.rulePack.rulesStrings.12>desc_sentence->[prisoner_nameShortDef] stares at [seller_nameShortDef], plotting [prisoner_possessive] revenge.</SoldPrisoner.rulePack.rulesStrings.12>
    <SoldPrisoner.rulePack.rulesStrings.13>desc_sentence->[prisoner_nameShortDef] is crying.</SoldPrisoner.rulePack.rulesStrings.13>
    <SoldPrisoner.rulePack.rulesStrings.14>desc_sentence->[prisoner_nameShortDef] is spitting in [seller_nameShortDef]'s face.</SoldPrisoner.rulePack.rulesStrings.14>
    <SoldPrisoner.rulePack.rulesStrings.15>desc_sentence->[Prisoner_nameShortDef] is melting into the ground.</SoldPrisoner.rulePack.rulesStrings.15>
    <SoldPrisoner.rulePack.rulesStrings.16>desc_sentence->[Seller_nameShortDef] is thrusting the chains of [prisoner_nameShortDef] into [trader_nameShortDef]'s hands.</SoldPrisoner.rulePack.rulesStrings.16>
    <SoldPrisoner.rulePack.rulesStrings.17>desc_sentence->An air of hopelessness pervades the situation.</SoldPrisoner.rulePack.rulesStrings.17>
    <SoldPrisoner.rulePack.rulesStrings.2>image->[seller_nameFull] selling [prisoner_nameFull] to [seller_nameFull] [circumstance_group]</SoldPrisoner.rulePack.rulesStrings.2>
    <SoldPrisoner.rulePack.rulesStrings.3>circumstance_phrase->as the other colonists look on in disapproval</SoldPrisoner.rulePack.rulesStrings.3>
    <SoldPrisoner.rulePack.rulesStrings.4>circumstance_phrase->while [seller_nameShortDef] counts [trader_possessive] money</SoldPrisoner.rulePack.rulesStrings.4>
    <SoldPrisoner.rulePack.rulesStrings.5>circumstance_phrase->while [prisoner_nameShortDef] moans plaintively</SoldPrisoner.rulePack.rulesStrings.5>
    <SoldPrisoner.rulePack.rulesStrings.6>circumstance_phrase->to [prisoner_nameShortDef]'s chagrin</SoldPrisoner.rulePack.rulesStrings.6>
    <SoldPrisoner.rulePack.rulesStrings.7>desc_sentence->[trader_nameShortDef] is smiling devilishly.</SoldPrisoner.rulePack.rulesStrings.7>
    <SoldPrisoner.rulePack.rulesStrings.8>desc_sentence->[seller_nameShortDef] is laughing maniacally.</SoldPrisoner.rulePack.rulesStrings.8>
    <SoldPrisoner.rulePack.rulesStrings.9>desc_sentence->[seller_nameShortDef] reluctantly hands [prisoner_nameShortDef] over to the trader.</SoldPrisoner.rulePack.rulesStrings.9>
    <TamedAnimal.label>animal tamed</TamedAnimal.label>
    <TamedAnimal.rulePack.rulesStrings.0>tale_noun->[human_nameShortDef]'s taming of [animal_nameShortDef]</TamedAnimal.rulePack.rulesStrings.0>
    <TamedAnimal.rulePack.rulesStrings.1>image->[human_nameFull] taming [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.1>
    <TamedAnimal.rulePack.rulesStrings.10>desc_sentence->[animal_nameShortDef] appears to be in some sort of hypnotic state.</TamedAnimal.rulePack.rulesStrings.10>
    <TamedAnimal.rulePack.rulesStrings.11>desc_sentence->[animal_nameShortDef] looks scared but interested.</TamedAnimal.rulePack.rulesStrings.11>
    <TamedAnimal.rulePack.rulesStrings.12>desc_sentence->[animal_nameShortDef] appears fascinated.</TamedAnimal.rulePack.rulesStrings.12>
    <TamedAnimal.rulePack.rulesStrings.13>desc_sentence->[human_nameShortDef] is projecting a powerful sense of love towards [animal_nameShortDef].</TamedAnimal.rulePack.rulesStrings.13>
    <TamedAnimal.rulePack.rulesStrings.2>image->[human_nameFull] offering a morsel of food to [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.2>
    <TamedAnimal.rulePack.rulesStrings.3>image->[human_nameFull] whispering to a skittish [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.3>
    <TamedAnimal.rulePack.rulesStrings.4>image->[human_nameFull] calming a wild [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.4>
    <TamedAnimal.rulePack.rulesStrings.5>circumstance_phrase->with great care and caution</TamedAnimal.rulePack.rulesStrings.5>
    <TamedAnimal.rulePack.rulesStrings.6>circumstance_phrase->with a smile</TamedAnimal.rulePack.rulesStrings.6>
    <TamedAnimal.rulePack.rulesStrings.7>circumstance_phrase->while exhausted but happy</TamedAnimal.rulePack.rulesStrings.7>
    <TamedAnimal.rulePack.rulesStrings.8>desc_sentence->[animal_nameShortDef] is snarling aggressively.</TamedAnimal.rulePack.rulesStrings.8>
    <TamedAnimal.rulePack.rulesStrings.9>desc_sentence->[animal_nameShortDef] looks sleepy and drunk with love.</TamedAnimal.rulePack.rulesStrings.9>
    <TrainedAnimal.label>animal trained</TrainedAnimal.label>
    <TrainedAnimal.rulePack.rulesStrings.0>tale_noun->the training of [animal_nameShortDef]</TrainedAnimal.rulePack.rulesStrings.0>
    <TrainedAnimal.rulePack.rulesStrings.1>image->[human_nameFull] [train_syn] [animal_nameFull] in [trainable_label] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.1>
    <TrainedAnimal.rulePack.rulesStrings.10>circumstance_phrase->as wild [animal]s look on in disgust</TrainedAnimal.rulePack.rulesStrings.10>
    <TrainedAnimal.rulePack.rulesStrings.11>circumstance_phrase->as [animal_nameShortDef] thinks of the simpler days when [animal_pronoun] was a feral beast</TrainedAnimal.rulePack.rulesStrings.11>
    <TrainedAnimal.rulePack.rulesStrings.12>circumstance_phrase->as [human_nameShortDef] thinks of what's for lunch</TrainedAnimal.rulePack.rulesStrings.12>
    <TrainedAnimal.rulePack.rulesStrings.13>circumstance_phrase->as the other colonists do actual work</TrainedAnimal.rulePack.rulesStrings.13>
    <TrainedAnimal.rulePack.rulesStrings.14>desc_sentence->[human_nameShortDef] is showing pleasure.</TrainedAnimal.rulePack.rulesStrings.14>
    <TrainedAnimal.rulePack.rulesStrings.15>desc_sentence->[human_nameShortDef] is smiling.</TrainedAnimal.rulePack.rulesStrings.15>
    <TrainedAnimal.rulePack.rulesStrings.16>desc_sentence->[human_nameShortDef] looks bored.</TrainedAnimal.rulePack.rulesStrings.16>
    <TrainedAnimal.rulePack.rulesStrings.17>desc_sentence->[human_nameShortDef] is threateningly brandishing [human_possessive] fist.</TrainedAnimal.rulePack.rulesStrings.17>
    <TrainedAnimal.rulePack.rulesStrings.18>desc_sentence->[human_nameShortDef] is wrinkling [human_possessive] brow in concentration.</TrainedAnimal.rulePack.rulesStrings.18>
    <TrainedAnimal.rulePack.rulesStrings.19>desc_sentence->[animal_nameShortDef] looks puzzled.</TrainedAnimal.rulePack.rulesStrings.19>
    <TrainedAnimal.rulePack.rulesStrings.2>image->[human_nameFull] teaching [trainable_label] to [animal_nameFull] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.2>
    <TrainedAnimal.rulePack.rulesStrings.20>desc_sentence->[animal_nameShortDef] has a weapon in [animal_possessive] mouth.</TrainedAnimal.rulePack.rulesStrings.20>
    <TrainedAnimal.rulePack.rulesStrings.21>desc_sentence->[animal_nameShortDef] is emitting effortful grunts.</TrainedAnimal.rulePack.rulesStrings.21>
    <TrainedAnimal.rulePack.rulesStrings.22>desc_sentence->[human_nameShortDef] is shaking [human_possessive] head is frustration.</TrainedAnimal.rulePack.rulesStrings.22>
    <TrainedAnimal.rulePack.rulesStrings.23>desc_sentence->[animal_nameShortDef] is trembling in fear.</TrainedAnimal.rulePack.rulesStrings.23>
    <TrainedAnimal.rulePack.rulesStrings.24>desc_sentence->[animal_nameShortDef] appears to be morphing into a [vegetable].</TrainedAnimal.rulePack.rulesStrings.24>
    <TrainedAnimal.rulePack.rulesStrings.25>desc_sentence->[animal_nameShortDef] is represented as a pile of power tools.</TrainedAnimal.rulePack.rulesStrings.25>
    <TrainedAnimal.rulePack.rulesStrings.26>desc_sentence->[animal_nameShortDef] is half [color] and half [color].</TrainedAnimal.rulePack.rulesStrings.26>
    <TrainedAnimal.rulePack.rulesStrings.27>desc_sentence->[animal_nameShortDef] is covered in scales.</TrainedAnimal.rulePack.rulesStrings.27>
    <TrainedAnimal.rulePack.rulesStrings.28>desc_sentence->[human_nameShortDef] is depicted with [quantity] arms.</TrainedAnimal.rulePack.rulesStrings.28>
    <TrainedAnimal.rulePack.rulesStrings.29>desc_sentence->[human_nameShortDef] is morphing into [animal_ShortDefinite].</TrainedAnimal.rulePack.rulesStrings.29>
    <TrainedAnimal.rulePack.rulesStrings.3>image->[human_nameFull] practicing [trainable_label] with [animal_nameFull] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.3>
    <TrainedAnimal.rulePack.rulesStrings.4>train_syn->training</TrainedAnimal.rulePack.rulesStrings.4>
    <TrainedAnimal.rulePack.rulesStrings.5>train_syn->drilling</TrainedAnimal.rulePack.rulesStrings.5>
    <TrainedAnimal.rulePack.rulesStrings.6>train_syn->coaching</TrainedAnimal.rulePack.rulesStrings.6>
    <TrainedAnimal.rulePack.rulesStrings.7>train_syn->indoctrinating</TrainedAnimal.rulePack.rulesStrings.7>
    <TrainedAnimal.rulePack.rulesStrings.8>train_syn->educating</TrainedAnimal.rulePack.rulesStrings.8>
    <TrainedAnimal.rulePack.rulesStrings.9>circumstance_phrase->as others look on</TrainedAnimal.rulePack.rulesStrings.9>

DefInjected\TaleDef\Tales_DoublePawn_Relationships.xml
    <BecameLover.label>became lover</BecameLover.label>
    <BecameLover.rulePack.rulesStrings.0>tale_noun->[firstPawn_nameShortDef] and [secondPawn_nameShortDef] becoming lovers</BecameLover.rulePack.rulesStrings.0>
    <BecameLover.rulePack.rulesStrings.1>image->[firstPawn_nameFull] whispering sweet nothings into [secondPawn_nameFull]'s ear [circumstance_group]</BecameLover.rulePack.rulesStrings.1>
    <BecameLover.rulePack.rulesStrings.10>desc_sentence->[firstPawn_nameShortDef] is locking eyes with [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.10>
    <BecameLover.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is blowing air at [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.11>
    <BecameLover.rulePack.rulesStrings.12>desc_sentence->[firstPawn_nameShortDef] is stylistically bonded with [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.12>
    <BecameLover.rulePack.rulesStrings.13>desc_sentence->[firstPawn_nameShortDef] is a near-mirror image of [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.13>
    <BecameLover.rulePack.rulesStrings.14>desc_sentence->[firstPawn_nameShortDef] is touching [secondPawn_nameShortDef] aggressively.</BecameLover.rulePack.rulesStrings.14>
    <BecameLover.rulePack.rulesStrings.2>image->[firstPawn_nameFull] leading [secondPawn_nameFull] by the hand into bed [circumstance_group]</BecameLover.rulePack.rulesStrings.2>
    <BecameLover.rulePack.rulesStrings.3>image->[firstPawn_nameFull] gambolling in bed with [secondPawn_nameFull] [circumstance_group]</BecameLover.rulePack.rulesStrings.3>
    <BecameLover.rulePack.rulesStrings.4>image->[firstPawn_nameFull] deeply kissing [secondPawn_nameFull] [circumstance_group]</BecameLover.rulePack.rulesStrings.4>
    <BecameLover.rulePack.rulesStrings.5>circumstance_phrase->in an unrealistically large bed</BecameLover.rulePack.rulesStrings.5>
    <BecameLover.rulePack.rulesStrings.6>circumstance_phrase->between the sheets</BecameLover.rulePack.rulesStrings.6>
    <BecameLover.rulePack.rulesStrings.7>circumstance_phrase->with few clothes in sight</BecameLover.rulePack.rulesStrings.7>
    <BecameLover.rulePack.rulesStrings.8>circumstance_phrase->while both are drenched in sweat</BecameLover.rulePack.rulesStrings.8>
    <BecameLover.rulePack.rulesStrings.9>desc_sentence->[firstPawn_nameShortDef] is snuggling up against [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.9>
    <BondedWithAnimal.label>bond developed</BondedWithAnimal.label>
    <BondedWithAnimal.rulePack.rulesStrings.0>tale_noun->[human_nameShortDef]'s bonding with [animal_nameShortDef]</BondedWithAnimal.rulePack.rulesStrings.0>
    <BondedWithAnimal.rulePack.rulesStrings.1>image->[human_nameFull] bonding with [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.1>
    <BondedWithAnimal.rulePack.rulesStrings.10>desc_sentence->[animal_nameShortDef] is responding positively.</BondedWithAnimal.rulePack.rulesStrings.10>
    <BondedWithAnimal.rulePack.rulesStrings.2>image->[human_nameFull] forming a deep bond with [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.2>
    <BondedWithAnimal.rulePack.rulesStrings.3>image->[human_nameFull] realizing [human_possessive] truly loves [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.3>
    <BondedWithAnimal.rulePack.rulesStrings.4>circumstance_phrase->while other animals look on</BondedWithAnimal.rulePack.rulesStrings.4>
    <BondedWithAnimal.rulePack.rulesStrings.5>circumstance_phrase->while looking into [animal_nameShortDef]'s eyes</BondedWithAnimal.rulePack.rulesStrings.5>
    <BondedWithAnimal.rulePack.rulesStrings.6>circumstance_phrase->with a sense of satisfaction</BondedWithAnimal.rulePack.rulesStrings.6>
    <BondedWithAnimal.rulePack.rulesStrings.7>desc_sentence->[animal_nameShortDef] is snuggling up against [human_nameShortDef].</BondedWithAnimal.rulePack.rulesStrings.7>
    <BondedWithAnimal.rulePack.rulesStrings.8>desc_sentence->[animal_nameShortDef] looks sleepy and drunk with love.</BondedWithAnimal.rulePack.rulesStrings.8>
    <BondedWithAnimal.rulePack.rulesStrings.9>desc_sentence->[animal_nameShortDef] stands tall and looks noble.</BondedWithAnimal.rulePack.rulesStrings.9>
    <Breakup.label>breakup</Breakup.label>
    <Breakup.rulePack.rulesStrings.0>tale_noun->the breakup of [firstPawn_nameShortDef] and [secondPawn_nameShortDef]</Breakup.rulePack.rulesStrings.0>
    <Breakup.rulePack.rulesStrings.1>image->[firstPawn_nameFull] sitting [secondPawn_nameFull] down for an unpleasant talk [circumstance_group]</Breakup.rulePack.rulesStrings.1>
    <Breakup.rulePack.rulesStrings.10>desc_sentence->[secondPawn_nameShortDef] is stony-faced with shock.</Breakup.rulePack.rulesStrings.10>
    <Breakup.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is stylistically separated from [secondPawn_nameShortDef].</Breakup.rulePack.rulesStrings.11>
    <Breakup.rulePack.rulesStrings.12>desc_sentence->[secondPawn_nameShortDef] has collapsed on the floor in a quivering heap.</Breakup.rulePack.rulesStrings.12>
    <Breakup.rulePack.rulesStrings.13>desc_sentence->[secondPawn_nameShortDef] is gesticulating angrily at [firstPawn_nameShortDef].</Breakup.rulePack.rulesStrings.13>
    <Breakup.rulePack.rulesStrings.2>image->[firstPawn_nameFull] standing at a distance from [secondPawn_nameFull] [circumstance_group]</Breakup.rulePack.rulesStrings.2>
    <Breakup.rulePack.rulesStrings.3>image->[firstPawn_nameFull] pushing [secondPawn_nameFull] out of bed [circumstance_group]</Breakup.rulePack.rulesStrings.3>
    <Breakup.rulePack.rulesStrings.4>image->[firstPawn_nameFull] rejecting a hug from [secondPawn_nameFull] [circumstance_group]</Breakup.rulePack.rulesStrings.4>
    <Breakup.rulePack.rulesStrings.5>circumstance_phrase->in a moment of great sadness</Breakup.rulePack.rulesStrings.5>
    <Breakup.rulePack.rulesStrings.6>circumstance_phrase->as others look away awkwardly</Breakup.rulePack.rulesStrings.6>
    <Breakup.rulePack.rulesStrings.7>circumstance_phrase->as others look on</Breakup.rulePack.rulesStrings.7>
    <Breakup.rulePack.rulesStrings.8>desc_sentence->[secondPawn_nameShortDef] is sobbing uncontrollably.</Breakup.rulePack.rulesStrings.8>
    <Breakup.rulePack.rulesStrings.9>desc_sentence->[secondPawn_nameShortDef] is sneering and crying at the same time.</Breakup.rulePack.rulesStrings.9>
    <Marriage.label>marriage</Marriage.label>
    <Marriage.rulePack.rulesStrings.0>tale_noun->the marriage of [firstPawn_nameShortDef] and [secondPawn_nameShortDef]</Marriage.rulePack.rulesStrings.0>
    <Marriage.rulePack.rulesStrings.1>image->[firstPawn_nameFull] marrying [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.1>
    <Marriage.rulePack.rulesStrings.10>desc_sentence->[firstPawn_nameShortDef] is blowing air at [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.10>
    <Marriage.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is stylistically bonded with [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.11>
    <Marriage.rulePack.rulesStrings.12>desc_sentence->[firstPawn_nameShortDef] is a near-mirror image of [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.12>
    <Marriage.rulePack.rulesStrings.13>desc_sentence->[firstPawn_nameShortDef] is touching [secondPawn_nameShortDef] aggressively.</Marriage.rulePack.rulesStrings.13>
    <Marriage.rulePack.rulesStrings.2>image->[firstPawn_nameFull] saying [firstPawn_possessive] marriage vows to [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.2>
    <Marriage.rulePack.rulesStrings.3>image->[firstPawn_nameFull] walking down the aisle with [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.3>
    <Marriage.rulePack.rulesStrings.4>image->[firstPawn_nameFull] holding hands [secondPawn_nameFull] during a marriage ceremony [circumstance_group]</Marriage.rulePack.rulesStrings.4>
    <Marriage.rulePack.rulesStrings.5>circumstance_phrase->in a dignified ceremony</Marriage.rulePack.rulesStrings.5>
    <Marriage.rulePack.rulesStrings.6>circumstance_phrase->while both laugh gaily</Marriage.rulePack.rulesStrings.6>
    <Marriage.rulePack.rulesStrings.7>circumstance_phrase->while others look on solemnly</Marriage.rulePack.rulesStrings.7>
    <Marriage.rulePack.rulesStrings.8>desc_sentence->[firstPawn_nameShortDef] is snuggling up against [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.8>
    <Marriage.rulePack.rulesStrings.9>desc_sentence->[firstPawn_nameShortDef] is locking eyes with [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.9>

DefInjected\TaleDef\Tales_NoPawn.xml
    <RaidArrived.label>raid arrived</RaidArrived.label>

DefInjected\TaleDef\Tales_SinglePawn.xml
    <AteRawHumanlikeMeat.label>raw humanlike meat eaten</AteRawHumanlikeMeat.label>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef]'s eating of human meat</AteRawHumanlikeMeat.rulePack.rulesStrings.0>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.1>image->[pawn_nameFull] [eat_gerund] the meat of a fellow humanoid [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.1>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.10>eat_gerund->cannibalizing</AteRawHumanlikeMeat.rulePack.rulesStrings.10>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.11>circumstance_phrase->with a sense of purpose</AteRawHumanlikeMeat.rulePack.rulesStrings.11>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.12>circumstance_phrase->with no hint of shame</AteRawHumanlikeMeat.rulePack.rulesStrings.12>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.13>circumstance_phrase->with a look of shame</AteRawHumanlikeMeat.rulePack.rulesStrings.13>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.14>circumstance_phrase->while others look on</AteRawHumanlikeMeat.rulePack.rulesStrings.14>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.15>circumstance_phrase->with gusto</AteRawHumanlikeMeat.rulePack.rulesStrings.15>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.16>circumstance_phrase->frantically, like [pawn_possessive] life depended on it</AteRawHumanlikeMeat.rulePack.rulesStrings.16>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.17>desc_sentence->[pawn_nameShortDef]'s face is covered with blood and fluid.</AteRawHumanlikeMeat.rulePack.rulesStrings.17>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.18>desc_sentence->[pawn_nameShortDef] is licking [pawn_possessive] fingers.</AteRawHumanlikeMeat.rulePack.rulesStrings.18>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.19>desc_sentence->[pawn_nameShortDef] has blood and gore bits all down [pawn_possessive] front.</AteRawHumanlikeMeat.rulePack.rulesStrings.19>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.2>image->[pawn_nameFull] [eat_gerund] meat from a humanlike arm [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.2>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.20>desc_sentence->[pawn_nameShortDef] is in the middle of a large pool of blood.</AteRawHumanlikeMeat.rulePack.rulesStrings.20>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.21>desc_sentence->[pawn_nameShortDef] is eyeing someone else nearby with dark interest.</AteRawHumanlikeMeat.rulePack.rulesStrings.21>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.22>desc_sentence->The meat is glistening and appears very succulent.</AteRawHumanlikeMeat.rulePack.rulesStrings.22>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.23>desc_sentence->The meat is spilling all over [pawn_nameShortDef]'s body.</AteRawHumanlikeMeat.rulePack.rulesStrings.23>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.3>image->[pawn_nameFull] [eat_gerund] flesh of a humanoid [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.3>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.4>eat_gerund->eating</AteRawHumanlikeMeat.rulePack.rulesStrings.4>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.5>eat_gerund->ingesting</AteRawHumanlikeMeat.rulePack.rulesStrings.5>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.6>eat_gerund->chewing</AteRawHumanlikeMeat.rulePack.rulesStrings.6>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.7>eat_gerund->chowing down on</AteRawHumanlikeMeat.rulePack.rulesStrings.7>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.8>eat_gerund->consuming</AteRawHumanlikeMeat.rulePack.rulesStrings.8>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.9>eat_gerund->swallowing</AteRawHumanlikeMeat.rulePack.rulesStrings.9>
    <ButcheredHumanlikeCorpse.label>humanlike corpse butchered</ButcheredHumanlikeCorpse.label>
    <CraftedArt.label>art crafted</CraftedArt.label>
    <CraftedArt.rulePack.rulesStrings.0>tale_noun->the time [pawn_nameShortDef] crafted [thing_labelIndefinite]</CraftedArt.rulePack.rulesStrings.0>
    <CraftedArt.rulePack.rulesStrings.1>image->[pawn_nameFull] crafting [thing_labelIndefinite] [circumstance_group]. [quality_sentence]. [title_sentence]</CraftedArt.rulePack.rulesStrings.1>
    <CraftedArt.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] is scratched and scarred from work injuries.</CraftedArt.rulePack.rulesStrings.10>
    <CraftedArt.rulePack.rulesStrings.11>desc_sentence->[pawn_pronoun] is covered in sweat.</CraftedArt.rulePack.rulesStrings.11>
    <CraftedArt.rulePack.rulesStrings.12>desc_sentence->The work area is highly organized, with every tool in its proper place.</CraftedArt.rulePack.rulesStrings.12>
    <CraftedArt.rulePack.rulesStrings.13>desc_sentence->[pawn_pronoun] is rendered in an exaggerated way to appear more powerful.</CraftedArt.rulePack.rulesStrings.13>
    <CraftedArt.rulePack.rulesStrings.14>desc_sentence->The size of [thing_labelDefinite] is exaggerated to emphasize its importance.</CraftedArt.rulePack.rulesStrings.14>
    <CraftedArt.rulePack.rulesStrings.15>desc_sentence->[thing_labelDefinite] has an artistic glow added to it. It seems almost angelic.</CraftedArt.rulePack.rulesStrings.15>
    <CraftedArt.rulePack.rulesStrings.16>desc_sentence->[pawn_nameShortDef] is faded into the background to emphasize [pawn_possessive] new creation.</CraftedArt.rulePack.rulesStrings.16>
    <CraftedArt.rulePack.rulesStrings.17>desc_sentence->[quantity_adjphrase] onlookers surround [pawn_objective].</CraftedArt.rulePack.rulesStrings.17>
    <CraftedArt.rulePack.rulesStrings.18>desc_sentence->A crowd cheers from the background.</CraftedArt.rulePack.rulesStrings.18>
    <CraftedArt.rulePack.rulesStrings.19>quality_sentence->[thing_labelDefinite] looks to be of [thing_quality] quality</CraftedArt.rulePack.rulesStrings.19>
    <CraftedArt.rulePack.rulesStrings.2>image->[pawn_nameFull] completing [pawn_possessive] work on [thing_labelIndefinite] [circumstance_group]. [quality_sentence]. [title_sentence]</CraftedArt.rulePack.rulesStrings.2>
    <CraftedArt.rulePack.rulesStrings.20>quality_sentence->[thing_labelDefinite] is of [thing_quality] quality</CraftedArt.rulePack.rulesStrings.20>
    <CraftedArt.rulePack.rulesStrings.21>quality_sentence->[pawn_nameShortDef]'s work is of [thing_quality] quality</CraftedArt.rulePack.rulesStrings.21>
    <CraftedArt.rulePack.rulesStrings.22>title_sentence->[pawn_nameShortDef]'s title for [thing_labelDefinite] is written underneath: [thing_title]</CraftedArt.rulePack.rulesStrings.22>
    <CraftedArt.rulePack.rulesStrings.23>title_sentence->[thing_labelDefinite] is emblazoned with its title: [thing_title]</CraftedArt.rulePack.rulesStrings.23>
    <CraftedArt.rulePack.rulesStrings.24>title_sentence->The title of [thing_labelDefinite], [thing_title], hangs in the background</CraftedArt.rulePack.rulesStrings.24>
    <CraftedArt.rulePack.rulesStrings.3>image->[pawn_nameFull] working on [thing_labelIndefinite] [circumstance_group]. [quality_sentence]. [title_sentence]</CraftedArt.rulePack.rulesStrings.3>
    <CraftedArt.rulePack.rulesStrings.4>image->[pawn_nameFull] making [thing_labelIndefinite] [circumstance_group]. [quality_sentence]. [title_sentence]</CraftedArt.rulePack.rulesStrings.4>
    <CraftedArt.rulePack.rulesStrings.5>circumstance_phrase->with total concentration</CraftedArt.rulePack.rulesStrings.5>
    <CraftedArt.rulePack.rulesStrings.6>circumstance_phrase->with a look of satisfaction on [pawn_possessive] face</CraftedArt.rulePack.rulesStrings.6>
    <CraftedArt.rulePack.rulesStrings.7>circumstance_phrase->at [pawn_possessive] work bench</CraftedArt.rulePack.rulesStrings.7>
    <CraftedArt.rulePack.rulesStrings.8>circumstance_phrase->with great intensity</CraftedArt.rulePack.rulesStrings.8>
    <CraftedArt.rulePack.rulesStrings.9>desc_sentence->There are tools scattered all around.</CraftedArt.rulePack.rulesStrings.9>
    <Drunk.label>drunk</Drunk.label>
    <Drunk.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef]'s extreme drunkenness</Drunk.rulePack.rulesStrings.0>
    <Drunk.rulePack.rulesStrings.1>image->[pawn_nameFull] staggering around drunk [circumstance_group]</Drunk.rulePack.rulesStrings.1>
    <Drunk.rulePack.rulesStrings.10>circumstance_phrase->while sobbing</Drunk.rulePack.rulesStrings.10>
    <Drunk.rulePack.rulesStrings.11>circumstance_phrase->while looking pathetic</Drunk.rulePack.rulesStrings.11>
    <Drunk.rulePack.rulesStrings.12>circumstance_phrase->while glaring angrily at people around [pawn_objective]</Drunk.rulePack.rulesStrings.12>
    <Drunk.rulePack.rulesStrings.13>circumstance_phrase->while leering at someone nearby</Drunk.rulePack.rulesStrings.13>
    <Drunk.rulePack.rulesStrings.14>circumstance_phrase->while attempting to disrobe</Drunk.rulePack.rulesStrings.14>
    <Drunk.rulePack.rulesStrings.15>circumstance_phrase->with a finger in [pawn_possessive] mouth</Drunk.rulePack.rulesStrings.15>
    <Drunk.rulePack.rulesStrings.16>circumstance_phrase->while holding back vomit</Drunk.rulePack.rulesStrings.16>
    <Drunk.rulePack.rulesStrings.17>circumstance_phrase->without a care in the world</Drunk.rulePack.rulesStrings.17>
    <Drunk.rulePack.rulesStrings.18>circumstance_phrase->with a lustful glint in [pawn_possessive] eye</Drunk.rulePack.rulesStrings.18>
    <Drunk.rulePack.rulesStrings.19>circumstance_phrase->while reviewing the ghosts of [pawn_possessive] past</Drunk.rulePack.rulesStrings.19>
    <Drunk.rulePack.rulesStrings.2>image->[pawn_nameFull] tilting [pawn_possessive] head back and guzzling liquor [circumstance_group]</Drunk.rulePack.rulesStrings.2>
    <Drunk.rulePack.rulesStrings.20>desc_sentence->[pawn_pronoun] seems totally unaware of what is around [pawn_objective].</Drunk.rulePack.rulesStrings.20>
    <Drunk.rulePack.rulesStrings.21>desc_sentence->[pawn_possessive] face itself seems to be swelling.</Drunk.rulePack.rulesStrings.21>
    <Drunk.rulePack.rulesStrings.22>desc_sentence->[pawn_pronoun] is nearly unconscious, [pawn_possessive] tongue lolling out, drool dripping.</Drunk.rulePack.rulesStrings.22>
    <Drunk.rulePack.rulesStrings.23>desc_sentence->[pawn_pronoun] looks happy and sad at the same time.</Drunk.rulePack.rulesStrings.23>
    <Drunk.rulePack.rulesStrings.24>desc_sentence->[pawn_pronoun] has stains down [pawn_possessive] front.</Drunk.rulePack.rulesStrings.24>
    <Drunk.rulePack.rulesStrings.25>desc_sentence->There is a trail of discarded beverage containers behind [pawn_objective].</Drunk.rulePack.rulesStrings.25>
    <Drunk.rulePack.rulesStrings.26>desc_sentence->There is a white substance on [pawn_possessive] pants.</Drunk.rulePack.rulesStrings.26>
    <Drunk.rulePack.rulesStrings.27>desc_sentence->[pawn_pronoun] seems to have lost a shoe.</Drunk.rulePack.rulesStrings.27>
    <Drunk.rulePack.rulesStrings.28>desc_sentence->[pawn_possessive] hair is totally mussed up.</Drunk.rulePack.rulesStrings.28>
    <Drunk.rulePack.rulesStrings.3>image->[pawn_nameFull] greedily collecting bottles of liquor [circumstance_group]</Drunk.rulePack.rulesStrings.3>
    <Drunk.rulePack.rulesStrings.4>image->[pawn_nameFull] drinking heavily [circumstance_group]</Drunk.rulePack.rulesStrings.4>
    <Drunk.rulePack.rulesStrings.5>circumstance_phrase->oblivious to [pawn_possessive] surroundings</Drunk.rulePack.rulesStrings.5>
    <Drunk.rulePack.rulesStrings.6>circumstance_phrase->in a brooding stupor</Drunk.rulePack.rulesStrings.6>
    <Drunk.rulePack.rulesStrings.7>circumstance_phrase->while questioning [pawn_possessive] own existence</Drunk.rulePack.rulesStrings.7>
    <Drunk.rulePack.rulesStrings.8>circumstance_phrase->with tears in [pawn_possessive] eyes</Drunk.rulePack.rulesStrings.8>
    <Drunk.rulePack.rulesStrings.9>circumstance_phrase->while chuckling madly</Drunk.rulePack.rulesStrings.9>
    <FinishedResearchProject.label>research project finished</FinishedResearchProject.label>
    <FinishedResearchProject.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] finishing research on [project_label]</FinishedResearchProject.rulePack.rulesStrings.0>
    <FinishedResearchProject.rulePack.rulesStrings.1>image->[pawn_nameFull] working on [project_label] research project [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.1>
    <FinishedResearchProject.rulePack.rulesStrings.10>desc_sentence->[pawn_nameShortDef] is completely surrounded by an array of tools and apparatuses.</FinishedResearchProject.rulePack.rulesStrings.10>
    <FinishedResearchProject.rulePack.rulesStrings.11>desc_sentence->[pawn_nameShortDef] is staring at [pawn_possessive] discovery with a sense of wonder.</FinishedResearchProject.rulePack.rulesStrings.11>
    <FinishedResearchProject.rulePack.rulesStrings.2>image->[pawn_nameFull] studying the secrets of [project_label] [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.2>
    <FinishedResearchProject.rulePack.rulesStrings.3>image->[pawn_nameFull] researching [project_label] [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.3>
    <FinishedResearchProject.rulePack.rulesStrings.4>circumstance_phrase->with great intensity</FinishedResearchProject.rulePack.rulesStrings.4>
    <FinishedResearchProject.rulePack.rulesStrings.5>circumstance_phrase->alone at [pawn_possessive] bench</FinishedResearchProject.rulePack.rulesStrings.5>
    <FinishedResearchProject.rulePack.rulesStrings.6>circumstance_phrase->while holding papers in [pawn_possessive] hand</FinishedResearchProject.rulePack.rulesStrings.6>
    <FinishedResearchProject.rulePack.rulesStrings.7>circumstance_phrase->with a look of gleeful fascination</FinishedResearchProject.rulePack.rulesStrings.7>
    <FinishedResearchProject.rulePack.rulesStrings.8>desc_sentence->[pawn_nameShortDef] is sweating.</FinishedResearchProject.rulePack.rulesStrings.8>
    <FinishedResearchProject.rulePack.rulesStrings.9>desc_sentence->The work appears to be exceptionally complex.</FinishedResearchProject.rulePack.rulesStrings.9>
    <LandedInPod.label>landed in pod</LandedInPod.label>
    <LandedInPod.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef]'s landing in a drop pod</LandedInPod.rulePack.rulesStrings.0>
    <LandedInPod.rulePack.rulesStrings.1>image->[pawn_nameFull] landing in a drop pod [circumstance_group]</LandedInPod.rulePack.rulesStrings.1>
    <LandedInPod.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] is concentrating intently on the controls.</LandedInPod.rulePack.rulesStrings.10>
    <LandedInPod.rulePack.rulesStrings.11>desc_sentence->[pawn_pronoun] has [pawn_possessive] eyes closed and looks afraid.</LandedInPod.rulePack.rulesStrings.11>
    <LandedInPod.rulePack.rulesStrings.12>desc_sentence->[pawn_pronoun] is unconscious, [pawn_possessive] tongue lolling out, drool dripping.</LandedInPod.rulePack.rulesStrings.12>
    <LandedInPod.rulePack.rulesStrings.13>desc_sentence->[pawn_pronoun] is smiling with grim joy.</LandedInPod.rulePack.rulesStrings.13>
    <LandedInPod.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] seems to have no idea what [pawn_pronoun] is doing.</LandedInPod.rulePack.rulesStrings.14>
    <LandedInPod.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] is strapped in with [pawn_possessive] eyes closed, totally helpless.</LandedInPod.rulePack.rulesStrings.15>
    <LandedInPod.rulePack.rulesStrings.16>desc_sentence->There is a flame trail licking off the back of the pod.</LandedInPod.rulePack.rulesStrings.16>
    <LandedInPod.rulePack.rulesStrings.17>desc_sentence->A nearby [animal] is looking up, startled.</LandedInPod.rulePack.rulesStrings.17>
    <LandedInPod.rulePack.rulesStrings.18>desc_sentence->A [animal] is fleeing the impact in fear.</LandedInPod.rulePack.rulesStrings.18>
    <LandedInPod.rulePack.rulesStrings.19>desc_sentence->There is a [terrainfeature] in the background.</LandedInPod.rulePack.rulesStrings.19>
    <LandedInPod.rulePack.rulesStrings.2>image->[pawn_nameFull] touching down in a drop pod [circumstance_group]</LandedInPod.rulePack.rulesStrings.2>
    <LandedInPod.rulePack.rulesStrings.20>desc_sentence->A [outlander] watches silently from afar.</LandedInPod.rulePack.rulesStrings.20>
    <LandedInPod.rulePack.rulesStrings.3>image->[pawn_nameFull] striking earth in a drop pod [circumstance_group]</LandedInPod.rulePack.rulesStrings.3>
    <LandedInPod.rulePack.rulesStrings.4>image->[pawn_nameFull] riding in a drop pod [circumstance_group]</LandedInPod.rulePack.rulesStrings.4>
    <LandedInPod.rulePack.rulesStrings.5>circumstance_phrase->in front of a [terrainfeature]</LandedInPod.rulePack.rulesStrings.5>
    <LandedInPod.rulePack.rulesStrings.6>circumstance_phrase->with incredible force</LandedInPod.rulePack.rulesStrings.6>
    <LandedInPod.rulePack.rulesStrings.7>circumstance_phrase->in a plume of dust and rocks</LandedInPod.rulePack.rulesStrings.7>
    <LandedInPod.rulePack.rulesStrings.8>circumstance_phrase->with retro-rockets firing dramatically</LandedInPod.rulePack.rulesStrings.8>
    <LandedInPod.rulePack.rulesStrings.9>circumstance_phrase->in a precision landing</LandedInPod.rulePack.rulesStrings.9>
    <MentalStateBerserk.label>berserk rage</MentalStateBerserk.label>
    <MentalStateBerserk.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] going berserk</MentalStateBerserk.rulePack.rulesStrings.0>
    <MentalStateBerserk.rulePack.rulesStrings.1>image->[pawn_nameFull] flying into a berserk rage [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.1>
    <MentalStateBerserk.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] is shaking with ungovernable rage.</MentalStateBerserk.rulePack.rulesStrings.10>
    <MentalStateBerserk.rulePack.rulesStrings.11>desc_sentence->[pawn_possessive] teeth are bared in a deadly snarl.</MentalStateBerserk.rulePack.rulesStrings.11>
    <MentalStateBerserk.rulePack.rulesStrings.12>desc_sentence->[pawn_possessive] eyes are dead pools of madness.</MentalStateBerserk.rulePack.rulesStrings.12>
    <MentalStateBerserk.rulePack.rulesStrings.13>desc_sentence->Spittle is flying from [pawn_possessive] mouth as [pawn_possessive] screams with insane rage.</MentalStateBerserk.rulePack.rulesStrings.13>
    <MentalStateBerserk.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] has lost part of [pawn_possessive] clothing.</MentalStateBerserk.rulePack.rulesStrings.14>
    <MentalStateBerserk.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] is grimacing in misery.</MentalStateBerserk.rulePack.rulesStrings.15>
    <MentalStateBerserk.rulePack.rulesStrings.16>desc_sentence->[pawn_pronoun] seems smiling maniacally.</MentalStateBerserk.rulePack.rulesStrings.16>
    <MentalStateBerserk.rulePack.rulesStrings.17>desc_sentence->[pawn_pronoun] is depicted with the snarling face of a [animal].</MentalStateBerserk.rulePack.rulesStrings.17>
    <MentalStateBerserk.rulePack.rulesStrings.18>desc_sentence->[animal]s symbolically surround [pawn_possessive] head.</MentalStateBerserk.rulePack.rulesStrings.18>
    <MentalStateBerserk.rulePack.rulesStrings.19>desc_sentence->[pawn_pronoun] has a murderous glint in [pawn_possessive] eye.</MentalStateBerserk.rulePack.rulesStrings.19>
    <MentalStateBerserk.rulePack.rulesStrings.2>image->[pawn_nameFull] becoming madly, violently insane [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.2>
    <MentalStateBerserk.rulePack.rulesStrings.20>desc_sentence->[pawn_possessive] entire body seems to be trembling with hatred.</MentalStateBerserk.rulePack.rulesStrings.20>
    <MentalStateBerserk.rulePack.rulesStrings.21>desc_sentence->[pawn_possessive] face is set in a look of twisted serenity.</MentalStateBerserk.rulePack.rulesStrings.21>
    <MentalStateBerserk.rulePack.rulesStrings.22>desc_sentence->A single tear rolls down [pawn_possessive] face.</MentalStateBerserk.rulePack.rulesStrings.22>
    <MentalStateBerserk.rulePack.rulesStrings.3>image->[pawn_nameFull] stumbling forward with a psychotic look on [pawn_possessive] face [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.3>
    <MentalStateBerserk.rulePack.rulesStrings.4>circumstance_phrase->while attempting to disrobe</MentalStateBerserk.rulePack.rulesStrings.4>
    <MentalStateBerserk.rulePack.rulesStrings.5>circumstance_phrase->seemingly without reason</MentalStateBerserk.rulePack.rulesStrings.5>
    <MentalStateBerserk.rulePack.rulesStrings.6>circumstance_phrase->as others cower in fear</MentalStateBerserk.rulePack.rulesStrings.6>
    <MentalStateBerserk.rulePack.rulesStrings.7>circumstance_phrase->as a friend flees</MentalStateBerserk.rulePack.rulesStrings.7>
    <MentalStateBerserk.rulePack.rulesStrings.8>circumstance_phrase->because of the stress</MentalStateBerserk.rulePack.rulesStrings.8>
    <MentalStateBerserk.rulePack.rulesStrings.9>circumstance_phrase->as a last step</MentalStateBerserk.rulePack.rulesStrings.9>
    <MentalStateGaveUp.label>gave up</MentalStateGaveUp.label>
    <MentalStateGaveUp.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] giving up in despair</MentalStateGaveUp.rulePack.rulesStrings.0>
    <MentalStateGaveUp.rulePack.rulesStrings.1>image->[pawn_nameFull] finally giving up under stress [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.1>
    <MentalStateGaveUp.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] has tears streaming down [pawn_possessive] face.</MentalStateGaveUp.rulePack.rulesStrings.10>
    <MentalStateGaveUp.rulePack.rulesStrings.11>desc_sentence->[pawn_pronoun] is laughing in the depths of [pawn_possessive] depression.</MentalStateGaveUp.rulePack.rulesStrings.11>
    <MentalStateGaveUp.rulePack.rulesStrings.12>desc_sentence->[pawn_nameShortDef] is looking upward, as if to ask for help from above.</MentalStateGaveUp.rulePack.rulesStrings.12>
    <MentalStateGaveUp.rulePack.rulesStrings.13>desc_sentence->[pawn_pronoun] is tearing at [pawn_possessive] own clothes.</MentalStateGaveUp.rulePack.rulesStrings.13>
    <MentalStateGaveUp.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] seems totally unaware of what is around [pawn_objective].</MentalStateGaveUp.rulePack.rulesStrings.14>
    <MentalStateGaveUp.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] looks happy and sad at the same time.</MentalStateGaveUp.rulePack.rulesStrings.15>
    <MentalStateGaveUp.rulePack.rulesStrings.16>desc_sentence->[pawn_pronoun] has stains down [pawn_possessive] front.</MentalStateGaveUp.rulePack.rulesStrings.16>
    <MentalStateGaveUp.rulePack.rulesStrings.17>desc_sentence->[pawn_pronoun] seems to have lost a shoe.</MentalStateGaveUp.rulePack.rulesStrings.17>
    <MentalStateGaveUp.rulePack.rulesStrings.18>desc_sentence->[pawn_possessive] hair is totally mussed up.</MentalStateGaveUp.rulePack.rulesStrings.18>
    <MentalStateGaveUp.rulePack.rulesStrings.2>image->[pawn_nameFull] sobbing uncontrollably [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.2>
    <MentalStateGaveUp.rulePack.rulesStrings.3>image->[pawn_nameFull] stumbling around with a completely broken expression on [pawn_possessive] face [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.3>
    <MentalStateGaveUp.rulePack.rulesStrings.4>circumstance_phrase->while attempting to disrobe</MentalStateGaveUp.rulePack.rulesStrings.4>
    <MentalStateGaveUp.rulePack.rulesStrings.5>circumstance_phrase->seemingly without reason</MentalStateGaveUp.rulePack.rulesStrings.5>
    <MentalStateGaveUp.rulePack.rulesStrings.6>circumstance_phrase->as others offer sympathy</MentalStateGaveUp.rulePack.rulesStrings.6>
    <MentalStateGaveUp.rulePack.rulesStrings.7>circumstance_phrase->as a friend cries</MentalStateGaveUp.rulePack.rulesStrings.7>
    <MentalStateGaveUp.rulePack.rulesStrings.8>circumstance_phrase->because of the stress</MentalStateGaveUp.rulePack.rulesStrings.8>
    <MentalStateGaveUp.rulePack.rulesStrings.9>circumstance_phrase->as a last step</MentalStateGaveUp.rulePack.rulesStrings.9>
    <StruckMineable.label>struck mineable</StruckMineable.label>
    <StruckMineable.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] striking [thing_label]</StruckMineable.rulePack.rulesStrings.0>
    <StruckMineable.rulePack.rulesStrings.1>image->[pawn_nameFull] striking [thing_label] [circumstance_group]</StruckMineable.rulePack.rulesStrings.1>
    <StruckMineable.rulePack.rulesStrings.10>desc_sentence->[pawn_nameShortDef] is screaming with happiness.</StruckMineable.rulePack.rulesStrings.10>
    <StruckMineable.rulePack.rulesStrings.11>desc_sentence->[pawn_nameShortDef] is laughing uncontrollably.</StruckMineable.rulePack.rulesStrings.11>
    <StruckMineable.rulePack.rulesStrings.12>desc_sentence->[pawn_nameShortDef] is sweaty and dirty from work.</StruckMineable.rulePack.rulesStrings.12>
    <StruckMineable.rulePack.rulesStrings.13>desc_sentence->[pawn_nameShortDef] is sweaty and dirty from work.</StruckMineable.rulePack.rulesStrings.13>
    <StruckMineable.rulePack.rulesStrings.2>circumstance_phrase->while mining</StruckMineable.rulePack.rulesStrings.2>
    <StruckMineable.rulePack.rulesStrings.3>circumstance_phrase->while digging</StruckMineable.rulePack.rulesStrings.3>
    <StruckMineable.rulePack.rulesStrings.4>circumstance_phrase->while tunnelling</StruckMineable.rulePack.rulesStrings.4>
    <StruckMineable.rulePack.rulesStrings.5>circumstance_phrase->with a look of surprise</StruckMineable.rulePack.rulesStrings.5>
    <StruckMineable.rulePack.rulesStrings.6>circumstance_phrase->with a satisfied expression</StruckMineable.rulePack.rulesStrings.6>
    <StruckMineable.rulePack.rulesStrings.7>desc_sentence->[pawn_nameShortDef] is wiping [pawn_possessive] brow.</StruckMineable.rulePack.rulesStrings.7>
    <StruckMineable.rulePack.rulesStrings.8>desc_sentence->[pawn_nameShortDef] is jumping for joy.</StruckMineable.rulePack.rulesStrings.8>
    <StruckMineable.rulePack.rulesStrings.9>desc_sentence->[pawn_nameShortDef] is high-fiving a friend.</StruckMineable.rulePack.rulesStrings.9>
    <Vomited.label>vomited</Vomited.label>
    <Vomited.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef]'s vomiting</Vomited.rulePack.rulesStrings.0>
    <Vomited.rulePack.rulesStrings.1>image->[pawn_nameFull] spewing vomit onto the ground [circumstance_group]</Vomited.rulePack.rulesStrings.1>
    <Vomited.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] is nearly unconscious, [pawn_possessive] tongue lolling out, drool dripping.</Vomited.rulePack.rulesStrings.10>
    <Vomited.rulePack.rulesStrings.11>desc_sentence->[pawn_pronoun] is convulsing violently.</Vomited.rulePack.rulesStrings.11>
    <Vomited.rulePack.rulesStrings.12>desc_sentence->[pawn_pronoun] looks ashamed.</Vomited.rulePack.rulesStrings.12>
    <Vomited.rulePack.rulesStrings.13>desc_sentence->[pawn_pronoun] seems to be trying to laugh, despite the circumstances.</Vomited.rulePack.rulesStrings.13>
    <Vomited.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] looks almost deflated, as though totally emptied by the intense vomiting.</Vomited.rulePack.rulesStrings.14>
    <Vomited.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] is surrounded by an artistically rendered halo of filth.</Vomited.rulePack.rulesStrings.15>
    <Vomited.rulePack.rulesStrings.16>desc_sentence->A [animal] is eating from the trail of vomit in the background.</Vomited.rulePack.rulesStrings.16>
    <Vomited.rulePack.rulesStrings.2>image->[pawn_nameFull] looking disgusted while covered with dried vomit [circumstance_group]</Vomited.rulePack.rulesStrings.2>
    <Vomited.rulePack.rulesStrings.3>image->[pawn_nameFull] doubled over and retching onto the floor [circumstance_group]</Vomited.rulePack.rulesStrings.3>
    <Vomited.rulePack.rulesStrings.4>image->[pawn_nameFull] on [pawn_possessive] knees, vomiting on the floor [circumstance_group]</Vomited.rulePack.rulesStrings.4>
    <Vomited.rulePack.rulesStrings.5>circumstance_phrase->while looking pained</Vomited.rulePack.rulesStrings.5>
    <Vomited.rulePack.rulesStrings.6>circumstance_phrase->with great shame</Vomited.rulePack.rulesStrings.6>
    <Vomited.rulePack.rulesStrings.7>circumstance_phrase->as others look on</Vomited.rulePack.rulesStrings.7>
    <Vomited.rulePack.rulesStrings.8>desc_sentence->[pawn_pronoun] seems totally unaware of what is around [pawn_objective].</Vomited.rulePack.rulesStrings.8>
    <Vomited.rulePack.rulesStrings.9>desc_sentence->[pawn_possessive] face itself seems to be swelling.</Vomited.rulePack.rulesStrings.9>
    <WalkedNaked.label>walked naked</WalkedNaked.label>
    <WalkedNaked.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] walking around naked</WalkedNaked.rulePack.rulesStrings.0>
    <WalkedNaked.rulePack.rulesStrings.1>image->[pawn_nameFull] [nude_action] while in a state of nature [circumstance_group]</WalkedNaked.rulePack.rulesStrings.1>
    <WalkedNaked.rulePack.rulesStrings.10>nude_action->sashaying</WalkedNaked.rulePack.rulesStrings.10>
    <WalkedNaked.rulePack.rulesStrings.11>nude_action->tiptoeing</WalkedNaked.rulePack.rulesStrings.11>
    <WalkedNaked.rulePack.rulesStrings.12>nude_action->promenading</WalkedNaked.rulePack.rulesStrings.12>
    <WalkedNaked.rulePack.rulesStrings.13>nude_action->surveying the area</WalkedNaked.rulePack.rulesStrings.13>
    <WalkedNaked.rulePack.rulesStrings.14>circumstance_phrase->with a sense of purpose</WalkedNaked.rulePack.rulesStrings.14>
    <WalkedNaked.rulePack.rulesStrings.15>circumstance_phrase->with no hint of shame</WalkedNaked.rulePack.rulesStrings.15>
    <WalkedNaked.rulePack.rulesStrings.16>circumstance_phrase->while others look on</WalkedNaked.rulePack.rulesStrings.16>
    <WalkedNaked.rulePack.rulesStrings.17>circumstance_phrase->for no apparent reason</WalkedNaked.rulePack.rulesStrings.17>
    <WalkedNaked.rulePack.rulesStrings.18>circumstance_phrase->while confused animals look on</WalkedNaked.rulePack.rulesStrings.18>
    <WalkedNaked.rulePack.rulesStrings.19>desc_sentence->[pawn_nameShortDef] is visibly aroused.</WalkedNaked.rulePack.rulesStrings.19>
    <WalkedNaked.rulePack.rulesStrings.2>image->[pawn_nameFull] [nude_action] in the nude [circumstance_group]</WalkedNaked.rulePack.rulesStrings.2>
    <WalkedNaked.rulePack.rulesStrings.20>desc_sentence->[pawn_nameShortDef] is covered in unexplained moisture.</WalkedNaked.rulePack.rulesStrings.20>
    <WalkedNaked.rulePack.rulesStrings.21>desc_sentence->[pawn_nameShortDef] is breathing heavily for no obvious reason.</WalkedNaked.rulePack.rulesStrings.21>
    <WalkedNaked.rulePack.rulesStrings.22>desc_sentence->[pawn_nameShortDef] is fondling a shrub.</WalkedNaked.rulePack.rulesStrings.22>
    <WalkedNaked.rulePack.rulesStrings.3>image->[pawn_nameFull] [nude_action], naked, [circumstance_group]</WalkedNaked.rulePack.rulesStrings.3>
    <WalkedNaked.rulePack.rulesStrings.4>image->[pawn_nameFull] [nude_action] without any clothes on [circumstance_group]</WalkedNaked.rulePack.rulesStrings.4>
    <WalkedNaked.rulePack.rulesStrings.5>nude_action->prancing</WalkedNaked.rulePack.rulesStrings.5>
    <WalkedNaked.rulePack.rulesStrings.6>nude_action->frolicking</WalkedNaked.rulePack.rulesStrings.6>
    <WalkedNaked.rulePack.rulesStrings.7>nude_action->gambolling</WalkedNaked.rulePack.rulesStrings.7>
    <WalkedNaked.rulePack.rulesStrings.8>nude_action->walking</WalkedNaked.rulePack.rulesStrings.8>
    <WalkedNaked.rulePack.rulesStrings.9>nude_action->strutting [pawn_possessive] stuff</WalkedNaked.rulePack.rulesStrings.9>
    <WasOnFire.label>on fire</WasOnFire.label>
    <WasOnFire.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] catching fire</WasOnFire.rulePack.rulesStrings.0>
    <WasOnFire.rulePack.rulesStrings.1>image->[pawn_nameFull] frantically beating out a fire attached to [pawn_possessive] body [circumstance_group]</WasOnFire.rulePack.rulesStrings.1>
    <WasOnFire.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] seems to be barely conscious; [pawn_possessive] eyes are lifeless.</WasOnFire.rulePack.rulesStrings.10>
    <WasOnFire.rulePack.rulesStrings.11>desc_sentence->[pawn_possessive] mouth is open as [pawn_pronoun] screams for help.</WasOnFire.rulePack.rulesStrings.11>
    <WasOnFire.rulePack.rulesStrings.12>desc_sentence->The flames are about to envelope his head.</WasOnFire.rulePack.rulesStrings.12>
    <WasOnFire.rulePack.rulesStrings.13>desc_sentence->A symbolic halo of fire surrounds his face.</WasOnFire.rulePack.rulesStrings.13>
    <WasOnFire.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] is laughing maniacally.</WasOnFire.rulePack.rulesStrings.14>
    <WasOnFire.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] seems to be losing [pawn_objective]self.</WasOnFire.rulePack.rulesStrings.15>
    <WasOnFire.rulePack.rulesStrings.16>desc_sentence->A plume of smoke is rising off [pawn_objective].</WasOnFire.rulePack.rulesStrings.16>
    <WasOnFire.rulePack.rulesStrings.17>desc_sentence->[pawn_pronoun] is rendered artistically in a corpse-like way.</WasOnFire.rulePack.rulesStrings.17>
    <WasOnFire.rulePack.rulesStrings.2>image->[pawn_nameFull] enveloped by flame [circumstance_group]</WasOnFire.rulePack.rulesStrings.2>
    <WasOnFire.rulePack.rulesStrings.3>image->[pawn_nameFull] kneeling, hands over head, trying to extinguish flames on [pawn_possessive] body [circumstance_group]</WasOnFire.rulePack.rulesStrings.3>
    <WasOnFire.rulePack.rulesStrings.4>image->[pawn_nameFull] rolling on the floor while burning [circumstance_group]</WasOnFire.rulePack.rulesStrings.4>
    <WasOnFire.rulePack.rulesStrings.5>circumstance_phrase->while others look on</WasOnFire.rulePack.rulesStrings.5>
    <WasOnFire.rulePack.rulesStrings.6>circumstance_phrase->while nearly naked</WasOnFire.rulePack.rulesStrings.6>
    <WasOnFire.rulePack.rulesStrings.7>circumstance_phrase->with focused intent</WasOnFire.rulePack.rulesStrings.7>
    <WasOnFire.rulePack.rulesStrings.8>desc_sentence->[pawn_possessive] flesh is visibly charring.</WasOnFire.rulePack.rulesStrings.8>
    <WasOnFire.rulePack.rulesStrings.9>desc_sentence->[pawn_possessive] eyes are wide with panic.</WasOnFire.rulePack.rulesStrings.9>

DefInjected\TerrainDef\Terrain_Floors.xml
    <CarpetCream.description>Inviting cream-colored carpet.</CarpetCream.description>
    <CarpetCream.label>cream carpet</CarpetCream.label>
    <CarpetDark.description>Professional-looking dark gray carpet.</CarpetDark.description>
    <CarpetDark.label>dark carpet</CarpetDark.label>
    <GoldTile.description>The most beautiful and impressive kind of floor. Very expensive and requires a lot of work to build.</GoldTile.description>
    <GoldTile.label>gold tile</GoldTile.label>
    <Granite_Rough.label>rough granite</Granite_Rough.label>
    <Granite_RoughHewn.label>rough-hewn granite</Granite_RoughHewn.label>
    <Granite_Smooth.label>smooth granite</Granite_Smooth.label>
    <Limestone_Rough.label>rough limestone</Limestone_Rough.label>
    <Limestone_RoughHewn.label>rough-hewn limestone</Limestone_RoughHewn.label>
    <Limestone_Smooth.label>smooth limestone</Limestone_Smooth.label>
    <Marble_Rough.label>rough marble</Marble_Rough.label>
    <Marble_RoughHewn.label>rough-hewn marble</Marble_RoughHewn.label>
    <Marble_Smooth.label>smooth marble</Marble_Smooth.label>
    <Sandstone_Rough.label>rough sandstone</Sandstone_Rough.label>
    <Sandstone_RoughHewn.label>rough-hewn sandstone</Sandstone_RoughHewn.label>
    <Sandstone_Smooth.label>smooth sandstone</Sandstone_Smooth.label>
    <SilverTile.description>Expensive and slow to build, but very pretty. Fits perfectly into all kinds of luxurious rooms.</SilverTile.description>
    <SilverTile.label>silver tile</SilverTile.label>
    <Slate_Rough.label>rough slate</Slate_Rough.label>
    <Slate_RoughHewn.label>rough-hewn slate</Slate_RoughHewn.label>
    <Slate_Smooth.label>smooth slate</Slate_Smooth.label>
    <SterileTile.description>Sterile tiles help keep the room clean. Very useful in hospitals to prevent patients from getting various infections. Neutral in terms of looks and very slow to build.</SterileTile.description>
    <SterileTile.label>sterile tile</SterileTile.label>

DefInjected\TerrainDef\Terrain_FloorsStoneTile.xml
    <TileGranite.description>Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.</TileGranite.description>
    <TileGranite.label>granite tile</TileGranite.label>
    <TileLimestone.description>Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.</TileLimestone.description>
    <TileLimestone.label>limestone tile</TileLimestone.label>
    <TileMarble.description>Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.</TileMarble.description>
    <TileMarble.label>marble tile</TileMarble.label>
    <TileSandstone.description>Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.</TileSandstone.description>
    <TileSandstone.label>sandstone tile</TileSandstone.label>
    <TileSlate.description>Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.</TileSlate.description>
    <TileSlate.label>slate tile</TileSlate.label>

DefInjected\TerrainDef\Terrain_Natural.xml
    <Ice.label>Ice</Ice.label>
    <MossyTerrain.label>lichen-covered dirt</MossyTerrain.label>
    <Sand.label>sand</Sand.label>

DefInjected\ThingCategoryDef\ThingCategories.xml
    <AnimalProductRaw.label>animal products</AnimalProductRaw.label>
    <Art.label>art</Art.label>
    <BodyPartsAndImplants.label>body parts</BodyPartsAndImplants.label>
    <CorpsesHumanlike.label>humanlike corpses</CorpsesHumanlike.label>
    <EggsFertilized.label>eggs (fert.)</EggsFertilized.label>
    <EggsUnfertilized.label>eggs (unfert.)</EggsUnfertilized.label>
    <Grenades.label>grenades</Grenades.label>
    <Headgear.label>headgear</Headgear.label>
    <Leathers.label>leathers</Leathers.label>
    <Medicine.label>medicine</Medicine.label>
    <StoneBlocks.label>stone blocks</StoneBlocks.label>
    <StoneChunks.label>stone chunks</StoneChunks.label>
    <Textiles.label>textiles</Textiles.label>
    <Unfinished.label>unfinished</Unfinished.label>
    <WeaponsMelee.label>melee weapons</WeaponsMelee.label>
    <WeaponsRanged.label>ranged weapons</WeaponsRanged.label>

DefInjected\ThingDef\Apparel_Hats.xml
    <Apparel_PsychicFoilHelmet.description>A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.</Apparel_PsychicFoilHelmet.description>
    <Apparel_PsychicFoilHelmet.label>psychic foil helmet</Apparel_PsychicFoilHelmet.label>
    <Apparel_Tuque.description>A soft, thick cap. Great for keeping warm in winter.</Apparel_Tuque.description>
    <Apparel_Tuque.label>tuque</Apparel_Tuque.label>

DefInjected\ThingDef\Apparel_Shield.xml
    <Apparel_PersonalShield.description>A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. It also prevents firing past touch range. </Apparel_PersonalShield.description>
    <Apparel_PersonalShield.label>personal shield</Apparel_PersonalShield.label>

DefInjected\ThingDef\Apparel_Various.xml
    <Apparel_Parka.description>A thick parka for staying warm in even the coldest of temperatures.</Apparel_Parka.description>
    <Apparel_Parka.label>parka</Apparel_Parka.label>

DefInjected\ThingDef\Buildings_Art.xml
    <SculptureGrand.description>A car-sized piece of material sculpted into an artistic form.</SculptureGrand.description>
    <SculptureGrand.label>grand sculpture</SculptureGrand.label>
    <SculptureLarge.description>A person-sized piece of material sculpted into an artistic form.</SculptureLarge.description>
    <SculptureLarge.label>large sculpture</SculptureLarge.label>
    <SculptureSmall.description>A torso-sized piece of material sculpted into an artistic form.</SculptureSmall.description>
    <SculptureSmall.label>small sculpture</SculptureSmall.label>
    <Snowman.description>A set of large snowballs piled and shaped to resemble a person.</Snowman.description>
    <Snowman.label>snowman</Snowman.label>

DefInjected\ThingDef\Buildings_Exotic.xml
    <CrashedPoisonShipPart.description>A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.</CrashedPoisonShipPart.description>
    <CrashedPoisonShipPart.label>crashed poison ship part</CrashedPoisonShipPart.label>
    <CrashedPsychicEmanatorShipPart.description>A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous.</CrashedPsychicEmanatorShipPart.description>
    <CrashedPsychicEmanatorShipPart.label>crashed ship part</CrashedPsychicEmanatorShipPart.label>
    <ShipChunk.description>A chunk of a spacecraft. Can be deconstructed to yield useful steel and components.</ShipChunk.description>
    <ShipChunk.label>ship chunk</ShipChunk.label>

DefInjected\ThingDef\Buildings_Furniture.xml
    <AnimalBed.description>A soft bed for animals to sleep on. Fits any animal.</AnimalBed.description>
    <AnimalBed.label>animal bed</AnimalBed.label>
    <AnimalSleepingBox.description>A small box for animals to sleep in. Fits smaller animals like chickens, cats, or small dogs.</AnimalSleepingBox.description>
    <AnimalSleepingBox.label>animal sleeping box</AnimalSleepingBox.label>
    <AnimalSleepingSpot.description>Designates a spot on the ground where animals should sleep.</AnimalSleepingSpot.description>
    <AnimalSleepingSpot.label>animal sleeping spot</AnimalSleepingSpot.label>
    <Armchair.description>A large, soft, comfy seat. Great for relaxation.</Armchair.description>
    <Armchair.label>armchair</Armchair.label>
    <DiningChair.description>A comfortable and attractive chair for sitting at a table.</DiningChair.description>
    <DiningChair.label>dining chair</DiningChair.label>
    <DoubleBed.description>A simple double-wide bed that fits two people.</DoubleBed.description>
    <DoubleBed.label>double bed</DoubleBed.label>

DefInjected\ThingDef\Buildings_Joy.xml
    <BilliardsTable.description>A soft-topped bounded table for playing a variety of billiards-type games.</BilliardsTable.description>
    <BilliardsTable.label>billiards table</BilliardsTable.label>
    <ChessTable.description>The ancient game of kings. Fun for a few hours here and there, even playing alone.</ChessTable.description>
    <ChessTable.label>chess table</ChessTable.label>
    <FlatscreenTelevision.description>A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.</FlatscreenTelevision.description>
    <FlatscreenTelevision.label>flatscreen television</FlatscreenTelevision.label>
    <HorseshoesPin.description>A simple ancient game played with a few horseshoes and a large pin in the ground. Players toss horseshoes from a distance and attempt to get them to land close to or around the pin. It's relaxing, and even trains hand-eye coordination.</HorseshoesPin.description>
    <HorseshoesPin.label>horseshoes pin</HorseshoesPin.label>
    <MegascreenTelevision.description>A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining.</MegascreenTelevision.description>
    <MegascreenTelevision.label>megascreen television</MegascreenTelevision.label>
    <Telescope.description>A telescope for doing amateur astronomy. It's a relaxing and fun hobby for a certain kind of person.</Telescope.description>
    <Telescope.label>telescope</Telescope.label>
    <TubeTelevision.description>A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.</TubeTelevision.description>
    <TubeTelevision.label>tube television</TubeTelevision.label>

DefInjected\ThingDef\Buildings_Misc.xml
    <AncientCryptosleepCasket.description>This cryptosleep casket looks like it has been here for a very long time. Who knows what it might contain?</AncientCryptosleepCasket.description>
    <AncientCryptosleepCasket.label>ancient cryptosleep casket</AncientCryptosleepCasket.label>
    <CryptosleepCasket.description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</CryptosleepCasket.description>
    <CryptosleepCasket.label>cryptosleep casket</CryptosleepCasket.label>
    <FirefoamPopper.description>When touched by fire or triggered by hand, this pops and sprays a fire-extinguishing foam in a circular field around itself.</FirefoamPopper.description>
    <FirefoamPopper.label>firefoam popper</FirefoamPopper.label>
    <MarriageSpot.description>Designates a spot where marriage ceremonies will take place. Spectators can watch from either side.</MarriageSpot.description>
    <MarriageSpot.label>marriage spot</MarriageSpot.label>
    <MultiAnalyzer.description>Increases research speed. Needs to be placed near hi-tech research bench. One research bench can be linked to only one multi-analyzer.</MultiAnalyzer.description>
    <MultiAnalyzer.label>multi-analyzer</MultiAnalyzer.label>
    <PartySpot.description>Designates a spot where parties will be centered. Parties use an area around the spot.</PartySpot.description>
    <PartySpot.label>party spot</PartySpot.label>
    <Sarcophagus.description>An ornamented burial receptacle for the honored dead.</Sarcophagus.description>
    <Sarcophagus.label>sarcophagus</Sarcophagus.label>
    <ToolCabinet.description>Increases work speed. Needs to be placed near workbench. One workbench can be simultaneously linked to only two tools cabinets.</ToolCabinet.description>
    <ToolCabinet.label>tool cabinet</ToolCabinet.label>
    <VitalsMonitor.description>Increases patients treatment quality. Needs to be placed adjacent to a medical bed. One medical bed can be linked to only one vitals monitor.</VitalsMonitor.description>
    <VitalsMonitor.label>vitals monitor</VitalsMonitor.label>

DefInjected\ThingDef\Buildings_Natural.xml
    <Hive.description>A bug hive. Will spawn additional bugs and hives over time.</Hive.description>
    <Hive.label>hive</Hive.label>
    <MineableComponents.description>Ancient machinery, compacted over time. Can be mined for useful components.</MineableComponents.description>
    <MineableComponents.label>compacted machinery</MineableComponents.label>
    <MineableJade.description>Rock containing bits of jade.</MineableJade.description>
    <MineableJade.label>jade</MineableJade.label>
    <MineableSteel.description>The remains of some ancient, collapsed structure. Rich in steel.</MineableSteel.description>
    <MineableSteel.label>compacted steel</MineableSteel.label>
    <MineableUranium.description>Rock containing bits of uranium.</MineableUranium.description>
    <MineableUranium.label>uranium ore</MineableUranium.label>

DefInjected\ThingDef\Buildings_Power.xml
    <FueledGenerator.description>Produces power by consuming wood fuel. Must be fueled by hand.</FueledGenerator.description>
    <FueledGenerator.label>fueled generator</FueledGenerator.label>
    <PowerConduit.description>A set of electrical cables for moving power around. Can be placed under walls and other buildings.</PowerConduit.description>
    <PowerSwitch.description>Switches power on/off.</PowerSwitch.description>
    <PowerSwitch.label>power switch</PowerSwitch.label>

DefInjected\ThingDef\Buildings_Power_WindTurbine.xml
    <WindTurbine.description>A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.</WindTurbine.description>
    <WindTurbine.label>wind turbine</WindTurbine.label>

DefInjected\ThingDef\Buildings_Production.xml
    <Brewery.description>A work station with all the equipment needed to brew beer.</Brewery.description>
    <Brewery.label>brewery</Brewery.label>
    <ComponentAssemblyBench.description>A workbench equipped with advanced tools for producing components from simpler materials.</ComponentAssemblyBench.description>
    <ComponentAssemblyBench.label>component assembly bench</ComponentAssemblyBench.label>
    <CraftingSpot.description>A place for crafting simple things like shivs or bows.</CraftingSpot.description>
    <CraftingSpot.label>crafting spot</CraftingSpot.label>
    <ElectricCrematorium.description>Cremates corpses. Electrically-powered.</ElectricCrematorium.description>
    <ElectricCrematorium.label>electric crematorium</ElectricCrematorium.label>
    <ElectricSmithy.description>An electric-powered station equipped for smithing non-mechanical weapons and tools.</ElectricSmithy.description>
    <ElectricSmithy.label>electric smithy</ElectricSmithy.label>
    <ElectricStove.description>An electrically-powered stove with an attached countertop for preparing meals.</ElectricStove.description>
    <ElectricStove.label>electric stove</ElectricStove.label>
    <ElectricTailoringBench.description>A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed.</ElectricTailoringBench.description>
    <ElectricTailoringBench.label>electric tailoring bench</ElectricTailoringBench.label>
    <FueledSmithy.description>A wood-fueled station equipped for smithing non-mechanical weapons and tools.</FueledSmithy.description>
    <FueledSmithy.label>fueled smithy</FueledSmithy.label>
    <FueledStove.description>A simple wood-fueled stove with an attached countertop for preparing meals.</FueledStove.description>
    <FueledStove.label>fueled stove</FueledStove.label>
    <HandTailoringBench.description>A workbench for tailoring clothes by hand. Works at 40% of the speed of an electric tailoring bench.</HandTailoringBench.description>
    <HandTailoringBench.label>hand-tailoring bench</HandTailoringBench.label>
    <HiTechResearchBench.description>A high-tech bench with computers and electronic measurement equipment. Research is sped up by the high-tech tools. Requires power.</HiTechResearchBench.description>
    <HiTechResearchBench.label>hi-tech research bench</HiTechResearchBench.label>
    <Hopper.description>Holds resources for use by machines like nutrient paste dispensers.</Hopper.description>
    <SimpleResearchBench.description>A simple bench with writing implements and low-tech scientific tools. Researchers work here to discover new things.</SimpleResearchBench.description>
    <SimpleResearchBench.label>simple research bench</SimpleResearchBench.label>
    <TableSculpting.description>A workbench equipped for artistic sculpting.</TableSculpting.description>
    <TableSculpting.label>sculptor's table</TableSculpting.label>

DefInjected\ThingDef\Buildings_Security.xml
    <Sandbags.description>Cover from gunfire.</Sandbags.description>
    <TrapDeadfall.description>A suspended spiked weight held up by a delicate trigger. When the victim disturbs the trigger, the weight is released and falls on his head or torso.</TrapDeadfall.description>
    <TrapDeadfall.label>deadfall trap</TrapDeadfall.label>
    <TrapIEDBomb.description>An artillery shell connected to a homemade trigger. When someone disturbs the trigger, the shell explodes. The improvised trigger has a random delay that might allow a nimble enemy to escape.</TrapIEDBomb.description>
    <TrapIEDBomb.label>IED trap</TrapIEDBomb.label>
    <TrapIEDIncendiary.description>Explosives mixed into an incendiary paste with a chemical trigger for dispersal. Its chemical trigger is simple and reliable.</TrapIEDIncendiary.description>
    <TrapIEDIncendiary.label>IED incendiary trap</TrapIEDIncendiary.label>
    <TurretGun.description>An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.</TurretGun.description>
    <Turret_MortarBomb.description>A mortar that launches explosive shells. Must be manned. Explodes when damaged.</Turret_MortarBomb.description>
    <Turret_MortarEMP.description>A mortar that launches EMP bombs. Must be manned. Explodes when damaged.</Turret_MortarEMP.description>
    <Turret_MortarIncendiary.description>A mortar that launches incendiary shells. Must be manned. Explodes when damaged.</Turret_MortarIncendiary.description>

DefInjected\ThingDef\Buildings_Ship.xml
    <Ship_Beam.description>A structural beam around which a ship can be constructed.</Ship_Beam.description>
    <Ship_Beam.label>ship structural beam</Ship_Beam.label>
    <Ship_ComputerCore.description>A computer core capable of housing a superhumanlike AI who can guide a ship through any challenge.</Ship_ComputerCore.description>
    <Ship_ComputerCore.label>ship computer core</Ship_ComputerCore.label>
    <Ship_CryptosleepCasket.description>A cryptosleep casket hardened against the dangers of space. Capable of maintaining a person in cryptosleep for centuries in a space environment and surviving atmospheric re-entry.</Ship_CryptosleepCasket.description>
    <Ship_CryptosleepCasket.label>ship cryptosleep casket</Ship_CryptosleepCasket.label>
    <Ship_Engine.description>An antimatter-powered engine capable of launching a ship into orbit and on interstellar trajectories.</Ship_Engine.description>
    <Ship_Engine.label>ship engine</Ship_Engine.label>
    <Ship_Reactor.description>Powers a ship on its journey through space.</Ship_Reactor.description>
    <Ship_Reactor.label>ship reactor</Ship_Reactor.label>

DefInjected\ThingDef\Buildings_Temperature.xml
    <Campfire.description>Cooks meals and produces heat. Burns out after a few days. As with all heat sources, it must be placed indoors so it has a closed space to heat. Refuelable.</Campfire.description>
    <Campfire.label>campfire</Campfire.label>
    <Cooler.description>An electrical device that fits into a wall and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer. </Cooler.description>
    <Cooler.label>cooler</Cooler.label>
    <Heater.description>An electrical device that converts electricity into heat. It can automatically turn itself on or off to reach a specific target temperature.</Heater.description>
    <Heater.label>heater</Heater.label>
    <Vent.description>A simple vent for equalizing the temperature between two rooms without allowing people to walk between them.</Vent.description>
    <Vent.label>vent</Vent.label>

DefInjected\ThingDef\Filth_Various.xml
    <BuildingRubble.label>building rubble</BuildingRubble.label>
    <FilthAmnioticFluid.label>amniotic fluid</FilthAmnioticFluid.label>
    <FilthAnimalFilth.label>animal filth</FilthAnimalFilth.label>
    <FilthBloodInsect.label>bugblood</FilthBloodInsect.label>
    <FilthFireFoam.label>firefoam</FilthFireFoam.label>
    <FilthSand.label>sand</FilthSand.label>
    <FilthSlime.label>slime</FilthSlime.label>
    <FilthVomit.label>vomit</FilthVomit.label>

DefInjected\ThingDef\Items_Artifacts.xml
    <PsychicAnimalPulser.description>One-use artifact that drives all animals in the region into a manhunting rage.</PsychicAnimalPulser.description>
    <PsychicAnimalPulser.label>psychic animal pulser</PsychicAnimalPulser.label>
    <PsychicInsanityLance.description>One-use artifact that drives any character into a berserk state from any distance - even through walls.</PsychicInsanityLance.description>
    <PsychicInsanityLance.label>psychic insanity lance</PsychicInsanityLance.label>
    <PsychicShockLance.description>One-use artifact that directs psychic disturbances towards one character, dropping them into a state of psychic shock for some time. Large risk of brain damage.</PsychicShockLance.description>
    <PsychicShockLance.label>psychic shock lance</PsychicShockLance.label>
    <PsychicSoothePulser.description>One-use artifact which gives a temporary mood boost to everyone on the map.</PsychicSoothePulser.description>
    <PsychicSoothePulser.label>psychic soothe pulser</PsychicSoothePulser.label>

DefInjected\ThingDef\Items_BodyParts.xml
    <ScytherBlade.description>Hand replacement with a telescoping blade. Scavenged from a dead scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.</ScytherBlade.description>
    <ScytherBlade.label>scyther blade</ScytherBlade.label>

DefInjected\ThingDef\Items_Exotic.xml
    <AIPersonaCore.description>A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power.</AIPersonaCore.description>
    <AIPersonaCore.label>AI persona core</AIPersonaCore.label>
    <ElephantTusk.description>An elephant's tusk. Very durable and valuable. Deadly but somewhat unwieldy as a weapon.</ElephantTusk.description>
    <ElephantTusk.label>elephant tusk</ElephantTusk.label>
    <Neurotrainer.description>A one-use nanotech trainer device. The neurotrainer is inserted through the orbit of the eye and releases nanomachines into the subject's brain, quickly improving their skills in a specific area.</Neurotrainer.description>
    <Neurotrainer.label>neurotrainer</Neurotrainer.label>
    <ThrumboHorn.description>A thrumbo's horn. It's razor-sharp, very hard and priceless in most markets. This is a true trophy.</ThrumboHorn.description>
    <ThrumboHorn.label>thrumbo horn</ThrumboHorn.label>

DefInjected\ThingDef\Items_Implants.xml
    <Joywire.description>This little brain implant will make you feel happy and relaxed.</Joywire.description>
    <Joywire.label>joywire</Joywire.label>
    <Painstopper.description>This brain implant will make you not feel pain.</Painstopper.description>
    <Painstopper.label>painstopper</Painstopper.label>

DefInjected\ThingDef\Items_Luxury.xml
    <Beer.description>The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol addiction.</Beer.description>
    <Beer.label>beer</Beer.label>
    <Chocolate.description>A delicious preparation of cocoa seeds ground together with sugar and vanilla. Very pleasurable to eat, but not very nutritious.</Chocolate.description>
    <Chocolate.label>chocolate</Chocolate.label>

DefInjected\ThingDef\Items_Resource_AnimalProduct.xml
    <EggChickenFertilized.description>Fertilized chicken egg. If all goes well, it should hatch into a chick. It can be eaten raw, but it's much better cooked.</EggChickenFertilized.description>
    <EggChickenFertilized.label>chicken egg (fert.)</EggChickenFertilized.label>
    <EggChickenUnfertilized.description>Unfertilized chicken egg. It can be eaten raw, but it's much, much better cooked.</EggChickenUnfertilized.description>
    <EggChickenUnfertilized.label>chicken egg (unfert.)</EggChickenUnfertilized.label>
    <EggCobraFertilized.description>Fertilized cobra egg. If all goes well, it should hatch into a baby cobra. It can be eaten raw, but it's much better cooked.</EggCobraFertilized.description>
    <EggCobraFertilized.label>cobra egg (fert.)</EggCobraFertilized.label>
    <EggIguanaFertilized.description>Fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.</EggIguanaFertilized.description>
    <EggIguanaFertilized.label>iguana egg (fert.)</EggIguanaFertilized.label>
    <EggTortoiseFertilized.description>Fertilized tortoise egg. If all goes well, it should hatch into a baby tortoise. It can be eaten raw, but it's much better cooked.</EggTortoiseFertilized.description>
    <EggTortoiseFertilized.label>tortoise egg (fert.)</EggTortoiseFertilized.label>
    <InsectJelly.description>Jelly stored and used as food by oversized insects. It is smooth, rich, and immensely satisfying. Because of its unique biological properties, it can nourish almost any creature and never rots.</InsectJelly.description>
    <InsectJelly.label>insect jelly</InsectJelly.label>
    <Kibble.description>Kibble animal feed made from mixed meat and plant sources.</Kibble.description>
    <Kibble.label>kibble</Kibble.label>
    <Milk.description>Milk from an animal.</Milk.description>
    <Milk.label>milk</Milk.label>

DefInjected\ThingDef\Items_Resource_Manufactured.xml
    <ArtilleryShell.description>Fired from artillery cannons.</ArtilleryShell.description>
    <ArtilleryShell.label>artillery shell</ArtilleryShell.label>
    <Components.description>Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics.</Components.description>
    <Components.label>components</Components.label>
    <GlitterworldMedicine.description>Advanced medical supplies from a high-tech glitterworld.</GlitterworldMedicine.description>
    <GlitterworldMedicine.label>glitterworld medicine</GlitterworldMedicine.label>
    <HerbalMedicine.description>A pack of herbal concoctions typically extracted from the healroot plant. Less potent than industrial pharmaceuticals, but much better than nothing.</HerbalMedicine.description>
    <HerbalMedicine.label>herbal medicine</HerbalMedicine.label>
    <Medicine.description>Medical staff use these supplies to heal the wounded.</Medicine.description>
    <Medicine.label>medicine</Medicine.label>

DefInjected\ThingDef\Items_Resource_RawPlant.xml
    <Hay.description>Nutrient-rich grasses and shoots, harvested and compacted for storage. Hay is good animal feed, but inedible for humans.</Hay.description>
    <Hay.label>hay</Hay.label>
    <RawAgave.description>Raw agave fruit.</RawAgave.description>
    <RawAgave.label>agave fruit</RawAgave.label>
    <RawBerries.description>Assorted berries. Nice to eat, even when raw.</RawBerries.description>
    <RawBerries.label>berries</RawBerries.label>
    <RawCorn.description>Raw corn. Nice to eat, even when raw.</RawCorn.description>
    <RawCorn.label>corn</RawCorn.label>
    <RawHops.description>Raw hops. A flavoring and preserving agent that is necessary for making beer.</RawHops.description>
    <RawHops.label>hops</RawHops.label>
    <RawPotatoes.description>Raw potatoes.</RawPotatoes.description>
    <RawPotatoes.label>potatoes</RawPotatoes.label>
    <RawRice.description>Raw rice.</RawRice.description>
    <RawRice.label>rice</RawRice.label>

DefInjected\ThingDef\Items_Resource_Stuff.xml
    <AlpacaWool.description>The remarkably soft wool of an alpaca.</AlpacaWool.description>
    <AlpacaWool.label>alpaca wool</AlpacaWool.label>
    <AlpacaWool.stuffProps.stuffAdjective>alpaca wool</AlpacaWool.stuffProps.stuffAdjective>
    <CamelHair.description>Camelhair clothing is usually worn by desert travelers to protect them from the heat. It provides excellent insulation due to its thermostatic properties.</CamelHair.description>
    <CamelHair.label>camelhair</CamelHair.label>
    <CamelHair.stuffProps.stuffAdjective>camelhair</CamelHair.stuffProps.stuffAdjective>
    <Cloth.description>Cloth woven from organic fibers.</Cloth.description>
    <Cloth.label>cloth</Cloth.label>
    <Cloth.stuffProps.stuffAdjective>cloth</Cloth.stuffProps.stuffAdjective>
    <DevilstrandCloth.description>Fabric spun from microfibers extracted from silk-producing Devilstrand mushrooms. Very tough, but insulates no better than cloth.</DevilstrandCloth.description>
    <DevilstrandCloth.label>devilstrand</DevilstrandCloth.label>
    <DevilstrandCloth.stuffProps.stuffAdjective>devilstrand</DevilstrandCloth.stuffProps.stuffAdjective>
    <Gold.description>The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.</Gold.description>
    <Gold.label>gold</Gold.label>
    <Gold.stuffProps.stuffAdjective>gold</Gold.stuffProps.stuffAdjective>
    <Hyperweave.description>High-tech nano-fibers woven into sheets. It is somewhat heavy, but is incredibly difficult to break. The secrets of its production are known only to the most advanced glitterworld cultures.</Hyperweave.description>
    <Hyperweave.label>hyperweave</Hyperweave.label>
    <Hyperweave.stuffProps.stuffAdjective>hyperweave</Hyperweave.stuffProps.stuffAdjective>
    <Jade.description>A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. It's hardness and density also makes it a good material for blunt weapons.</Jade.description>
    <Jade.label>jade</Jade.label>
    <Jade.stuffProps.stuffAdjective>jade</Jade.stuffProps.stuffAdjective>
    <MuffaloWool.description>Soft, light and provides very good insulation. Wool clothes can keep the body warm even in extreme conditions.</MuffaloWool.description>
    <MuffaloWool.label>muffalo wool</MuffaloWool.label>
    <MuffaloWool.stuffProps.stuffAdjective>muffalo wool</MuffaloWool.stuffProps.stuffAdjective>
    <Plasteel.description>Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.</Plasteel.description>
    <Plasteel.label>plasteel</Plasteel.label>
    <Plasteel.stuffProps.stuffAdjective>plasteel</Plasteel.stuffProps.stuffAdjective>
    <Silver.description>This metal is mostly used as a commodity currency. It can also be used for making attractive decorations.</Silver.description>
    <Silver.label>silver</Silver.label>
    <Silver.stuffProps.stuffAdjective>silver</Silver.stuffProps.stuffAdjective>
    <Steel.description>An iron-carbon metal alloy used for building structures, tools, and weapons.</Steel.description>
    <Steel.label>steel</Steel.label>
    <Steel.stuffProps.stuffAdjective>steel</Steel.stuffProps.stuffAdjective>
    <Synthread.description>Spacer-tech synthetic fabric designed for making ordinary clothes. It is soft, light, strong, and insulates well.</Synthread.description>
    <Synthread.label>synthread</Synthread.label>
    <Synthread.stuffProps.stuffAdjective>synthread</Synthread.stuffProps.stuffAdjective>
    <Uranium.description>An extremely hard, dense metal. While it is best known for its use powering nuclear reactors, its physical properties also make it excellent in some roles as a tool, weapon, or armor.</Uranium.description>
    <Uranium.label>uranium</Uranium.label>
    <Uranium.stuffProps.stuffAdjective>uranium</Uranium.stuffProps.stuffAdjective>
    <WoodLog.description>Wood from trees or other fibrous plants. Useful for building structures, weapons, and even simple prosthetics. A raw stick of wood can be used as a weapon in a pinch.</WoodLog.description>
    <WoodLog.label>wood</WoodLog.label>
    <WoodLog.stuffProps.stuffAdjective>wood</WoodLog.stuffProps.stuffAdjective>

DefInjected\ThingDef\Items_Unfinished.xml
    <MinifiedFurniture.label>Furniture</MinifiedFurniture.label>
    <MinifiedSculpture.label>Sculpture</MinifiedSculpture.label>
    <UnfinishedApparel.label>Unfinished apparel</UnfinishedApparel.label>
    <UnfinishedGun.label>Unfinished gun</UnfinishedGun.label>
    <UnfinishedSculpture.label>Unfinished sculpture</UnfinishedSculpture.label>
    <UnfinishedTechArmor.label>Unfinished armor</UnfinishedTechArmor.label>
    <UnfinishedWeapon.label>Unfinished weapon</UnfinishedWeapon.label>

DefInjected\ThingDef\Plants_Cultivated.xml
    <PlantCorn.description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</PlantCorn.description>
    <PlantCorn.label>corn plant</PlantCorn.label>
    <PlantHaygrass.description>A mixture of nutrient-rich grasses which yield large amounts of hay. Hay is edible for animals, but not humans.</PlantHaygrass.description>
    <PlantHaygrass.label>haygrass</PlantHaygrass.label>
    <PlantHealroot.description>A slow-growing plant which yields herbal medicine when harvested.\n\nHealroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.</PlantHealroot.description>
    <PlantHealroot.label>healroot</PlantHealroot.label>
    <PlantHops.description>A flowering plant that yields hops, and essential ingredient in beer.</PlantHops.description>
    <PlantHops.label>hop plant</PlantHops.label>
    <PlantRice.description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</PlantRice.description>
    <PlantRice.label>rice plant</PlantRice.label>
    <PlantRose.label>rose</PlantRose.label>

DefInjected\ThingDef\Plants_Wild_Arid.xml
    <PlantAgave.description>A large-leafed desert plant with edible flowers and stalks.</PlantAgave.description>
    <PlantAgave.label>agave</PlantAgave.label>
    <PlantPincushionCactus.description>A short cactus. So named because it resembles a pincushion.</PlantPincushionCactus.description>
    <PlantPincushionCactus.label>pincushion cactus</PlantPincushionCactus.label>
    <PlantSaguaroCactus.description>A large cactus native to arid Earth environments.</PlantSaguaroCactus.description>
    <PlantSaguaroCactus.label>saguaro cactus</PlantSaguaroCactus.label>

DefInjected\ThingDef\Plants_Wild_Temperate.xml
    <PlantAstragalus.description>A small perennial wildflower that grows in alpine climates.</PlantAstragalus.description>
    <PlantAstragalus.label>astragalus</PlantAstragalus.label>
    <PlantBush.description>A short shrub. Does not typically talk.</PlantBush.description>
    <PlantBush.label>bush</PlantBush.label>
    <PlantDandelion.description>A common small flower. Though it is often considered a weed, it is pleasant to look at.</PlantDandelion.description>
    <PlantDandelion.label>dandelions</PlantDandelion.label>
    <PlantGrass.description>Wild grass. Grows anywhere there is a little light and minimally fertile ground.</PlantGrass.description>
    <PlantGrass.label>grass</PlantGrass.label>
    <PlantMoss.description>A wild moss that grows in clumps in areas of low light and high humidity. Very hardy and frost-resistant.</PlantMoss.description>
    <PlantMoss.label>moss</PlantMoss.label>
    <PlantRaspberry.description>A bushy plant which yields delicious red berries.</PlantRaspberry.description>
    <PlantRaspberry.label>raspberry bush</PlantRaspberry.label>
    <PlantTreeBirch.description>A northern tree known for its thin, paper-like bark.</PlantTreeBirch.description>
    <PlantTreeBirch.label>birch tree</PlantTreeBirch.label>
    <PlantTreeOak.description>A strong hardwood tree. Slow-going, but its wood is very strong.</PlantTreeOak.description>
    <PlantTreeOak.label>oak tree</PlantTreeOak.label>
    <PlantTreePine.description>A large conifer.</PlantTreePine.description>
    <PlantTreePine.label>pine tree</PlantTreePine.label>
    <PlantTreePoplar.description>A softwood tree. Grows fast, but yield little useful wood.</PlantTreePoplar.description>
    <PlantTreePoplar.label>poplar tree</PlantTreePoplar.label>

DefInjected\ThingDef\Plants_Wild_Tropical.xml
    <PlantTallGrass.description>Wild tall grass. Significantly slows down anyone moving over it.</PlantTallGrass.description>
    <PlantTallGrass.label>tall grass</PlantTallGrass.label>
    <PlantTreeCecropia.description>One of the most common rainforest trees. Grows very fast, but yields little usable wood.</PlantTreeCecropia.description>
    <PlantTreeCecropia.label>cecropia tree</PlantTreeCecropia.label>
    <PlantTreeTeak.description>A very strong hardwood tree, used in ancient times to build sailing ships.</PlantTreeTeak.description>
    <PlantTreeTeak.label>teak tree</PlantTreeTeak.label>

DefInjected\ThingDef\Races_Animal_Arid.xml
    <Dromedary.description>Adapted to survival in arid environments, this distant cousin of the horse can go weeks without water.</Dromedary.description>
    <Dromedary.label>dromedary</Dromedary.label>
    <Dromedary_Corpse.description>Dead body of a dromedary.</Dromedary_Corpse.description>
    <Dromedary_Corpse.label>dromedary corpse</Dromedary_Corpse.label>
    <Dromedary_Leather.description>Leather made from the skin of a dromedary.</Dromedary_Leather.description>
    <Dromedary_Leather.label>dromedary leather</Dromedary_Leather.label>
    <Dromedary_Leather.stuffProps.stuffAdjective>dromedary leather</Dromedary_Leather.stuffProps.stuffAdjective>
    <Dromedary_Meat.description>Raw flesh of a dromedary.</Dromedary_Meat.description>
    <Dromedary_Meat.label>dromedary meat</Dromedary_Meat.label>
    <Elephant.description>The largest unmodified land animal. It can use its tusks as tools for moving objects - or as deadly weapons.</Elephant.description>
    <Elephant.label>elephant</Elephant.label>
    <Elephant_Corpse.description>Dead body of a elephant.</Elephant_Corpse.description>
    <Elephant_Corpse.label>elephant corpse</Elephant_Corpse.label>
    <Elephant_Leather.description>Leather made from the skin of a elephant.</Elephant_Leather.description>
    <Elephant_Leather.label>elephant skin</Elephant_Leather.label>
    <Elephant_Leather.stuffProps.stuffAdjective>elephant skin</Elephant_Leather.stuffProps.stuffAdjective>
    <Elephant_Meat.description>Raw flesh of a elephant.</Elephant_Meat.description>
    <Elephant_Meat.label>elephant meat</Elephant_Meat.label>
    <Iguana.description>These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.</Iguana.description>
    <Iguana.label>iguana</Iguana.label>
    <Iguana_Corpse.description>Dead body of a iguana.</Iguana_Corpse.description>
    <Iguana_Corpse.label>iguana corpse</Iguana_Corpse.label>
    <Iguana_Leather.description>Leather made from the skin of a iguana.</Iguana_Leather.description>
    <Iguana_Leather.label>iguana skin</Iguana_Leather.label>
    <Iguana_Leather.stuffProps.stuffAdjective>iguana skin</Iguana_Leather.stuffProps.stuffAdjective>
    <Iguana_Meat.description>Raw flesh of a iguana.</Iguana_Meat.description>
    <Iguana_Meat.label>iguana meat</Iguana_Meat.label>
    <Muffalo.description>A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.</Muffalo.description>
    <Muffalo.label>muffalo</Muffalo.label>
    <Muffalo_Corpse.description>Dead body of a muffalo.</Muffalo_Corpse.description>
    <Muffalo_Corpse.label>muffalo corpse</Muffalo_Corpse.label>
    <Muffalo_Leather.description>Leather made from the skin of a muffalo.</Muffalo_Leather.description>
    <Muffalo_Leather.label>muffalo leather</Muffalo_Leather.label>
    <Muffalo_Leather.stuffProps.stuffAdjective>muffalo leather</Muffalo_Leather.stuffProps.stuffAdjective>
    <Muffalo_Meat.description>Raw flesh of a muffalo.</Muffalo_Meat.description>
    <Muffalo_Meat.label>muffalo meat</Muffalo_Meat.label>
    <Rhinoceros.description>This large land mammal is typically quite peaceful, but it will not hesitate to charge with its horn to fend off trespassers.</Rhinoceros.description>
    <Rhinoceros.label>rhinoceros</Rhinoceros.label>
    <Rhinoceros_Corpse.description>Dead body of a rhinoceros.</Rhinoceros_Corpse.description>
    <Rhinoceros_Corpse.label>rhinoceros corpse</Rhinoceros_Corpse.label>
    <Rhinoceros_Leather.description>Leather made from the skin of a rhinoceros.</Rhinoceros_Leather.description>
    <Rhinoceros_Leather.label>rhinohide</Rhinoceros_Leather.label>
    <Rhinoceros_Leather.stuffProps.stuffAdjective>rhinohide</Rhinoceros_Leather.stuffProps.stuffAdjective>
    <Rhinoceros_Meat.description>Raw flesh of a rhinoceros.</Rhinoceros_Meat.description>
    <Rhinoceros_Meat.label>rhinoceros meat</Rhinoceros_Meat.label>

DefInjected\ThingDef\Races_Animal_Bears.xml
    <GrizzlyBear.description>Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter.\n\nWhile their usual diet consists of fish, berries, honey, and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.</GrizzlyBear.description>
    <GrizzlyBear.label>grizzly bear</GrizzlyBear.label>
    <GrizzlyBear_Corpse.description>Dead body of a grizzly bear.</GrizzlyBear_Corpse.description>
    <GrizzlyBear_Corpse.label>grizzly bear corpse</GrizzlyBear_Corpse.label>
    <GrizzlyBear_Leather.description>Leather made from the skin of a grizzly bear.</GrizzlyBear_Leather.description>
    <GrizzlyBear_Leather.label>bearskin</GrizzlyBear_Leather.label>
    <GrizzlyBear_Leather.stuffProps.stuffAdjective>bearskin</GrizzlyBear_Leather.stuffProps.stuffAdjective>
    <GrizzlyBear_Meat.description>Raw flesh of a grizzly bear.</GrizzlyBear_Meat.description>
    <GrizzlyBear_Meat.label>grizzly bear meat</GrizzlyBear_Meat.label>
    <PolarBear.description>A great white bear that lives in the far north. Their thick blubber and fur keep them warm in winter.\n\nWhile their usual diet consists of fish and scavenged meat, the polar bear is more than capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.</PolarBear.description>
    <PolarBear.label>polar bear</PolarBear.label>
    <PolarBear_Corpse.description>Dead body of a polar bear.</PolarBear_Corpse.description>
    <PolarBear_Corpse.label>polar bear corpse</PolarBear_Corpse.label>
    <PolarBear_Leather.description>Leather made from the skin of a polar bear.</PolarBear_Leather.description>
    <PolarBear_Leather.label>polarbearskin</PolarBear_Leather.label>
    <PolarBear_Leather.stuffProps.stuffAdjective>polarbearskin</PolarBear_Leather.stuffProps.stuffAdjective>
    <PolarBear_Meat.description>Raw flesh of a polar bear.</PolarBear_Meat.description>
    <PolarBear_Meat.label>polar bear meat</PolarBear_Meat.label>

DefInjected\ThingDef\Races_Animal_Farm.xml
    <Alpaca.description>A medium-sized ungulate closely related to the llama, the alpaca is often farmed for its remarkably soft wool.</Alpaca.description>
    <Alpaca.label>alpaca</Alpaca.label>
    <Alpaca_Corpse.description>Dead body of a alpaca.</Alpaca_Corpse.description>
    <Alpaca_Corpse.label>alpaca corpse</Alpaca_Corpse.label>
    <Alpaca_Leather.description>Leather made from the skin of a alpaca.</Alpaca_Leather.description>
    <Alpaca_Leather.label>alpacahide</Alpaca_Leather.label>
    <Alpaca_Leather.stuffProps.stuffAdjective>alpacahide</Alpaca_Leather.stuffProps.stuffAdjective>
    <Alpaca_Meat.description>Raw flesh of a alpaca.</Alpaca_Meat.description>
    <Alpaca_Meat.label>alpaca meat</Alpaca_Meat.label>
    <Chicken.description>The most traditional farm bird, the chicken is raised for its eggs and meat.</Chicken.description>
    <Chicken.label>chicken</Chicken.label>
    <Chicken_Corpse.description>Dead body of a chicken.</Chicken_Corpse.description>
    <Chicken_Corpse.label>chicken corpse</Chicken_Corpse.label>
    <Chicken_Meat.description>Raw flesh of a chicken.</Chicken_Meat.description>
    <Chicken_Meat.label>chicken meat</Chicken_Meat.label>
    <Cow.description>A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food.</Cow.description>
    <Cow.label>cow</Cow.label>
    <Cow_Corpse.description>Dead body of a cow.</Cow_Corpse.description>
    <Cow_Corpse.label>cow corpse</Cow_Corpse.label>
    <Cow_Leather.description>Leather made from the skin of a cow.</Cow_Leather.description>
    <Cow_Leather.label>cowskin</Cow_Leather.label>
    <Cow_Leather.stuffProps.stuffAdjective>cowskin</Cow_Leather.stuffProps.stuffAdjective>
    <Cow_Meat.description>Raw flesh of a cow.</Cow_Meat.description>
    <Cow_Meat.label>beef</Cow_Meat.label>
    <Pig.description>The pig was one of the first animals domesticated by humans. It is commonly raised for meat and leather, and is easy to feed because of its omnivorous diet.</Pig.description>
    <Pig.label>pig</Pig.label>
    <Pig_Corpse.description>Dead body of a pig.</Pig_Corpse.description>
    <Pig_Corpse.label>pig corpse</Pig_Corpse.label>
    <Pig_Leather.description>Leather made from the skin of a pig.</Pig_Leather.description>
    <Pig_Leather.label>pigskin</Pig_Leather.label>
    <Pig_Leather.stuffProps.stuffAdjective>pigskin</Pig_Leather.stuffProps.stuffAdjective>
    <Pig_Meat.description>Raw flesh of a pig.</Pig_Meat.description>
    <Pig_Meat.label>pork</Pig_Meat.label>

DefInjected\ThingDef\Races_Animal_Hares.xml
    <Hare.description>This small, solitary herbivore can swiftly hop away from danger.</Hare.description>
    <Hare.label>hare</Hare.label>
    <Hare_Corpse.description>Dead body of a hare.</Hare_Corpse.description>
    <Hare_Corpse.label>hare corpse</Hare_Corpse.label>
    <Hare_Leather.description>Leather made from the skin of a hare.</Hare_Leather.description>
    <Hare_Leather.label>hare leather</Hare_Leather.label>
    <Hare_Leather.stuffProps.stuffAdjective>hare leather</Hare_Leather.stuffProps.stuffAdjective>
    <Hare_Meat.description>Raw flesh of a hare.</Hare_Meat.description>
    <Hare_Meat.label>hare meat</Hare_Meat.label>
    <Snowhare.description>This hardy, animal survives the brutal winters of the north by burrowing through snow and finding prey underneath, or hibernating the worst months away.</Snowhare.description>
    <Snowhare.label>snowhare</Snowhare.label>
    <Snowhare_Corpse.description>Dead body of a snowhare.</Snowhare_Corpse.description>
    <Snowhare_Corpse.label>snowhare corpse</Snowhare_Corpse.label>
    <Snowhare_Leather.description>Leather made from the skin of a snowhare.</Snowhare_Leather.description>
    <Snowhare_Leather.label>snowhare leather</Snowhare_Leather.label>
    <Snowhare_Leather.stuffProps.stuffAdjective>snowhare leather</Snowhare_Leather.stuffProps.stuffAdjective>
    <Snowhare_Meat.description>Raw flesh of a snowhare.</Snowhare_Meat.description>
    <Snowhare_Meat.label>snowhare meat</Snowhare_Meat.label>

DefInjected\ThingDef\Races_Animal_Insect.xml
    <Megascarab.description>A large, genetically-engineered beetle. Once the worker caste of an artifical ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.</Megascarab.description>
    <Megascarab.label>megascarab</Megascarab.label>
    <Megascarab_Corpse.description>Dead body of a megascarab.</Megascarab_Corpse.description>
    <Megascarab_Corpse.label>megascarab corpse</Megascarab_Corpse.label>
    <Megascarab_Meat.description>Raw flesh of a megascarab.</Megascarab_Meat.description>
    <Megascarab_Meat.label>scarab meat</Megascarab_Meat.label>
    <Megaspider.description>Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly.</Megaspider.description>
    <Megaspider.label>megaspider</Megaspider.label>
    <Megaspider_Corpse.description>Dead body of a megaspider.</Megaspider_Corpse.description>
    <Megaspider_Corpse.label>megaspider corpse</Megaspider_Corpse.label>
    <Megaspider_Meat.description>Raw flesh of a megaspider.</Megaspider_Meat.description>
    <Megaspider_Meat.label>megaspider meat</Megaspider_Meat.label>
    <Spelopede.description>A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its claws.</Spelopede.description>
    <Spelopede.label>spelopede</Spelopede.label>
    <Spelopede_Corpse.description>Dead body of a spelopede.</Spelopede_Corpse.description>
    <Spelopede_Corpse.label>spelopede corpse</Spelopede_Corpse.label>
    <Spelopede_Meat.description>Raw flesh of a spelopede.</Spelopede_Meat.description>
    <Spelopede_Meat.label>spelopede meat</Spelopede_Meat.label>

DefInjected\ThingDef\Races_Animal_Pet.xml
    <Cat.description>One of mankind's first pets, the cat is a small mammal which hunts vermin. Known for their aloofness, cats are nevertheless popular companions because of their calmness, independence, and fine, pettable fur.</Cat.description>
    <Cat.label>cat</Cat.label>
    <Cat_Corpse.description>Dead body of a cat.</Cat_Corpse.description>
    <Cat_Corpse.label>cat corpse</Cat_Corpse.label>
    <Cat_Leather.description>Leather made from the skin of a cat.</Cat_Leather.description>
    <Cat_Leather.label>catskin</Cat_Leather.label>
    <Cat_Leather.stuffProps.stuffAdjective>catskin</Cat_Leather.stuffProps.stuffAdjective>
    <Cat_Meat.description>Raw flesh of a cat.</Cat_Meat.description>
    <Cat_Meat.label>cat meat</Cat_Meat.label>
    <Husky.description>A large, energetic dog with a thick fur coat for remaining comfortable in arctic environments.</Husky.description>
    <Husky.label>husky</Husky.label>
    <Husky_Corpse.description>Dead body of a husky.</Husky_Corpse.description>
    <Husky_Corpse.label>husky corpse</Husky_Corpse.label>
    <Husky_Leather.description>Leather made from the skin of a husky.</Husky_Leather.description>
    <Husky_Leather.label>husky fur</Husky_Leather.label>
    <Husky_Leather.stuffProps.stuffAdjective>husky fur</Husky_Leather.stuffProps.stuffAdjective>
    <Husky_Meat.description>Raw flesh of a husky.</Husky_Meat.description>
    <Husky_Meat.label>husky meat</Husky_Meat.label>
    <LabradorRetriever.description>A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend.</LabradorRetriever.description>
    <LabradorRetriever.label>labrador retriever</LabradorRetriever.label>
    <LabradorRetriever_Corpse.description>Dead body of a labrador retriever.</LabradorRetriever_Corpse.description>
    <LabradorRetriever_Corpse.label>labrador retriever corpse</LabradorRetriever_Corpse.label>
    <LabradorRetriever_Leather.description>Leather made from the skin of a labrador retriever.</LabradorRetriever_Leather.description>
    <LabradorRetriever_Leather.label>labrador fur</LabradorRetriever_Leather.label>
    <LabradorRetriever_Leather.stuffProps.stuffAdjective>labrador fur</LabradorRetriever_Leather.stuffProps.stuffAdjective>
    <LabradorRetriever_Meat.description>Raw flesh of a labrador retriever.</LabradorRetriever_Meat.description>
    <LabradorRetriever_Meat.label>labrador retriever meat</LabradorRetriever_Meat.label>
    <Warg.description>Heavily-muscled wolf-like creatures. Scientists say wargs are the descendants of weaponized military animals created for population suppression. The superstitious see them as the tools of an angry god. They will only eat meat or corpses.</Warg.description>
    <Warg.label>warg</Warg.label>
    <Warg_Corpse.description>Dead body of a warg.</Warg_Corpse.description>
    <Warg_Corpse.label>warg corpse</Warg_Corpse.label>
    <Warg_Leather.description>Leather made from the skin of a warg.</Warg_Leather.description>
    <Warg_Leather.label>warg fur</Warg_Leather.label>
    <Warg_Leather.stuffProps.stuffAdjective>warg fur</Warg_Leather.stuffProps.stuffAdjective>
    <Warg_Meat.description>Raw flesh of a warg.</Warg_Meat.description>
    <Warg_Meat.label>warg meat</Warg_Meat.label>
    <YorkshireTerrier.description>A small, even-tempered dog. Originally bred to hunt rats, it later became a show and companionship animal.</YorkshireTerrier.description>
    <YorkshireTerrier.label>yorkshire terrier</YorkshireTerrier.label>
    <YorkshireTerrier_Corpse.description>Dead body of a yorkshire terrier.</YorkshireTerrier_Corpse.description>
    <YorkshireTerrier_Corpse.label>yorkshire terrier corpse</YorkshireTerrier_Corpse.label>
    <YorkshireTerrier_Leather.description>Leather made from the skin of a yorkshire terrier.</YorkshireTerrier_Leather.description>
    <YorkshireTerrier_Leather.label>yorkieskin</YorkshireTerrier_Leather.label>
    <YorkshireTerrier_Leather.stuffProps.stuffAdjective>yorkieskin</YorkshireTerrier_Leather.stuffProps.stuffAdjective>
    <YorkshireTerrier_Meat.description>Raw flesh of a yorkshire terrier.</YorkshireTerrier_Meat.description>
    <YorkshireTerrier_Meat.label>yorkshire terrier meat</YorkshireTerrier_Meat.label>

DefInjected\ThingDef\Races_Animal_Temperate.xml
    <Alphabeaver.description>A large beaver derivative genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole.</Alphabeaver.description>
    <Alphabeaver.label>alphabeaver</Alphabeaver.label>
    <Alphabeaver_Corpse.description>Dead body of a alphabeaver.</Alphabeaver_Corpse.description>
    <Alphabeaver_Corpse.label>alphabeaver corpse</Alphabeaver_Corpse.label>
    <Alphabeaver_Leather.description>Leather made from the skin of a alphabeaver.</Alphabeaver_Leather.description>
    <Alphabeaver_Leather.label>beaverskin</Alphabeaver_Leather.label>
    <Alphabeaver_Leather.stuffProps.stuffAdjective>beaverskin</Alphabeaver_Leather.stuffProps.stuffAdjective>
    <Alphabeaver_Meat.description>Raw flesh of a alphabeaver.</Alphabeaver_Meat.description>
    <Alphabeaver_Meat.label>alphabeaver meat</Alphabeaver_Meat.label>
    <Boomrat.description>Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed.</Boomrat.description>
    <Boomrat.label>boomrat</Boomrat.label>
    <Boomrat_Corpse.description>Dead body of a boomrat.</Boomrat_Corpse.description>
    <Boomrat_Corpse.label>boomrat corpse</Boomrat_Corpse.label>
    <Boomrat_Leather.description>Leather made from the skin of a boomrat.</Boomrat_Leather.description>
    <Boomrat_Leather.label>boomrat leather</Boomrat_Leather.label>
    <Boomrat_Leather.stuffProps.stuffAdjective>boomrat leather</Boomrat_Leather.stuffProps.stuffAdjective>
    <Boomrat_Meat.description>Raw flesh of a boomrat.</Boomrat_Meat.description>
    <Boomrat_Meat.label>boomrat meat</Boomrat_Meat.label>
    <Deer.description>A medium-sized herding herbivore. Generally peaceful unless disturbed.</Deer.description>
    <Deer.label>deer</Deer.label>
    <Deer_Corpse.description>Dead body of a deer.</Deer_Corpse.description>
    <Deer_Corpse.label>deer corpse</Deer_Corpse.label>
    <Deer_Leather.description>Leather made from the skin of a deer.</Deer_Leather.description>
    <Deer_Leather.label>deerhide</Deer_Leather.label>
    <Deer_Leather.stuffProps.stuffAdjective>deerhide</Deer_Leather.stuffProps.stuffAdjective>
    <Deer_Meat.description>Raw flesh of a deer.</Deer_Meat.description>
    <Deer_Meat.label>venison</Deer_Meat.label>
    <Elk.description>A large member of the deer family, well-adapted to life in cold climates.</Elk.description>
    <Elk.label>elk</Elk.label>
    <Elk_Corpse.description>Dead body of a elk.</Elk_Corpse.description>
    <Elk_Corpse.label>elk corpse</Elk_Corpse.label>
    <Elk_Leather.description>Leather made from the skin of a elk.</Elk_Leather.description>
    <Elk_Leather.label>elkhide</Elk_Leather.label>
    <Elk_Leather.stuffProps.stuffAdjective>elkhide</Elk_Leather.stuffProps.stuffAdjective>
    <Elk_Meat.description>Raw flesh of a elk.</Elk_Meat.description>
    <Elk_Meat.label>venison</Elk_Meat.label>
    <Squirrel.description>One of the many hardy, versatile rodent species that follows humankind everywhere it spreads.</Squirrel.description>
    <Squirrel.label>squirrel</Squirrel.label>
    <Squirrel_Corpse.description>Dead body of a squirrel.</Squirrel_Corpse.description>
    <Squirrel_Corpse.label>squirrel corpse</Squirrel_Corpse.label>
    <Squirrel_Leather.description>Leather made from the skin of a squirrel.</Squirrel_Leather.description>
    <Squirrel_Leather.label>squirrelskin</Squirrel_Leather.label>
    <Squirrel_Leather.stuffProps.stuffAdjective>squirrelskin</Squirrel_Leather.stuffProps.stuffAdjective>
    <Squirrel_Meat.description>Raw flesh of a squirrel.</Squirrel_Meat.description>
    <Squirrel_Meat.label>squirrel meat</Squirrel_Meat.label>
    <Thrumbo.description>A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.</Thrumbo.description>
    <Thrumbo.label>thrumbo</Thrumbo.label>
    <Thrumbo_Corpse.description>Dead body of a thrumbo.</Thrumbo_Corpse.description>
    <Thrumbo_Corpse.label>thrumbo corpse</Thrumbo_Corpse.label>
    <Thrumbo_Leather.description>Leather made from the skin of a thrumbo.</Thrumbo_Leather.description>
    <Thrumbo_Leather.label>thrumbofur</Thrumbo_Leather.label>
    <Thrumbo_Leather.stuffProps.stuffAdjective>thrumbofur</Thrumbo_Leather.stuffProps.stuffAdjective>
    <Thrumbo_Meat.description>Raw flesh of a thrumbo.</Thrumbo_Meat.description>
    <Thrumbo_Meat.label>thrumbo meat</Thrumbo_Meat.label>
    <Tortoise.description>This heavily armored land-dwelling reptile is known for its slow moving speed and surprisingly vicious bite.</Tortoise.description>
    <Tortoise.label>tortoise</Tortoise.label>
    <Tortoise_Corpse.description>Dead body of a tortoise.</Tortoise_Corpse.description>
    <Tortoise_Corpse.label>tortoise corpse</Tortoise_Corpse.label>
    <Tortoise_Leather.description>Leather made from the skin of a tortoise.</Tortoise_Leather.description>
    <Tortoise_Leather.label>tortoise leather</Tortoise_Leather.label>
    <Tortoise_Leather.stuffProps.stuffAdjective>tortoise leather</Tortoise_Leather.stuffProps.stuffAdjective>
    <Tortoise_Meat.description>Raw flesh of a tortoise.</Tortoise_Meat.description>
    <Tortoise_Meat.label>tortoise meat</Tortoise_Meat.label>
    <WildBoar.description>Although considered impure by some cultures, this hairy ancestor of the domesticated pig is prized for the gamey flavor of its meat.</WildBoar.description>
    <WildBoar.label>wild boar</WildBoar.label>
    <WildBoar_Corpse.description>Dead body of a wild boar.</WildBoar_Corpse.description>
    <WildBoar_Corpse.label>wild boar corpse</WildBoar_Corpse.label>
    <WildBoar_Leather.description>Leather made from the skin of a wild boar.</WildBoar_Leather.description>
    <WildBoar_Leather.label>boarskin</WildBoar_Leather.label>
    <WildBoar_Leather.stuffProps.stuffAdjective>boarskin</WildBoar_Leather.stuffProps.stuffAdjective>
    <WildBoar_Meat.description>Raw flesh of a wild boar.</WildBoar_Meat.description>
    <WildBoar_Meat.label>boarmeat</WildBoar_Meat.label>

DefInjected\ThingDef\Races_Animal_Tropical.xml
    <Boomalope.description>Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies.</Boomalope.description>
    <Boomalope.label>boomalope</Boomalope.label>
    <Boomalope_Corpse.description>Dead body of a boomalope.</Boomalope_Corpse.description>
    <Boomalope_Corpse.label>boomalope corpse</Boomalope_Corpse.label>
    <Boomalope_Leather.description>Leather made from the skin of a boomalope.</Boomalope_Leather.description>
    <Boomalope_Leather.label>boomalope leather</Boomalope_Leather.label>
    <Boomalope_Leather.stuffProps.stuffAdjective>boomalope leather</Boomalope_Leather.stuffProps.stuffAdjective>
    <Boomalope_Meat.description>Raw flesh of a boomalope.</Boomalope_Meat.description>
    <Boomalope_Meat.label>boomalope meat</Boomalope_Meat.label>
    <Capybara.description>The largest natural rodent, the capybara is well-adapted for steaming jungle.</Capybara.description>
    <Capybara.label>capybara</Capybara.label>
    <Capybara_Corpse.description>Dead body of a capybara.</Capybara_Corpse.description>
    <Capybara_Corpse.label>capybara corpse</Capybara_Corpse.label>
    <Capybara_Leather.description>Leather made from the skin of a capybara.</Capybara_Leather.description>
    <Capybara_Leather.label>capybaraskin</Capybara_Leather.label>
    <Capybara_Leather.stuffProps.stuffAdjective>capybaraskin</Capybara_Leather.stuffProps.stuffAdjective>
    <Capybara_Meat.description>Raw flesh of a capybara.</Capybara_Meat.description>
    <Capybara_Meat.label>capybara meat</Capybara_Meat.label>
    <Chinchilla.description>A small but quick rodent famous for its exceptionally soft fur.</Chinchilla.description>
    <Chinchilla.label>chinchilla</Chinchilla.label>
    <Chinchilla_Corpse.description>Dead body of a chinchilla.</Chinchilla_Corpse.description>
    <Chinchilla_Corpse.label>chinchilla corpse</Chinchilla_Corpse.label>
    <Chinchilla_Leather.description>Leather made from the skin of a chinchilla.</Chinchilla_Leather.description>
    <Chinchilla_Leather.label>chinchilla fur</Chinchilla_Leather.label>
    <Chinchilla_Leather.stuffProps.stuffAdjective>chinchilla fur</Chinchilla_Leather.stuffProps.stuffAdjective>
    <Chinchilla_Meat.description>Raw flesh of a chinchilla.</Chinchilla_Meat.description>
    <Chinchilla_Meat.label>chinchilla meat</Chinchilla_Meat.label>
    <Cobra.description>A large snake. Cobras can be highly aggressive if provoked - it's better to stay away from these creatures.</Cobra.description>
    <Cobra.label>cobra</Cobra.label>
    <Cobra_Corpse.description>Dead body of a cobra.</Cobra_Corpse.description>
    <Cobra_Corpse.label>cobra corpse</Cobra_Corpse.label>
    <Cobra_Leather.description>Leather made from the skin of a cobra.</Cobra_Leather.description>
    <Cobra_Leather.label>cobraskin</Cobra_Leather.label>
    <Cobra_Leather.stuffProps.stuffAdjective>cobraskin</Cobra_Leather.stuffProps.stuffAdjective>
    <Cobra_Meat.description>Raw flesh of a cobra.</Cobra_Meat.description>
    <Cobra_Meat.label>cobraflesh</Cobra_Meat.label>
    <Cougar.description>One of the most dangerous big cats, cougars are solitary hunters with long, sharp teeth and claws. They stalk prey from hidden positions before pouncing.\n\nWhile humans are not their normal diet, they won't turn down a meal of vulnerable human meat.</Cougar.description>
    <Cougar.label>cougar</Cougar.label>
    <Cougar_Corpse.description>Dead body of a cougar.</Cougar_Corpse.description>
    <Cougar_Corpse.label>cougar corpse</Cougar_Corpse.label>
    <Cougar_Leather.description>Leather made from the skin of a cougar.</Cougar_Leather.description>
    <Cougar_Leather.label>cougarskin</Cougar_Leather.label>
    <Cougar_Leather.stuffProps.stuffAdjective>cougarskin</Cougar_Leather.stuffProps.stuffAdjective>
    <Cougar_Meat.description>Raw flesh of a cougar.</Cougar_Meat.description>
    <Cougar_Meat.label>cougar meat</Cougar_Meat.label>
    <Monkey.description>This monkey can use its curly tail to grab on to branches, leaving its hands free to do other things.</Monkey.description>
    <Monkey_Corpse.description>Dead body of a monkey.</Monkey_Corpse.description>
    <Monkey_Corpse.label>monkey corpse</Monkey_Corpse.label>
    <Monkey_Leather.description>Leather made from the skin of a monkey.</Monkey_Leather.description>
    <Monkey_Leather.label>monkeyhide</Monkey_Leather.label>
    <Monkey_Leather.stuffProps.stuffAdjective>monkeyhide</Monkey_Leather.stuffProps.stuffAdjective>
    <Monkey_Meat.description>Raw flesh of a monkey.</Monkey_Meat.description>
    <Monkey_Meat.label>monkey meat</Monkey_Meat.label>

DefInjected\ThingDef\Races_Humanlike.xml
    <Human_Corpse.description>Dead body of a human.</Human_Corpse.description>
    <Human_Corpse.label>human corpse</Human_Corpse.label>
    <Human_Leather.description>Leather made from the skin of a human.</Human_Leather.description>
    <Human_Leather.label>human leather</Human_Leather.label>
    <Human_Leather.stuffProps.stuffAdjective>human leather</Human_Leather.stuffProps.stuffAdjective>
    <Human_Meat.description>Raw flesh of a human.</Human_Meat.description>
    <Human_Meat.label>human meat</Human_Meat.label>

DefInjected\ThingDef\Races_Mechanoid.xml
    <Mechanoid_Centipede.description>Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.</Mechanoid_Centipede.description>
    <Mechanoid_Centipede.label>centipede</Mechanoid_Centipede.label>
    <Mechanoid_Centipede_Corpse.description>Dead body of a centipede.</Mechanoid_Centipede_Corpse.description>
    <Mechanoid_Centipede_Corpse.label>centipede corpse</Mechanoid_Centipede_Corpse.label>
    <Mechanoid_Scyther.description>Fast, spindly, human-sized combat mechanoids. They usually carry one primary ranged weapon, and their bodies are adorned with two articulated blades to make them deadly in melee combat. They don't use cover. Best handled by concentrated, overwhelming force.</Mechanoid_Scyther.description>
    <Mechanoid_Scyther.label>scyther</Mechanoid_Scyther.label>
    <Mechanoid_Scyther_Corpse.description>Dead body of a scyther.</Mechanoid_Scyther_Corpse.description>
    <Mechanoid_Scyther_Corpse.label>scyther corpse</Mechanoid_Scyther_Corpse.label>

DefInjected\ThingDef\Things_Special.xml
    <Explosion.label>explosion</Explosion.label>
    <RectTrigger.label>RectTrigger</RectTrigger.label>

DefInjected\ThingDef\Various_Stone.xml
    <BlocksGranite.description>Blocks of solid granite. Granite is a very hard stone.</BlocksGranite.description>
    <BlocksGranite.label>granite blocks</BlocksGranite.label>
    <BlocksGranite.stuffProps.stuffAdjective>granite</BlocksGranite.stuffProps.stuffAdjective>
    <BlocksLimestone.description>Blocks of solid limestone.</BlocksLimestone.description>
    <BlocksLimestone.label>limestone blocks</BlocksLimestone.label>
    <BlocksLimestone.stuffProps.stuffAdjective>limestone</BlocksLimestone.stuffProps.stuffAdjective>
    <BlocksMarble.description>Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt.</BlocksMarble.description>
    <BlocksMarble.label>marble blocks</BlocksMarble.label>
    <BlocksMarble.stuffProps.stuffAdjective>marble</BlocksMarble.stuffProps.stuffAdjective>
    <BlocksSandstone.description>Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily.</BlocksSandstone.description>
    <BlocksSandstone.label>sandstone blocks</BlocksSandstone.label>
    <BlocksSandstone.stuffProps.stuffAdjective>sandstone</BlocksSandstone.stuffProps.stuffAdjective>
    <BlocksSlate.description>Blocks of solid slate. A dull-looking rock that chips easily.</BlocksSlate.description>
    <BlocksSlate.label>slate blocks</BlocksSlate.label>
    <BlocksSlate.stuffProps.stuffAdjective>slate</BlocksSlate.stuffProps.stuffAdjective>
    <ChunkGranite.label>granite chunk</ChunkGranite.label>
    <ChunkLimestone.label>limestone chunk</ChunkLimestone.label>
    <ChunkMarble.label>marble chunk</ChunkMarble.label>
    <ChunkSandstone.label>sandstone chunk</ChunkSandstone.label>
    <ChunkSlagSteel.label>steel slag chunk</ChunkSlagSteel.label>
    <ChunkSlate.label>slate chunk</ChunkSlate.label>

DefInjected\ThingDef\Weapons_Artillery.xml
    <Artillery_MortarBomb.description>Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged.</Artillery_MortarBomb.description>
    <Artillery_MortarBomb.label>explosive mortar</Artillery_MortarBomb.label>
    <Artillery_MortarEMP.description>Mortar launcher. Lobs EMP bombs over walls. Very inaccurate but long-ranged.</Artillery_MortarEMP.description>
    <Artillery_MortarEMP.label>EMP mortar</Artillery_MortarEMP.label>
    <Artillery_MortarIncendiary.description>Incendiary mortar launcher. Lobs fire-starting bombs over walls. Very inaccurate but long-ranged.</Artillery_MortarIncendiary.description>
    <Artillery_MortarIncendiary.label>incendiary mortar</Artillery_MortarIncendiary.label>
    <Bullet_MortarBomb.label>explosive mortar shell</Bullet_MortarBomb.label>
    <Bullet_MortarEMP.label>EMP mortar bomb</Bullet_MortarEMP.label>
    <Bullet_MortarIncendiary.label>incendiary mortar shell</Bullet_MortarIncendiary.label>

DefInjected\ThingDef\Weapons_Grenades.xml
    <Proj_GrenadeEMP.label>EMP grenade</Proj_GrenadeEMP.label>
    <Proj_GrenadeFrag.label>frag grenade</Proj_GrenadeFrag.label>
    <Proj_GrenadeMolotov.label>molotov cocktail</Proj_GrenadeMolotov.label>
    <Weapon_GrenadeEMP.description>Electromagnetic pulse grenades damaging to electronic equipment.</Weapon_GrenadeEMP.description>
    <Weapon_GrenadeEMP.label>EMP grenades</Weapon_GrenadeEMP.label>
    <Weapon_GrenadeEMP.verbs.0.label>throw EMP grenade</Weapon_GrenadeEMP.verbs.0.label>
    <Weapon_GrenadeFrag.description>Old-school fragmentation grenades.</Weapon_GrenadeFrag.description>
    <Weapon_GrenadeFrag.label>frag grenades</Weapon_GrenadeFrag.label>
    <Weapon_GrenadeFrag.verbs.0.label>throw frag grenade</Weapon_GrenadeFrag.verbs.0.label>
    <Weapon_GrenadeMolotov.description>Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon of hooligans and desperate warriors from rim to rim.</Weapon_GrenadeMolotov.description>
    <Weapon_GrenadeMolotov.label>molotov cocktails</Weapon_GrenadeMolotov.label>
    <Weapon_GrenadeMolotov.verbs.0.label>throw molotov</Weapon_GrenadeMolotov.verbs.0.label>

DefInjected\ThingDef\Weapons_Guns.xml
    <Bullet_AssaultRifle.label>assault rifle bullet</Bullet_AssaultRifle.label>
    <Bullet_ChargeBlasterHeavy.label>charge blaster shot</Bullet_ChargeBlasterHeavy.label>
    <Bullet_ChargeLance.label>charge lance shot</Bullet_ChargeLance.label>
    <Bullet_ChargeRifle.label>charge shot</Bullet_ChargeRifle.label>
    <Bullet_DoomsdayRocket.label>doomsday rocket</Bullet_DoomsdayRocket.label>
    <Bullet_HeavySMG.label>heavy SMG bullet</Bullet_HeavySMG.label>
    <Bullet_IncendiaryLauncher.label>incendiary bolt</Bullet_IncendiaryLauncher.label>
    <Bullet_InfernoCannon.label>inferno cannon shell</Bullet_InfernoCannon.label>
    <Bullet_LMG.label>LMG bullet</Bullet_LMG.label>
    <Bullet_Minigun.label>minigun bullet</Bullet_Minigun.label>
    <Bullet_PDW.label>PDW bullet</Bullet_PDW.label>
    <Bullet_Pistol.label>pistol bullet</Bullet_Pistol.label>
    <Bullet_PumpShotgun.label>shotgun blast</Bullet_PumpShotgun.label>
    <Bullet_Rocket.label>rocket</Bullet_Rocket.label>
    <Bullet_SniperRifle.label>sniper rifle bullet</Bullet_SniperRifle.label>
    <Bullet_SurvivalRifle.label>survival rifle bullet</Bullet_SurvivalRifle.label>
    <Bullet_TurretImprovised.label>improvised turret bullet</Bullet_TurretImprovised.label>
    <Gun_AssaultRifle.description>A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire.</Gun_AssaultRifle.description>
    <Gun_AssaultRifle.label>assault rifle</Gun_AssaultRifle.label>
    <Gun_ChargeBlasterHeavy.description>Charged-shot blaster for area suppressive fire. Mechanoid-built.</Gun_ChargeBlasterHeavy.description>
    <Gun_ChargeBlasterHeavy.label>heavy charge blaster</Gun_ChargeBlasterHeavy.label>
    <Gun_ChargeLance.description>Charged-shot rail-assisted lance weapon. Fires a single charged shot at high velocity.</Gun_ChargeLance.description>
    <Gun_ChargeLance.label>charge lance</Gun_ChargeLance.label>
    <Gun_ChargeRifle.description>Charged-shot energy/projectile rifle.</Gun_ChargeRifle.description>
    <Gun_ChargeRifle.label>charge rifle</Gun_ChargeRifle.label>
    <Gun_DoomsdayRocket.description>A single-use rocket launcher for quick retribution.</Gun_DoomsdayRocket.description>
    <Gun_DoomsdayRocket.label>doomsday rocket launcher</Gun_DoomsdayRocket.label>
    <Gun_HeavySMG.description>A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well.</Gun_HeavySMG.description>
    <Gun_HeavySMG.label>heavy SMG</Gun_HeavySMG.label>
    <Gun_IncendiaryLauncher.description>Incendiary bolt launcher. Starts fires.</Gun_IncendiaryLauncher.description>
    <Gun_IncendiaryLauncher.label>incendiary launcher</Gun_IncendiaryLauncher.label>
    <Gun_InfernoCannon.description>Incendiary-shot mini-artillery device. Mechanoid-built.</Gun_InfernoCannon.description>
    <Gun_InfernoCannon.label>inferno cannon</Gun_InfernoCannon.label>
    <Gun_LMG.description>A light machine gun.</Gun_LMG.description>
    <Gun_LMG.label>LMG</Gun_LMG.label>
    <Gun_Minigun.description>A multi-barrel machine gun with an extremely high rate of fire. Mechanoid-built.</Gun_Minigun.description>
    <Gun_Minigun.label>minigun</Gun_Minigun.label>
    <Gun_PDW.description>A personal defense weapon is a micro-submachine gun. Short range, low power, high rate of fire. Very quick to aim and fire.</Gun_PDW.description>
    <Gun_PDW.label>PDW</Gun_PDW.label>
    <Gun_Pistol.description>Ancient pattern automatic pistol. Weak and short range, but quick.</Gun_Pistol.description>
    <Gun_Pistol.label>pistol</Gun_Pistol.label>
    <Gun_PumpShotgun.description>Ancient design. Deadly, but short range.</Gun_PumpShotgun.description>
    <Gun_PumpShotgun.label>pump shotgun</Gun_PumpShotgun.label>
    <Gun_SniperRifle.description>Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.</Gun_SniperRifle.description>
    <Gun_SniperRifle.label>sniper rifle</Gun_SniperRifle.label>
    <Gun_SurvivalRifle.description>Ancient bolt-action rifle. Good range, Good power, low rate of fire.</Gun_SurvivalRifle.description>
    <Gun_SurvivalRifle.label>survival rifle</Gun_SurvivalRifle.label>
    <Gun_TripleRocket.description>A single-use rocket launcher that fires 3 projectiles in quick succession.</Gun_TripleRocket.description>
    <Gun_TripleRocket.label>triple rocket launcher</Gun_TripleRocket.label>
    <Gun_TurretImprovised.description>Jury-rigged gun attached to a turret.</Gun_TurretImprovised.description>
    <Gun_TurretImprovised.label>improvised turret gun</Gun_TurretImprovised.label>

DefInjected\ThingDef\Weapons_Melee.xml
    <MeleeWeapon_Club.description>The oldest human weapon - a shaped piece of wood for bashing enemies to death. Primitive but effective.</MeleeWeapon_Club.description>
    <MeleeWeapon_Club.label>club</MeleeWeapon_Club.label>
    <MeleeWeapon_Gladius.description>A short sword of ancient design. Good for stabbing or slashing.</MeleeWeapon_Gladius.description>
    <MeleeWeapon_Gladius.label>gladius</MeleeWeapon_Gladius.label>
    <MeleeWeapon_Knife.description>One of humankind's oldest tools, the knife is both an everyday tool and a deadly weapon.</MeleeWeapon_Knife.description>
    <MeleeWeapon_Knife.label>knife</MeleeWeapon_Knife.label>
    <MeleeWeapon_LongSword.description>The ancient weapon of kings, the longsword can be used for slashing or stabbing and is deadly in the right hands.</MeleeWeapon_LongSword.description>
    <MeleeWeapon_LongSword.label>longsword</MeleeWeapon_LongSword.label>
    <MeleeWeapon_Mace.description>A refined club, engineered for efficient swinging and deadly impacts.</MeleeWeapon_Mace.description>
    <MeleeWeapon_Mace.label>mace</MeleeWeapon_Mace.label>
    <MeleeWeapon_Shiv.description>An improvised knife-like weapon.</MeleeWeapon_Shiv.description>
    <MeleeWeapon_Shiv.label>shiv</MeleeWeapon_Shiv.label>
    <MeleeWeapon_Spear.description>A polearm tipped with a sharp point for stabbing opponents in melee combat.</MeleeWeapon_Spear.description>
    <MeleeWeapon_Spear.label>spear</MeleeWeapon_Spear.label>

DefInjected\ThingDef\Weapons_RangedNeolithic.xml
    <Arrow_Great.label>greatbow arrow</Arrow_Great.label>
    <Arrow_Short.label>shortbow arrow</Arrow_Short.label>
    <Bow_Great.description>A powerful greatbow. Fires a heavy arrow long distances.</Bow_Great.description>
    <Bow_Great.label>great bow</Bow_Great.label>
    <Bow_Short.description>A simple short bow, made with skill, but using only the most primitive technologies.</Bow_Short.description>
    <Bow_Short.label>short bow</Bow_Short.label>
    <Pila.description>A bundle of pila, non-reusable throwing spears.</Pila.description>
    <Pila.label>pila</Pila.label>
    <Pilum_Thrown.label>pilum (thrown)</Pilum_Thrown.label>

DefInjected\ThoughtDef\Thoughts_Artifacts.xml
    <ArtifactMoodBoost.stages.0.description>I feel strange, but also very relaxed.</ArtifactMoodBoost.stages.0.description>
    <ArtifactMoodBoost.stages.0.label>Strange feeling</ArtifactMoodBoost.stages.0.label>

DefInjected\ThoughtDef\Thoughts_ConditionsDrugs.xml
    <Hungover.stages.0.description>The headache is almost gone.</Hungover.stages.0.description>
    <Hungover.stages.0.label>Hungover (slight)</Hungover.stages.0.label>
    <Hungover.stages.1.description>My head hurts from all that liquor.</Hungover.stages.1.description>
    <Hungover.stages.1.label>Hungover (strong)</Hungover.stages.1.label>
    <Hungover.stages.2.description>It feels like a gaggle of geese are pecking at my skull.</Hungover.stages.2.description>
    <Hungover.stages.2.label>Hungover (pounding)</Hungover.stages.2.label>
    <Hungover.stages.3.label>hungover-hidden</Hungover.stages.3.label>
    <Inebriated.stages.0.description>Should not appear.</Inebriated.stages.0.description>
    <Inebriated.stages.0.label>buzzed-hidden</Inebriated.stages.0.label>
    <Inebriated.stages.1.description>I just feel a bit more relaxed after that drink. That's good.</Inebriated.stages.1.description>
    <Inebriated.stages.1.label>Inebriated (warm)</Inebriated.stages.1.label>
    <Inebriated.stages.2.description>I'm a bit wobbly! And this is quite enjoyable.</Inebriated.stages.2.description>
    <Inebriated.stages.2.label>Inebriated (tipsy)</Inebriated.stages.2.label>
    <Inebriated.stages.3.description>I feel so uninhibited and unafraid! This is a great time!</Inebriated.stages.3.description>
    <Inebriated.stages.3.label>Inebriated (drunk)</Inebriated.stages.3.label>
    <Inebriated.stages.4.description>Wooo! What is going on?</Inebriated.stages.4.description>
    <Inebriated.stages.4.label>Inebriated (hammered)</Inebriated.stages.4.label>

DefInjected\ThoughtDef\Thoughts_ConditionsGeneral.xml
    <ApparelDamaged.stages.0.description>My outfit is looking pretty bad. Can't I get something decent to wear?</ApparelDamaged.stages.0.description>
    <ApparelDamaged.stages.0.label>wearing worn-out apparel</ApparelDamaged.stages.0.label>
    <ApparelDamaged.stages.1.description>I'm wearing a tattered piece of trash. Can't I get something decent to wear?</ApparelDamaged.stages.1.description>
    <ApparelDamaged.stages.1.label>wearing tattered apparel</ApparelDamaged.stages.1.label>
    <CabinFever.stages.0.description>I've been cooped up inside for days. I need to get outside.</CabinFever.stages.0.description>
    <CabinFever.stages.0.label>cabin fever (mild)</CabinFever.stages.0.label>
    <CabinFever.stages.1.description>I've been trapped like a rat in here for so long. I desperately need to get outside!</CabinFever.stages.1.description>
    <CabinFever.stages.1.label>cabin fever (serious)</CabinFever.stages.1.label>
    <Crowded.stages.0.description>It's a little bit crowded here.</Crowded.stages.0.description>
    <Crowded.stages.0.label>a little bit crowded</Crowded.stages.0.label>
    <Crowded.stages.1.description>This place is crowded. I would feel much better if there was more free space.</Crowded.stages.1.description>
    <Crowded.stages.1.label>crowded</Crowded.stages.1.label>
    <Crowded.stages.2.description>This place is so crowded I can barely breathe. I need more space.</Crowded.stages.2.description>
    <Crowded.stages.2.label>very crowded</Crowded.stages.2.label>
    <EnvironmentCold.stages.0.description>I'm uncomfortably cold.</EnvironmentCold.stages.0.description>
    <EnvironmentCold.stages.0.label>cold</EnvironmentCold.stages.0.label>
    <EnvironmentCold.stages.1.description>I'm so cold. Shivering. Can't get warm.</EnvironmentCold.stages.1.description>
    <EnvironmentCold.stages.1.label>very cold</EnvironmentCold.stages.1.label>
    <EnvironmentCold.stages.2.description>My teeth are chatting so hard I can barely speak. My toes are numb. I need to get warm.</EnvironmentCold.stages.2.description>
    <EnvironmentCold.stages.2.label>freezing</EnvironmentCold.stages.2.label>
    <EnvironmentDark.stages.0.description>I've been in the dark for a while. I don't like it.</EnvironmentDark.stages.0.description>
    <EnvironmentDark.stages.0.label>in darkness</EnvironmentDark.stages.0.label>
    <EnvironmentHot.stages.0.description>This heat is unpleasant. I'm sweating.</EnvironmentHot.stages.0.description>
    <EnvironmentHot.stages.0.label>hot</EnvironmentHot.stages.0.label>
    <EnvironmentHot.stages.1.description>I'm really overheated.</EnvironmentHot.stages.1.description>
    <EnvironmentHot.stages.1.label>very hot</EnvironmentHot.stages.1.label>
    <EnvironmentHot.stages.2.description>I feel like I'm in an oven! I'm not sure how long I can handle this.</EnvironmentHot.stages.2.description>
    <EnvironmentHot.stages.2.label>extremely hot</EnvironmentHot.stages.2.label>
    <EnvironmentHot.stages.3.description>I'm burning up. I think I could die from this heat!</EnvironmentHot.stages.3.description>
    <EnvironmentHot.stages.3.label>burning up</EnvironmentHot.stages.3.label>
    <LowExpectations.stages.0.description>This place isn't quite rich. I can't expect to be totally pampered.</LowExpectations.stages.0.description>
    <LowExpectations.stages.0.label>moderate expectations</LowExpectations.stages.0.label>
    <LowExpectations.stages.1.description>This place doesn't have the wealth for many luxuries. I need to keep myself strong.</LowExpectations.stages.1.description>
    <LowExpectations.stages.1.label>low expectations</LowExpectations.stages.1.label>
    <LowExpectations.stages.2.description>This place is poverty-stricken. I can't expect any comfort here; I need to keep myself strong.</LowExpectations.stages.2.description>
    <LowExpectations.stages.2.label>very low expectations</LowExpectations.stages.2.label>
    <LowExpectations.stages.3.description>I'm out here with little to no shelter. I'd better steel myself to survive.</LowExpectations.stages.3.description>
    <LowExpectations.stages.3.label>extremely low expectations</LowExpectations.stages.3.label>
    <Sick.stages.0.description>I don't feel very well, I'm sick.</Sick.stages.0.description>
    <Sick.stages.0.label>sick</Sick.stages.0.label>

DefInjected\ThoughtDef\Thoughts_ConditionsSpecial.xml
    <ColonistLeftUnburied.stages.0.description>One of us died and we're just leaving them lying in the open. Nobody should be left like that. People deserve a decent burial.</ColonistLeftUnburied.stages.0.description>
    <ColonistLeftUnburied.stages.0.label>colonist left unburied</ColonistLeftUnburied.stages.0.label>
    <Imprisoned.stages.0.description>I hate being locked up.</Imprisoned.stages.0.description>
    <Imprisoned.stages.0.label>imprisoned</Imprisoned.stages.0.label>
    <Naked.stages.0.description>I'm naked. This is humiliating.</Naked.stages.0.description>
    <Naked.stages.0.label>naked</Naked.stages.0.label>
    <Pain.stages.0.description>Ow... That hurts.</Pain.stages.0.description>
    <Pain.stages.0.label>in a little pain</Pain.stages.0.label>
    <Pain.stages.1.description>Ughhh... When will it end?</Pain.stages.1.description>
    <Pain.stages.1.label>in a moderate amount of pain</Pain.stages.1.label>
    <Pain.stages.2.description>Make it stop... make it stop... make it stop...</Pain.stages.2.description>
    <Pain.stages.2.label>experiencing acute pain</Pain.stages.2.label>
    <Pain.stages.3.description>AAAAAHHH! Kill me now!</Pain.stages.3.description>
    <Pain.stages.3.label>in shock from exceptional pain</Pain.stages.3.label>
    <SharedBed.stages.0.description>I have to share a bed with someone who I don't particularly want to.</SharedBed.stages.0.description>
    <SharedBed.stages.0.label>sharing bed</SharedBed.stages.0.label>
    <SharedBedroom.stages.0.description>Sharing a room with others is annoying. I want some privacy.</SharedBedroom.stages.0.description>
    <SharedBedroom.stages.0.label>shared bedroom</SharedBedroom.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Debug.xml
    <DebugBad.stages.0.description>Test thought for debugging.</DebugBad.stages.0.description>
    <DebugBad.stages.0.label>debug bad thought</DebugBad.stages.0.label>
    <DebugGood.stages.0.description>Test thought for debugging.</DebugGood.stages.0.description>
    <DebugGood.stages.0.label>debug good thought</DebugGood.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Implants.xml
    <Joywire.stages.0.description>It feels amazing.</Joywire.stages.0.description>
    <Joywire.stages.0.label>Joywire</Joywire.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Memories.xml
    <AteCorpse.stages.0.description>I had to eat a corpse like an animal. It was horrible.</AteCorpse.stages.0.description>
    <AteCorpse.stages.0.label>ate corpse</AteCorpse.stages.0.label>
    <AteFineMeal.stages.0.description>I ate a really tasty fine meal. Yum!</AteFineMeal.stages.0.description>
    <AteFineMeal.stages.0.label>ate fine meal</AteFineMeal.stages.0.label>
    <AteHumanlikeMeatAsIngredient.stages.0.description>I ate a meal made from the meat of another human. This is horrible.</AteHumanlikeMeatAsIngredient.stages.0.description>
    <AteHumanlikeMeatAsIngredient.stages.0.label>cooked cannibalism</AteHumanlikeMeatAsIngredient.stages.0.label>
    <AteHumanlikeMeatAsIngredientCannibal.stages.0.description>I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.</AteHumanlikeMeatAsIngredientCannibal.stages.0.description>
    <AteHumanlikeMeatAsIngredientCannibal.stages.0.label>cooked cannibalism</AteHumanlikeMeatAsIngredientCannibal.stages.0.label>
    <AteHumanlikeMeatDirect.stages.0.description>I ate the meat of another human, raw, like an animal. This is a nightmare.</AteHumanlikeMeatDirect.stages.0.description>
    <AteHumanlikeMeatDirect.stages.0.label>raw cannibalism</AteHumanlikeMeatDirect.stages.0.label>
    <AteHumanlikeMeatDirectCannibal.stages.0.description>I ate the meat of another human, raw, like an animal. It was so... succulent.</AteHumanlikeMeatDirectCannibal.stages.0.description>
    <AteHumanlikeMeatDirectCannibal.stages.0.label>raw cannibalism</AteHumanlikeMeatDirectCannibal.stages.0.label>
    <AteLavishMeal.stages.0.description>That lavish meal was amazing. It nourished my body and my soul.</AteLavishMeal.stages.0.description>
    <AteLavishMeal.stages.0.label>ate lavish meal</AteLavishMeal.stages.0.label>
    <AteNutrientPasteMeal.stages.0.description>I had to eat nutrient paste. I know it keeps you alive, but nobody wants to swallow that glop.</AteNutrientPasteMeal.stages.0.description>
    <AteNutrientPasteMeal.stages.0.label>ate nutrient paste</AteNutrientPasteMeal.stages.0.label>
    <AteRawFood.stages.0.description>I had to eat raw food. Can't we cook it, or at least synthesize some nutrient paste?</AteRawFood.stages.0.description>
    <AteRawFood.stages.0.label>ate raw food</AteRawFood.stages.0.label>
    <AteWithoutTable.stages.0.description>I had to eat a meal off the ground. Can't we get a table around here?</AteWithoutTable.stages.0.description>
    <AteWithoutTable.stages.0.label>ate without table</AteWithoutTable.stages.0.label>
    <BattleWounded.stages.0.description>That's my blood! I've been wounded in a fight!</BattleWounded.stages.0.description>
    <BattleWounded.stages.0.label>wounded</BattleWounded.stages.0.label>
    <ButcheredHumanlikeCorpse.stages.0.description>I butchered someone up like an animal.</ButcheredHumanlikeCorpse.stages.0.description>
    <ButcheredHumanlikeCorpse.stages.0.label>I butchered humanlike</ButcheredHumanlikeCorpse.stages.0.label>
    <Catharsis.stages.0.description>What just happened... That wasn't me. I know I can do better.</Catharsis.stages.0.description>
    <Catharsis.stages.0.label>catharsis</Catharsis.stages.0.label>
    <GreenThumbHappy.stages.0.description>What the world needs is more plants!</GreenThumbHappy.stages.0.description>
    <GreenThumbHappy.stages.0.label>sowed a plant</GreenThumbHappy.stages.0.label>
    <KilledHumanlikeBloodlust.stages.0.description>I killed someone! What a rush!</KilledHumanlikeBloodlust.stages.0.description>
    <KilledHumanlikeBloodlust.stages.0.label>killed someone</KilledHumanlikeBloodlust.stages.0.label>
    <KnowBuriedInSarcophagus.stages.0.description>This colony buried someone in an ornamented sarcophagus. May his soul rest in peace.</KnowBuriedInSarcophagus.stages.0.description>
    <KnowBuriedInSarcophagus.stages.0.label>buried in sarcophagus</KnowBuriedInSarcophagus.stages.0.label>
    <KnowButcheredHumanlikeCorpse.stages.0.description>We butchered someone up like an animal.</KnowButcheredHumanlikeCorpse.stages.0.description>
    <KnowButcheredHumanlikeCorpse.stages.0.label>We butchered humanlike</KnowButcheredHumanlikeCorpse.stages.0.label>
    <KnowColonistExecuted.stages.0.description>A colonist was put to death.</KnowColonistExecuted.stages.0.description>
    <KnowColonistExecuted.stages.0.label>colonist put to death</KnowColonistExecuted.stages.0.label>
    <KnowColonistExecuted.stages.1.description>A colonist was killed in cold blood. This colony seems more evil by the day.</KnowColonistExecuted.stages.1.description>
    <KnowColonistExecuted.stages.1.label>colonist was executed</KnowColonistExecuted.stages.1.label>
    <KnowColonistExecuted.stages.2.description>A colonist died because someone took body parts from him. It's horrible.</KnowColonistExecuted.stages.2.description>
    <KnowColonistExecuted.stages.2.label>colonist's organ harvested, killed</KnowColonistExecuted.stages.2.label>
    <KnowColonistOrganHarvested.stages.0.description>Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.</KnowColonistOrganHarvested.stages.0.description>
    <KnowColonistOrganHarvested.stages.0.label>colonist's organ harvested</KnowColonistOrganHarvested.stages.0.label>
    <KnowGuestExecuted.stages.0.description>A prisoner or guest was put to death.</KnowGuestExecuted.stages.0.description>
    <KnowGuestExecuted.stages.0.label>someone put to death</KnowGuestExecuted.stages.0.label>
    <KnowGuestExecuted.stages.1.description>A prisoner or guest was killed in cold blood. This colony seems more evil by the day.</KnowGuestExecuted.stages.1.description>
    <KnowGuestExecuted.stages.1.label>someone was executed</KnowGuestExecuted.stages.1.label>
    <KnowGuestExecuted.stages.2.description>A prisoner or guest died because the colony took body parts from him. It's horrible.</KnowGuestExecuted.stages.2.description>
    <KnowGuestExecuted.stages.2.label>organ harvested and killed</KnowGuestExecuted.stages.2.label>
    <KnowGuestOrganHarvested.stages.0.description>The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.</KnowGuestOrganHarvested.stages.0.description>
    <KnowGuestOrganHarvested.stages.0.label>someone's organ harvested</KnowGuestOrganHarvested.stages.0.label>
    <KnowPrisonerSold.stages.0.description>This colony sold a prisoner into slavery. That's a worrying thought.</KnowPrisonerSold.stages.0.description>
    <KnowPrisonerSold.stages.0.label>a prisoner was sold</KnowPrisonerSold.stages.0.label>
    <MyOrganHarvested.stages.0.description>The colony harvested body parts from me! They're breaking me down like an old engine!</MyOrganHarvested.stages.0.description>
    <MyOrganHarvested.stages.0.label>my organ harvested</MyOrganHarvested.stages.0.label>
    <NewColonyHope.stages.0.description>I'm getting used to this, but it's still an exciting new situation. I hope this works out...</NewColonyHope.stages.0.description>
    <NewColonyHope.stages.0.label>new colony hope</NewColonyHope.stages.0.label>
    <NewColonyOptimism.stages.0.description>We just landed here. It's a tough situation, but I'm excited to be founding a new colony.</NewColonyOptimism.stages.0.description>
    <NewColonyOptimism.stages.0.label>new colony optimism</NewColonyOptimism.stages.0.label>
    <Nuzzled.stages.0.description>A cute animal nuzzled me.</Nuzzled.stages.0.description>
    <Nuzzled.stages.0.label>nuzzled</Nuzzled.stages.0.label>
    <ObservedLayingCorpse.stages.0.description>I saw a dead body laying on the ground.</ObservedLayingCorpse.stages.0.description>
    <ObservedLayingCorpse.stages.0.label>observed corpse</ObservedLayingCorpse.stages.0.label>
    <ObservedLayingRottingCorpse.stages.0.description>I saw a rotting corpse laying on the ground. It was disgusting.</ObservedLayingRottingCorpse.stages.0.description>
    <ObservedLayingRottingCorpse.stages.0.label>observed rotting corpse</ObservedLayingRottingCorpse.stages.0.label>
    <SleepDisturbed.stages.0.description>I was disturbed during sleep by people moving around nearby. A private room would solve this.</SleepDisturbed.stages.0.description>
    <SleepDisturbed.stages.0.label>disturbed sleep</SleepDisturbed.stages.0.label>
    <SleptInCold.stages.0.description>I had to sleep in the cold. We really need some heaters.</SleptInCold.stages.0.description>
    <SleptInCold.stages.0.label>slept in the cold</SleptInCold.stages.0.label>
    <SleptInHeat.stages.0.description>I had to sleep in unbearable heat. Can't we have air conditioning?</SleptInHeat.stages.0.description>
    <SleptInHeat.stages.0.label>slept in the heat</SleptInHeat.stages.0.label>
    <SleptOnGround.stages.0.description>I had to sleep on the ground like an animal.</SleptOnGround.stages.0.description>
    <SleptOnGround.stages.0.label>slept on ground</SleptOnGround.stages.0.label>
    <SleptOutside.stages.0.description>I had to sleep outdoors without any protection from the elements.</SleptOutside.stages.0.description>
    <SleptOutside.stages.0.label>slept outside</SleptOutside.stages.0.label>
    <WasImprisoned.stages.0.description>The colony had me in jail for a while, like a caged animal.</WasImprisoned.stages.0.description>
    <WasImprisoned.stages.0.label>was imprisoned</WasImprisoned.stages.0.label>
    <WitnessedDeathAlly.stages.0.description>I saw one of my people die. They were alive one moment, and dead the next.</WitnessedDeathAlly.stages.0.description>
    <WitnessedDeathAlly.stages.0.label>witnessed ally's death</WitnessedDeathAlly.stages.0.label>
    <WitnessedDeathStranger.stages.0.description>I saw someone die. They were alive one moment, and dead the next.</WitnessedDeathStranger.stages.0.description>
    <WitnessedDeathStranger.stages.0.label>witnessed stranger's death</WitnessedDeathStranger.stages.0.label>
    <WitnessedDeathStrangerBloodlust.stages.0.description>I saw someone die! That was intense!</WitnessedDeathStrangerBloodlust.stages.0.description>
    <WitnessedDeathStrangerBloodlust.stages.0.label>witnessed stranger's death</WitnessedDeathStrangerBloodlust.stages.0.label>

DefInjected\ThoughtDef\Thoughts_MentalState.xml
    <CurrentlyInMentalStateBerserk.stages.0.description>Must kill!</CurrentlyInMentalStateBerserk.stages.0.description>
    <CurrentlyInMentalStateBerserk.stages.0.label>berserk thoughts</CurrentlyInMentalStateBerserk.stages.0.label>
    <CurrentlyInMentalStatePanicFlee.stages.0.description>I have to get out of here!</CurrentlyInMentalStatePanicFlee.stages.0.description>
    <CurrentlyInMentalStatePanicFlee.stages.0.label>panic</CurrentlyInMentalStatePanicFlee.stages.0.label>
    <CurrentlyInMentalStateSad.stages.0.description>It's all just too much.</CurrentlyInMentalStateSad.stages.0.description>
    <CurrentlyInMentalStateSad.stages.0.label>broken thoughts</CurrentlyInMentalStateSad.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Needs.xml
    <ComfortLevel.stages.0.description>I've been kind of uncomfortable recently. We need to get something soft to sit on around here.</ComfortLevel.stages.0.description>
    <ComfortLevel.stages.0.label>uncomfortable</ComfortLevel.stages.0.label>
    <ComfortLevel.stages.1.description>I've been comfortable recently.</ComfortLevel.stages.1.description>
    <ComfortLevel.stages.1.label>comfortable</ComfortLevel.stages.1.label>
    <ComfortLevel.stages.2.description>I've been very comfortable recently.</ComfortLevel.stages.2.description>
    <ComfortLevel.stages.2.label>very comfortable</ComfortLevel.stages.2.label>
    <ComfortLevel.stages.3.description>I've been extremely comfortable recently. This place is so cushy!</ComfortLevel.stages.3.description>
    <ComfortLevel.stages.3.label>extremely comfortable</ComfortLevel.stages.3.label>
    <ComfortLevel.stages.4.description>I am resting on clouds of heaven.</ComfortLevel.stages.4.description>
    <ComfortLevel.stages.4.label>luxuriantly comfortable</ComfortLevel.stages.4.label>
    <EnvironmentCramped.stages.0.description>This place is really closed-in. I feel like I have no space to breathe.</EnvironmentCramped.stages.0.description>
    <EnvironmentCramped.stages.0.label>cramped environment</EnvironmentCramped.stages.0.label>
    <EnvironmentCramped.stages.1.description>It's claustrophobic in here. I have nowhere to move. I feel like a rat in a tiny cage.</EnvironmentCramped.stages.1.description>
    <EnvironmentCramped.stages.1.label>very cramped environment</EnvironmentCramped.stages.1.label>
    <EnvironmentPretty.stages.0.description>This place is nice.</EnvironmentPretty.stages.0.description>
    <EnvironmentPretty.stages.0.label>pleasant environment</EnvironmentPretty.stages.0.label>
    <EnvironmentPretty.stages.1.description>I really like this place. It's beautiful.</EnvironmentPretty.stages.1.description>
    <EnvironmentPretty.stages.1.label>very pleasant environment</EnvironmentPretty.stages.1.label>
    <EnvironmentPretty.stages.2.description>This place is beautiful. It lifts me up and makes me love life.</EnvironmentPretty.stages.2.description>
    <EnvironmentPretty.stages.2.label>beautiful environment</EnvironmentPretty.stages.2.label>
    <EnvironmentSpaciousInterior.stages.0.description>This is a really comfortably open indoor space.</EnvironmentSpaciousInterior.stages.0.description>
    <EnvironmentSpaciousInterior.stages.0.label>spacious interior</EnvironmentSpaciousInterior.stages.0.label>
    <EnvironmentUgly.stages.0.description>This place is unpleasant to be in.</EnvironmentUgly.stages.0.description>
    <EnvironmentUgly.stages.0.label>ugly environment</EnvironmentUgly.stages.0.label>
    <EnvironmentUgly.stages.1.description>This place is really unpleasant. I don't want to be here.</EnvironmentUgly.stages.1.description>
    <EnvironmentUgly.stages.1.label>very ugly environment</EnvironmentUgly.stages.1.label>
    <EnvironmentUgly.stages.2.description>This place is unbearable. Get me out of here...</EnvironmentUgly.stages.2.description>
    <EnvironmentUgly.stages.2.label>hideous environment</EnvironmentUgly.stages.2.label>
    <Hungry.stages.0.description>I haven't eaten in a while.</Hungry.stages.0.description>
    <Hungry.stages.0.label>hungry</Hungry.stages.0.label>
    <Hungry.stages.1.description>The hunger pangs are clawing my insides. I need food or I'll starve soon.</Hungry.stages.1.description>
    <Hungry.stages.1.label>urgently hungry</Hungry.stages.1.label>
    <Hungry.stages.2.description>I just want something - anything - to eat. I can feel my body wasting away. It hurts...</Hungry.stages.2.description>
    <Hungry.stages.2.label>starving</Hungry.stages.2.label>
    <JoyLevel.stages.0.description>It's been so long since I did anything I truly enjoyed.</JoyLevel.stages.0.description>
    <JoyLevel.stages.0.label>totally joy-deprived</JoyLevel.stages.0.label>
    <JoyLevel.stages.1.description>I never get to relax and enjoy myself around here.</JoyLevel.stages.1.description>
    <JoyLevel.stages.1.label>very joy-deprived</JoyLevel.stages.1.label>
    <JoyLevel.stages.2.description>I could really use a break for something enjoyable.</JoyLevel.stages.2.description>
    <JoyLevel.stages.2.label>joy-deprived</JoyLevel.stages.2.label>
    <JoyLevel.stages.3.description>I've been having a great time here recently.</JoyLevel.stages.3.description>
    <JoyLevel.stages.3.label>joy-filled</JoyLevel.stages.3.label>
    <JoyLevel.stages.4.description>I've been enjoying myself so much, I love it!</JoyLevel.stages.4.description>
    <JoyLevel.stages.4.label>tons o' joy</JoyLevel.stages.4.label>
    <Tired.stages.0.description>I haven't slept in a while.</Tired.stages.0.description>
    <Tired.stages.0.label>tired</Tired.stages.0.label>
    <Tired.stages.1.description>I'm so tired. I just want to lay down and rest for a few minutes...</Tired.stages.1.description>
    <Tired.stages.1.label>very tired</Tired.stages.1.label>
    <Tired.stages.2.description>I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep...</Tired.stages.2.description>
    <Tired.stages.2.label>exhausted</Tired.stages.2.label>

DefInjected\ThoughtDef\Thoughts_PsychicDrone.xml
    <PsychicDrone.stages.0.description>It's like a calming voice at the back of my mind, soothing me, settling my nerves.</PsychicDrone.stages.0.description>
    <PsychicDrone.stages.0.label>psychic soothe (medium)</PsychicDrone.stages.0.label>
    <PsychicDrone.stages.1.description>It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.</PsychicDrone.stages.1.description>
    <PsychicDrone.stages.1.label>psychic drone (low)</PsychicDrone.stages.1.label>
    <PsychicDrone.stages.2.description>I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!</PsychicDrone.stages.2.description>
    <PsychicDrone.stages.2.label>psychic drone (medium)</PsychicDrone.stages.2.label>
    <PsychicDrone.stages.3.description>The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!</PsychicDrone.stages.3.description>
    <PsychicDrone.stages.3.label>psychic drone (high)</PsychicDrone.stages.3.label>
    <PsychicDrone.stages.4.description>My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...</PsychicDrone.stages.4.description>
    <PsychicDrone.stages.4.label>psychic drone (extreme)</PsychicDrone.stages.4.label>

DefInjected\ThoughtDef\Thoughts_RandomMood.xml
    <FeelingRandom.stages.0.description>For no apparent reason, I just feel great right now.</FeelingRandom.stages.0.description>
    <FeelingRandom.stages.0.label>Feeling great</FeelingRandom.stages.0.label>
    <FeelingRandom.stages.1.description>For no apparent reason, I just feel good right now.</FeelingRandom.stages.1.description>
    <FeelingRandom.stages.1.label>Feeling good</FeelingRandom.stages.1.label>
    <FeelingRandom.stages.2.description>For no apparent reason, I just feel bad right now.</FeelingRandom.stages.2.description>
    <FeelingRandom.stages.2.label>Feeling bad</FeelingRandom.stages.2.label>
    <FeelingRandom.stages.3.description>For no apparent reason, I just feel terrible right now.</FeelingRandom.stages.3.description>
    <FeelingRandom.stages.3.label>Feeling terrible</FeelingRandom.stages.3.label>

DefInjected\ThoughtDef\Thoughts_RoomStats.xml
    <AteInImpressiveDiningRoom.stages.10.description>I ate my meal in a miraculously wonderful dining room. I could stay there forever.</AteInImpressiveDiningRoom.stages.10.description>
    <AteInImpressiveDiningRoom.stages.10.label>miraculously wonderful dining room</AteInImpressiveDiningRoom.stages.10.label>
    <AteInImpressiveDiningRoom.stages.11.description>I just ate my meal in the best dining room one could ever imagine. I could stay there forever.</AteInImpressiveDiningRoom.stages.11.description>
    <AteInImpressiveDiningRoom.stages.11.label>wonder of the World</AteInImpressiveDiningRoom.stages.11.label>
    <AteInImpressiveDiningRoom.stages.5.description>I ate my meal in a nice dining room.</AteInImpressiveDiningRoom.stages.5.description>
    <AteInImpressiveDiningRoom.stages.5.label>impressive dining room</AteInImpressiveDiningRoom.stages.5.label>
    <AteInImpressiveDiningRoom.stages.6.description>I ate my meal in an impressive dining room.</AteInImpressiveDiningRoom.stages.6.description>
    <AteInImpressiveDiningRoom.stages.6.label>impressive dining room</AteInImpressiveDiningRoom.stages.6.label>
    <AteInImpressiveDiningRoom.stages.7.description>I ate my meal in a very impressive dining room.</AteInImpressiveDiningRoom.stages.7.description>
    <AteInImpressiveDiningRoom.stages.7.label>very impressive dining room</AteInImpressiveDiningRoom.stages.7.label>
    <AteInImpressiveDiningRoom.stages.8.description>I ate my meal in an extremely impressive dining room. I could stay there forever.</AteInImpressiveDiningRoom.stages.8.description>
    <AteInImpressiveDiningRoom.stages.8.label>extremely impressive dining room</AteInImpressiveDiningRoom.stages.8.label>
    <AteInImpressiveDiningRoom.stages.9.description>I ate my meal in an unbelievably impressive dining room. I could stay there forever.</AteInImpressiveDiningRoom.stages.9.description>
    <AteInImpressiveDiningRoom.stages.9.label>unbelievably impressive dining room</AteInImpressiveDiningRoom.stages.9.label>
    <Barracks.stages.0.description>My barrack is an awful place.</Barracks.stages.0.description>
    <Barracks.stages.0.label>awful barrack</Barracks.stages.0.label>
    <Barracks.stages.1.description>My barrack is a repulsive place.</Barracks.stages.1.description>
    <Barracks.stages.1.label>repulsive barrack</Barracks.stages.1.label>
    <Barracks.stages.10.description>My barrack is the best place one can ever imagine. It's wonderful.</Barracks.stages.10.description>
    <Barracks.stages.10.label>miraculously wonderful barrack</Barracks.stages.10.label>
    <Barracks.stages.11.description>Is this real world? I can't believe I live in a place like this.</Barracks.stages.11.description>
    <Barracks.stages.11.label>wonder of the World</Barracks.stages.11.label>
    <Barracks.stages.5.description>My barrack is a nice place. I wish I had my own bedroom, though.</Barracks.stages.5.description>
    <Barracks.stages.5.label>little bit impressive barrack</Barracks.stages.5.label>
    <Barracks.stages.6.description>My barrack is impressive. I like it. I wish I had my own bedroom, though.</Barracks.stages.6.description>
    <Barracks.stages.6.label>impressive barrack</Barracks.stages.6.label>
    <Barracks.stages.7.description>My barrack is very impressive. I love it!</Barracks.stages.7.description>
    <Barracks.stages.7.label>very impressive barrack</Barracks.stages.7.label>
    <Barracks.stages.8.description>My barrack is extremely impressive. This is the best place ever!</Barracks.stages.8.description>
    <Barracks.stages.8.label>extremely impressive barrack</Barracks.stages.8.label>
    <Barracks.stages.9.description>My barrack is unbelievably impressive. This is the best place ever!</Barracks.stages.9.description>
    <Barracks.stages.9.label>unbelievably impressive barrack</Barracks.stages.9.label>
    <Bedroom.stages.0.description>My bedroom is an awful place.</Bedroom.stages.0.description>
    <Bedroom.stages.0.label>awful bedroom</Bedroom.stages.0.label>
    <Bedroom.stages.1.description>My bedroom is a repulsive place.</Bedroom.stages.1.description>
    <Bedroom.stages.1.label>repulsive bedroom</Bedroom.stages.1.label>
    <Bedroom.stages.10.description>My bedroom is the best place one can ever imagine. It's wonderful.</Bedroom.stages.10.description>
    <Bedroom.stages.10.label>miraculously wonderful bedroom</Bedroom.stages.10.label>
    <Bedroom.stages.11.description>Is this real world? I can't believe I live in a place like this.</Bedroom.stages.11.description>
    <Bedroom.stages.11.label>wonder of the World</Bedroom.stages.11.label>
    <Bedroom.stages.4.description>My bedroom is very interesting. I like it.</Bedroom.stages.4.description>
    <Bedroom.stages.4.label>interesting bedroom</Bedroom.stages.4.label>
    <Bedroom.stages.5.description>My bedroom is a nice place. I like it.</Bedroom.stages.5.description>
    <Bedroom.stages.5.label>little bit impressive bedroom</Bedroom.stages.5.label>
    <Bedroom.stages.6.description>My bedroom is impressive. I love it!</Bedroom.stages.6.description>
    <Bedroom.stages.6.label>impressive bedroom</Bedroom.stages.6.label>
    <Bedroom.stages.7.description>My bedroom is very impressive. This is the best place ever!</Bedroom.stages.7.description>
    <Bedroom.stages.7.label>very impressive bedroom</Bedroom.stages.7.label>
    <Bedroom.stages.8.description>My bedroom is extremely impressive. This is the best place ever!</Bedroom.stages.8.description>
    <Bedroom.stages.8.label>extremely impressive bedroom</Bedroom.stages.8.label>
    <Bedroom.stages.9.description>My bedroom is unbelievably impressive. This is the best place ever!</Bedroom.stages.9.description>
    <Bedroom.stages.9.label>unbelievably impressive bedroom</Bedroom.stages.9.label>
    <HospitalPatientRoomStats.stages.4.description>This hospital is a nice place. It makes me feel better.</HospitalPatientRoomStats.stages.4.description>
    <HospitalPatientRoomStats.stages.4.label>beautiful hospital</HospitalPatientRoomStats.stages.4.label>
    <HospitalPatientRoomStats.stages.5.description>This hospital is very beautiful. Staying in a place like this makes me feel better already.</HospitalPatientRoomStats.stages.5.description>
    <HospitalPatientRoomStats.stages.5.label>very beautiful hospital</HospitalPatientRoomStats.stages.5.label>
    <HospitalPatientRoomStats.stages.6.description>This hospital is extremely beautiful. Staying in a place like this makes me feel better already.</HospitalPatientRoomStats.stages.6.description>
    <HospitalPatientRoomStats.stages.6.label>extremely beautiful hospital</HospitalPatientRoomStats.stages.6.label>
    <HospitalPatientRoomStats.stages.7.description>This hospital is unbelievably beautiful. Staying in a place like this makes me feel better already.</HospitalPatientRoomStats.stages.7.description>
    <HospitalPatientRoomStats.stages.7.label>unbelievably beautiful hospital</HospitalPatientRoomStats.stages.7.label>
    <JoyActivityInImpressiveRecRoom.stages.10.description>I had a great time in a miraculously wonderful rec room. I could stay there forever.</JoyActivityInImpressiveRecRoom.stages.10.description>
    <JoyActivityInImpressiveRecRoom.stages.10.label>miraculously wonderful rec room</JoyActivityInImpressiveRecRoom.stages.10.label>
    <JoyActivityInImpressiveRecRoom.stages.11.description>I had a great time in one of the best rec rooms one can ever imagine. I could stay there forever.</JoyActivityInImpressiveRecRoom.stages.11.description>
    <JoyActivityInImpressiveRecRoom.stages.11.label>wonder of the World</JoyActivityInImpressiveRecRoom.stages.11.label>
    <JoyActivityInImpressiveRecRoom.stages.5.description>I had a great time in a nice rec room.</JoyActivityInImpressiveRecRoom.stages.5.description>
    <JoyActivityInImpressiveRecRoom.stages.5.label>nice rec room</JoyActivityInImpressiveRecRoom.stages.5.label>
    <JoyActivityInImpressiveRecRoom.stages.6.description>I had a great time in an impressive rec room.</JoyActivityInImpressiveRecRoom.stages.6.description>
    <JoyActivityInImpressiveRecRoom.stages.6.label>impressive rec room</JoyActivityInImpressiveRecRoom.stages.6.label>
    <JoyActivityInImpressiveRecRoom.stages.7.description>I had a great time in a very impressive rec room.</JoyActivityInImpressiveRecRoom.stages.7.description>
    <JoyActivityInImpressiveRecRoom.stages.7.label>very impressive rec room</JoyActivityInImpressiveRecRoom.stages.7.label>
    <JoyActivityInImpressiveRecRoom.stages.8.description>I had a great time in an extremely impressive rec room. I could stay there forever.</JoyActivityInImpressiveRecRoom.stages.8.description>
    <JoyActivityInImpressiveRecRoom.stages.8.label>extremely impressive rec room</JoyActivityInImpressiveRecRoom.stages.8.label>
    <JoyActivityInImpressiveRecRoom.stages.9.description>I had a great time in an unbelievably impressive rec room. I could stay there forever.</JoyActivityInImpressiveRecRoom.stages.9.description>
    <JoyActivityInImpressiveRecRoom.stages.9.label>unbelievably impressive rec room</JoyActivityInImpressiveRecRoom.stages.9.label>
    <PrisonBarracks.stages.0.description>My prison barrack is an awful place.</PrisonBarracks.stages.0.description>
    <PrisonBarracks.stages.0.label>awful barrack</PrisonBarracks.stages.0.label>
    <PrisonBarracks.stages.1.description>My prison barrack is a repulsive place.</PrisonBarracks.stages.1.description>
    <PrisonBarracks.stages.1.label>repulsive barrack</PrisonBarracks.stages.1.label>
    <PrisonBarracks.stages.10.description>My prison barrack is wonderful! I can't believe they are keeping me in a place like this.</PrisonBarracks.stages.10.description>
    <PrisonBarracks.stages.10.label>miraculously wonderful barrack</PrisonBarracks.stages.10.label>
    <PrisonBarracks.stages.11.description>Is this real world? I can't believe I live in a place like this.</PrisonBarracks.stages.11.description>
    <PrisonBarracks.stages.11.label>wonder of the World</PrisonBarracks.stages.11.label>
    <PrisonBarracks.stages.5.description>My prison barrack looks like a nice place.</PrisonBarracks.stages.5.description>
    <PrisonBarracks.stages.5.label>little bit impressive barrack</PrisonBarracks.stages.5.label>
    <PrisonBarracks.stages.6.description>My prison barrack is impressive. I like it.</PrisonBarracks.stages.6.description>
    <PrisonBarracks.stages.6.label>impressive barrack</PrisonBarracks.stages.6.label>
    <PrisonBarracks.stages.7.description>My prison barrack is very impressive. I like it.</PrisonBarracks.stages.7.description>
    <PrisonBarracks.stages.7.label>very impressive barrack</PrisonBarracks.stages.7.label>
    <PrisonBarracks.stages.8.description>My prison barrack is extremely impressive. I can't believe they are keeping me in a place like this.</PrisonBarracks.stages.8.description>
    <PrisonBarracks.stages.8.label>extremely impressive barrack</PrisonBarracks.stages.8.label>
    <PrisonBarracks.stages.9.description>My prison barrack is unbelievably impressive. I can't believe they are keeping me in a place like this.</PrisonBarracks.stages.9.description>
    <PrisonBarracks.stages.9.label>unbelievably impressive barrack</PrisonBarracks.stages.9.label>
    <PrisonCell.stages.0.description>My prison cell is an awful place.</PrisonCell.stages.0.description>
    <PrisonCell.stages.0.label>awful prison cell</PrisonCell.stages.0.label>
    <PrisonCell.stages.1.description>My prison cell is a repulsive place.</PrisonCell.stages.1.description>
    <PrisonCell.stages.1.label>repulsive prison cell</PrisonCell.stages.1.label>
    <PrisonCell.stages.10.description>My prison cell is the best place one can ever imagine. I can stay here forever.</PrisonCell.stages.10.description>
    <PrisonCell.stages.10.label>miraculously wonderful prison cell</PrisonCell.stages.10.label>
    <PrisonCell.stages.11.description>Is this real world? I can't believe they are keeping me in a place like this. I can stay here forever.</PrisonCell.stages.11.description>
    <PrisonCell.stages.11.label>wonder of the World</PrisonCell.stages.11.label>
    <PrisonCell.stages.4.description>My prison cell is very interesting.</PrisonCell.stages.4.description>
    <PrisonCell.stages.4.label>interesting prison cell</PrisonCell.stages.4.label>
    <PrisonCell.stages.5.description>My prison cell seems to be a nice place.</PrisonCell.stages.5.description>
    <PrisonCell.stages.5.label>little bit impressive prison cell</PrisonCell.stages.5.label>
    <PrisonCell.stages.6.description>My prison cell is impressive. I can't believe they are keeping me in a room like this.</PrisonCell.stages.6.description>
    <PrisonCell.stages.6.label>impressive prison celll</PrisonCell.stages.6.label>
    <PrisonCell.stages.7.description>My prison cell is very impressive. I can't believe they are keeping me in a room like this. I love it!</PrisonCell.stages.7.description>
    <PrisonCell.stages.7.label>very impressive prison cell</PrisonCell.stages.7.label>
    <PrisonCell.stages.8.description>My prison cell is extremely impressive. I can't believe they are keeping me in a room like this. I love it!</PrisonCell.stages.8.description>
    <PrisonCell.stages.8.label>extremely impressive prison cell</PrisonCell.stages.8.label>
    <PrisonCell.stages.9.description>My prison cell is unbelievably impressive. This is the best place ever!</PrisonCell.stages.9.description>
    <PrisonCell.stages.9.label>unbelievably impressive prison cell</PrisonCell.stages.9.label>

DefInjected\ThoughtDef\Thoughts_Social.xml
    <AttendedParty.stages.0.description>I had a good time at that party.</AttendedParty.stages.0.description>
    <AttendedParty.stages.0.label>attended party</AttendedParty.stages.0.label>
    <AttendedWedding.stages.0.description>It was great to see two people come together to build a future like that.</AttendedWedding.stages.0.description>
    <AttendedWedding.stages.0.label>attended wedding</AttendedWedding.stages.0.label>
    <BondedAnimalDied.stages.0.description>Such a tender, unique animal. This universe is evil!</BondedAnimalDied.stages.0.description>
    <BondedAnimalDied.stages.0.label>bonded animal died</BondedAnimalDied.stages.0.label>
    <GotMarried.stages.0.description>I got married! Life is full of possibility!</GotMarried.stages.0.description>
    <GotMarried.stages.0.label>got married</GotMarried.stages.0.label>
    <GotSomeLovin.stages.0.description>There's nothing like a tumble between the sheets to lift the mood.</GotSomeLovin.stages.0.description>
    <GotSomeLovin.stages.0.label>got some lovin’</GotSomeLovin.stages.0.label>
    <MyAuntDied.stages.0.description>My aunt died.</MyAuntDied.stages.0.description>
    <MyAuntDied.stages.0.label>my aunt died</MyAuntDied.stages.0.label>
    <MyBrotherDied.stages.0.description>My brother died. My own flesh and blood...</MyBrotherDied.stages.0.description>
    <MyBrotherDied.stages.0.label>my brother died</MyBrotherDied.stages.0.label>
    <MyCousinDied.stages.0.description>My cousin died. My own flesh and blood...</MyCousinDied.stages.0.description>
    <MyCousinDied.stages.0.label>my cousin died</MyCousinDied.stages.0.label>
    <MyDaughterDied.stages.0.description>My daughter is dead. My own flesh and blood...</MyDaughterDied.stages.0.description>
    <MyDaughterDied.stages.0.label>my daughter died</MyDaughterDied.stages.0.label>
    <MyFatherDied.stages.0.description>My father died. He's gone forever.</MyFatherDied.stages.0.description>
    <MyFatherDied.stages.0.label>my father died</MyFatherDied.stages.0.label>
    <MyFianceDied.stages.0.description>My fiance died. Such a man... my future is gone.</MyFianceDied.stages.0.description>
    <MyFianceDied.stages.0.label>my fiance died</MyFianceDied.stages.0.label>
    <MyFianceeDied.stages.0.description>My fiancée died. Such a woman... my future is gone.</MyFianceeDied.stages.0.description>
    <MyFianceeDied.stages.0.label>my fiancée died</MyFianceeDied.stages.0.label>
    <MyGrandchildDied.stages.0.description>My grandchild died. My own flesh and blood...</MyGrandchildDied.stages.0.description>
    <MyGrandchildDied.stages.0.label>my grandchild died</MyGrandchildDied.stages.0.label>
    <MyGrandparentDied.stages.0.description>My grandparent died.</MyGrandparentDied.stages.0.description>
    <MyGrandparentDied.stages.0.label>my grandparent died</MyGrandparentDied.stages.0.label>
    <MyHalfSiblingDied.stages.0.description>My half-sibling died. My own flesh and blood...</MyHalfSiblingDied.stages.0.description>
    <MyHalfSiblingDied.stages.0.label>my half-sibling died</MyHalfSiblingDied.stages.0.label>
    <MyHusbandDied.stages.0.description>My husband is dead. I am alone.</MyHusbandDied.stages.0.description>
    <MyHusbandDied.stages.0.label>my husband died</MyHusbandDied.stages.0.label>
    <MyKinDied.stages.0.description>My kin died.</MyKinDied.stages.0.description>
    <MyKinDied.stages.0.label>my kin died</MyKinDied.stages.0.label>
    <MyLoverDied.stages.0.description>My lover died. I am so alone.</MyLoverDied.stages.0.description>
    <MyLoverDied.stages.0.label>my lover died</MyLoverDied.stages.0.label>
    <MyMotherDied.stages.0.description>My mother died. She's gone forever.</MyMotherDied.stages.0.description>
    <MyMotherDied.stages.0.label>my mother died</MyMotherDied.stages.0.label>
    <MyNephewDied.stages.0.description>My nephew died. Such a wonderful child.</MyNephewDied.stages.0.description>
    <MyNephewDied.stages.0.label>my nephew died</MyNephewDied.stages.0.label>
    <MyNieceDied.stages.0.description>My niece died. Such a wonderful child.</MyNieceDied.stages.0.description>
    <MyNieceDied.stages.0.label>my niece died</MyNieceDied.stages.0.label>
    <MySisterDied.stages.0.description>My sister died. My own flesh and blood...</MySisterDied.stages.0.description>
    <MySisterDied.stages.0.label>my sister died</MySisterDied.stages.0.label>
    <MySonDied.stages.0.description>My son is dead. My own flesh and blood...</MySonDied.stages.0.description>
    <MySonDied.stages.0.label>my son died</MySonDied.stages.0.label>
    <MyUncleDied.stages.0.description>My uncle died.</MyUncleDied.stages.0.description>
    <MyUncleDied.stages.0.label>my uncle died</MyUncleDied.stages.0.label>
    <MyWifeDied.stages.0.description>My wife is dead. I am alone.</MyWifeDied.stages.0.description>
    <MyWifeDied.stages.0.label>my wife died</MyWifeDied.stages.0.label>
    <PawnWithBadOpinionDied.stages.0.description>Serves them right. Things are looking up.</PawnWithBadOpinionDied.stages.0.description>
    <PawnWithBadOpinionDied.stages.0.label>my rival died</PawnWithBadOpinionDied.stages.0.label>
    <PawnWithGoodOpinionDied.stages.0.description>Such a wonderful person. The universe gets darker every day.</PawnWithGoodOpinionDied.stages.0.description>
    <PawnWithGoodOpinionDied.stages.0.label>my friend died</PawnWithGoodOpinionDied.stages.0.label>

DefInjected\ThoughtDef\Thoughts_SocialConditional.xml
    <Affair.stages.0.label>affair</Affair.stages.0.label>
    <AteRawHumanlikeMeat.stages.0.label>ate raw humanlike meat</AteRawHumanlikeMeat.stages.0.label>
    <Beautiful.stages.0.label>beautiful</Beautiful.stages.0.label>
    <BondedAnimalMaster.stages.0.description>Being together with my bonded animal makes me feel better.</BondedAnimalMaster.stages.0.description>
    <BondedAnimalMaster.stages.0.label>bonded animal's master</BondedAnimalMaster.stages.0.label>
    <ButcheredHumanlikeCorpseOpinion.stages.0.label>butchered humanlike corpse</ButcheredHumanlikeCorpseOpinion.stages.0.label>
    <ChemicalInterestVsTeetotaler.stages.0.label>chemical interest vs teetotaler</ChemicalInterestVsTeetotaler.stages.0.label>
    <Disfigured.stages.0.label>disfigured</Disfigured.stages.0.label>
    <Drunk.stages.0.label>drunk</Drunk.stages.0.label>
    <ExecutedPrisoner.stages.0.label>executed prisoner</ExecutedPrisoner.stages.0.label>
    <HardWorkerVsLazy.stages.0.label>hard worker vs lazy</HardWorkerVsLazy.stages.0.label>
    <Incestuous.stages.0.label>incestuous</Incestuous.stages.0.label>
    <KilledColonist.stages.0.label>killed colonist</KilledColonist.stages.0.label>
    <KilledColonyAnimal.stages.0.label>killed colony animal</KilledColonyAnimal.stages.0.label>
    <KilledMajorColonyEnemy.stages.0.label>killed major enemy</KilledMajorColonyEnemy.stages.0.label>
    <Man.stages.0.label>man</Man.stages.0.label>
    <NotBondedAnimalMaster.stages.0.description>I should be together with my bonded animal.</NotBondedAnimalMaster.stages.0.description>
    <NotBondedAnimalMaster.stages.0.label>not a bonded animal's master</NotBondedAnimalMaster.stages.0.label>
    <OpinionOfMyLover.stages.0.description>Being with my lover makes me feel this way.</OpinionOfMyLover.stages.0.description>
    <OpinionOfMyLover.stages.0.label>opinion of my {0} {1}</OpinionOfMyLover.stages.0.label>
    <SoldPrisoner.stages.0.label>sold prisoner to slavery</SoldPrisoner.stages.0.label>
    <TeetotalerVsChemicalInterest.stages.0.label>teetotaler vs chemical interest</TeetotalerVsChemicalInterest.stages.0.label>
    <Ugly.stages.0.label>ugly</Ugly.stages.0.label>
    <WantToSleepWithSpouseOrLover.stages.0.description>I don't like sleeping apart from my partner.</WantToSleepWithSpouseOrLover.stages.0.description>
    <WantToSleepWithSpouseOrLover.stages.0.label>want to sleep with {0}</WantToSleepWithSpouseOrLover.stages.0.label>
    <Woman.stages.0.label>woman</Woman.stages.0.label>

DefInjected\ThoughtDef\Thoughts_SocialInteractions.xml
    <BotchedMySurgery.stages.0.label>botched my surgery</BotchedMySurgery.stages.0.label>
    <BrokeUpWithMe.stages.0.label>broke up with me</BrokeUpWithMe.stages.0.label>
    <CheatedOnMe.stages.0.label>cheater</CheatedOnMe.stages.0.label>
    <Chitchat.stages.0.label>chitchat</Chitchat.stages.0.label>
    <CrashedTogether.stages.0.label>crashed together</CrashedTogether.stages.0.label>
    <DeepTalk.stages.0.label>had deep talk</DeepTalk.stages.0.label>
    <DivorcedMe.stages.0.label>divorced me</DivorcedMe.stages.0.label>
    <FailedRomanceAttempt.stages.0.label>failed romance attempt</FailedRomanceAttempt.stages.0.label>
    <HadAngeringFight.stages.0.label>had an angering fight</HadAngeringFight.stages.0.label>
    <HadCatharticFight.stages.0.label>had a cathartic fight</HadCatharticFight.stages.0.label>
    <HarmedMe.stages.0.label>harmed me</HarmedMe.stages.0.label>
    <HoneymoonPhase.stages.0.label>honeymoon phase</HoneymoonPhase.stages.0.label>
    <IRejectedTheirProposal.stages.0.label>I rejected their proposal</IRejectedTheirProposal.stages.0.label>
    <Insulted.stages.0.label>insulted</Insulted.stages.0.label>
    <KilledMyKin.stages.0.label>killed my kin</KilledMyKin.stages.0.label>
    <PrisonerFriendlyChat.stages.0.description>That warden and I had a talk about the colony. It sounds like a good place...</PrisonerFriendlyChat.stages.0.description>
    <PrisonerFriendlyChat.stages.0.label>convinced by warden</PrisonerFriendlyChat.stages.0.label>
    <Rebuffed.stages.0.label>rebuffed</Rebuffed.stages.0.label>
    <RecruitedMe.stages.0.label>recruited me</RecruitedMe.stages.0.label>
    <RejectedMyProposal.stages.0.label>rejected my proposal</RejectedMyProposal.stages.0.label>
    <RescuedMe.stages.0.label>rescued me</RescuedMe.stages.0.label>
    <Slighted.stages.0.label>slighted</Slighted.stages.0.label>
    <SoldMyBondedAnimal.stages.0.description>My special bonded animal was sold to a trader!</SoldMyBondedAnimal.stages.0.description>
    <SoldMyBondedAnimal.stages.0.label>bonded animal sold</SoldMyBondedAnimal.stages.0.label>
    <SoldMyBondedAnimal.stages.0.labelSocial>sold my bonded animal</SoldMyBondedAnimal.stages.0.labelSocial>
    <SoldMyLovedOne.stages.0.description>Someone I love was sold to a trader like a piece of meat!</SoldMyLovedOne.stages.0.description>
    <SoldMyLovedOne.stages.0.label>loved one sold</SoldMyLovedOne.stages.0.label>
    <SoldMyLovedOne.stages.0.labelSocial>sold my loved one</SoldMyLovedOne.stages.0.labelSocial>

DefInjected\ThoughtDef\Thoughts_TraitsConditional.xml
    <Ascetic.stages.0.description>My bedroom is just how I want it to be. Very humble and simple.</Ascetic.stages.0.description>
    <Ascetic.stages.0.label>awful bedroom</Ascetic.stages.0.label>
    <Ascetic.stages.1.description>My bedroom is just how I want it to be. Very humble and simple.</Ascetic.stages.1.description>
    <Ascetic.stages.1.label>repulsive bedroom</Ascetic.stages.1.label>
    <Ascetic.stages.10.description>I don't like having an impressive bedroom.</Ascetic.stages.10.description>
    <Ascetic.stages.10.label>impressive bedroom</Ascetic.stages.10.label>
    <Ascetic.stages.11.description>I don't like having an impressive bedroom.</Ascetic.stages.11.description>
    <Ascetic.stages.11.label>impressive bedroom</Ascetic.stages.11.label>
    <Ascetic.stages.2.description>My bedroom is very humble and simple. I like it.</Ascetic.stages.2.description>
    <Ascetic.stages.2.label>dull bedroom</Ascetic.stages.2.label>
    <Ascetic.stages.5.description>I don't like having an impressive bedroom.</Ascetic.stages.5.description>
    <Ascetic.stages.5.label>impressive bedroom</Ascetic.stages.5.label>
    <Ascetic.stages.6.description>I don't like having an impressive bedroom.</Ascetic.stages.6.description>
    <Ascetic.stages.6.label>impressive bedroom</Ascetic.stages.6.label>
    <Ascetic.stages.7.description>I don't like having an impressive bedroom.</Ascetic.stages.7.description>
    <Ascetic.stages.7.label>impressive bedroom</Ascetic.stages.7.label>
    <Ascetic.stages.8.description>I don't like having an impressive bedroom.</Ascetic.stages.8.description>
    <Ascetic.stages.8.label>impressive bedroom</Ascetic.stages.8.label>
    <Ascetic.stages.9.description>I don't like having an impressive bedroom.</Ascetic.stages.9.description>
    <Ascetic.stages.9.label>impressive bedroom</Ascetic.stages.9.label>
    <BrawlerUnhappy.stages.0.description>I hate shooting from a distance. I want to get up close and personal!</BrawlerUnhappy.stages.0.description>
    <BrawlerUnhappy.stages.0.label>brawler has ranged weapon</BrawlerUnhappy.stages.0.label>
    <ClothedNudist.stages.0.description>I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.</ClothedNudist.stages.0.description>
    <ClothedNudist.stages.0.label>constraining clothes</ClothedNudist.stages.0.label>
    <Greedy.stages.0.description>I'm greedy. I want a really impressive bedroom.</Greedy.stages.0.description>
    <Greedy.stages.0.label>no impressive bedroom</Greedy.stages.0.label>
    <Greedy.stages.1.description>I'm greedy. My room is pathetic! I want a really impressive bedroom.</Greedy.stages.1.description>
    <Greedy.stages.1.label>no impressive bedroom</Greedy.stages.1.label>
    <Greedy.stages.2.description>I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.</Greedy.stages.2.description>
    <Greedy.stages.2.label>no impressive bedroom</Greedy.stages.2.label>
    <Greedy.stages.3.description>I'm greedy. My room isn't good enough. I want a really impressive bedroom.</Greedy.stages.3.description>
    <Greedy.stages.3.label>no impressive bedroom</Greedy.stages.3.label>
    <Greedy.stages.4.description>I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.</Greedy.stages.4.description>
    <Greedy.stages.4.label>no impressive bedroom</Greedy.stages.4.label>
    <HappyNude.stages.0.description>I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!</HappyNude.stages.0.description>
    <HappyNude.stages.0.label>happily nude</HappyNude.stages.0.label>
    <Jealous.stages.0.description>Someone else has a more impressive bedroom than me!</Jealous.stages.0.description>
    <Jealous.stages.0.label>jealous</Jealous.stages.0.label>
    <MasochistPain.stages.0.description>Ow... Heh heh heh... I could get used to this!</MasochistPain.stages.0.description>
    <MasochistPain.stages.0.label>in a little pain</MasochistPain.stages.0.label>
    <MasochistPain.stages.1.description>Ughhh... It hurts, but I love it! Keep it coming!</MasochistPain.stages.1.description>
    <MasochistPain.stages.1.label>in a moderate amount of pain</MasochistPain.stages.1.label>
    <MasochistPain.stages.2.description>Ouch... I think something's broken... But what an exquisite feeling!</MasochistPain.stages.2.description>
    <MasochistPain.stages.2.label>experiencing acute pain</MasochistPain.stages.2.label>
    <MasochistPain.stages.3.description>Ahhh... Am I in heaven?</MasochistPain.stages.3.description>
    <MasochistPain.stages.3.label>in shock from exceptional pain</MasochistPain.stages.3.label>
    <NightOwlDuringTheDay.stages.0.description>I don't like working during the day.</NightOwlDuringTheDay.stages.0.description>
    <NightOwlDuringTheDay.stages.0.label>night owl in daytime</NightOwlDuringTheDay.stages.0.label>
    <NightOwlDuringTheNight.stages.0.description>I feel much better at night.</NightOwlDuringTheNight.stages.0.description>
    <NightOwlDuringTheNight.stages.0.label>night owl at night</NightOwlDuringTheNight.stages.0.label>
    <ProsthophileHappy.stages.0.description>I'm a product of modern technology! I can do everything better!</ProsthophileHappy.stages.0.description>
    <ProsthophileHappy.stages.0.label>has a bionic bodypart</ProsthophileHappy.stages.0.label>
    <ProsthophileNoProsthetic.stages.0.description>Flesh is so limiting. I wish I had some kind of artificial body part.</ProsthophileNoProsthetic.stages.0.description>
    <ProsthophileNoProsthetic.stages.0.label>lacks a bionic bodypart</ProsthophileNoProsthetic.stages.0.label>
    <ProsthophobeUnhappy.stages.0.description>They turned me into a technological abomination... If only they had given me a choice...</ProsthophobeUnhappy.stages.0.description>
    <ProsthophobeUnhappy.stages.0.label>has a bionic bodypart</ProsthophobeUnhappy.stages.0.label>

DefInjected\ThoughtDef\Thoughts_TraitsPermanent.xml
    <MoodOffsetDepressive.stages.0.description>Natural penalty from Depressive trait.</MoodOffsetDepressive.stages.0.description>
    <MoodOffsetDepressive.stages.0.label>depressive</MoodOffsetDepressive.stages.0.label>
    <MoodOffsetOptimist.stages.0.description>Natural bonus from Optimist trait.</MoodOffsetOptimist.stages.0.description>
    <MoodOffsetOptimist.stages.0.label>optimist</MoodOffsetOptimist.stages.0.label>
    <MoodOffsetPessimist.stages.0.description>Natural penalty from Pessimist trait.</MoodOffsetPessimist.stages.0.description>
    <MoodOffsetPessimist.stages.0.label>pessimist</MoodOffsetPessimist.stages.0.label>
    <MoodOffsetSanguine.stages.0.description>Natural bonus from Sanguine trait.</MoodOffsetSanguine.stages.0.description>
    <MoodOffsetSanguine.stages.0.label>sanguine</MoodOffsetSanguine.stages.0.label>

DefInjected\TimeAssignmentDef\TimeAssignments.xml
    <Anything.label>anything</Anything.label>
    <Sleep.label>sleep</Sleep.label>

DefInjected\TradeDialogSorterDef\TradeDialogSorters.xml
    <Category.label>category</Category.label>
    <HitPointsPercentage.label>hit points percentage</HitPointsPercentage.label>
    <MarketValue.label>market value</MarketValue.label>
    <Name.label>name</Name.label>
    <None.label>none</None.label>
    <Quality.label>quality</Quality.label>

DefInjected\TraderKindDef\TraderKinds_Caravan_Neolithic.xml
    <Caravan_Neolithic_BulkGoods.label>bulk goods trader</Caravan_Neolithic_BulkGoods.label>
    <Caravan_Neolithic_CombatSupplier.label>combat supplier</Caravan_Neolithic_CombatSupplier.label>
    <Caravan_Neolithic_SlavesMerchant.label>slaves merchant</Caravan_Neolithic_SlavesMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Caravan_Outlander.xml
    <Caravan_Outlander_BulkGoods.label>bulk goods trader</Caravan_Outlander_BulkGoods.label>
    <Caravan_Outlander_CombatSupplier.label>combat supplier</Caravan_Outlander_CombatSupplier.label>
    <Caravan_Outlander_Exotic.label>exotic goods trader</Caravan_Outlander_Exotic.label>
    <Caravan_Outlander_PirateMerchant.label>pirate merchant</Caravan_Outlander_PirateMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Orbital_Misc.xml
    <Orbital_Misc_BulkGoods.label>bulk goods trader</Orbital_Misc_BulkGoods.label>
    <Orbital_Misc_CombatSupplier.label>combat supplier</Orbital_Misc_CombatSupplier.label>
    <Orbital_Misc_Exotic.label>exotic goods trader</Orbital_Misc_Exotic.label>
    <Orbital_Misc_PirateMerchant.label>pirate merchant</Orbital_Misc_PirateMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Visitor_Neolithic.xml
    <Visitor_Neolithic_Standard.label>trader</Visitor_Neolithic_Standard.label>

DefInjected\TraderKindDef\TraderKinds_Visitor_Outlander.xml
    <Visitor_Outlander_Standard.label>trader</Visitor_Outlander_Standard.label>

DefInjected\TrainableDef\Trainables.xml
    <Haul.description>The animal can haul items.</Haul.description>
    <Haul.label>haul</Haul.label>
    <Obedience.description>The animal can be assigned a master who it will follow and defend.</Obedience.description>
    <Obedience.label>obedience</Obedience.label>
    <Release.description>The animal can be released to attack distant targets instead of just defending the master.</Release.description>
    <Release.label>release</Release.label>
    <Rescue.description>The animal can rescue wounded allies and drag them to safety.</Rescue.description>
    <Rescue.label>rescue</Rescue.label>

DefInjected\TraitDef\Traits_Singular.xml
    <Ascetic.degreeDatas.0.description>NAME prefers to live in asceticism. HECAP gets a mood loss if HE has a bedroom that's too impressive.</Ascetic.degreeDatas.0.description>
    <Ascetic.degreeDatas.0.label>ascetic</Ascetic.degreeDatas.0.label>
    <Brawler.degreeDatas.0.label>brawler</Brawler.degreeDatas.0.label>
    <DislikesMen.degreeDatas.0.description>NAME really dislikes and distrusts men.</DislikesMen.degreeDatas.0.description>
    <DislikesMen.degreeDatas.0.label>dislikes men</DislikesMen.degreeDatas.0.label>
    <DislikesWomen.degreeDatas.0.description>NAME really dislikes and distrusts women.</DislikesWomen.degreeDatas.0.description>
    <DislikesWomen.degreeDatas.0.label>dislikes women</DislikesWomen.degreeDatas.0.label>
    <Gay.degreeDatas.0.description>NAME is romantically attracted to people of HIS own gender.</Gay.degreeDatas.0.description>
    <Gay.degreeDatas.0.label>gay</Gay.degreeDatas.0.label>
    <Greedy.degreeDatas.0.description>NAME needs a really impressive bedroom. HECAP gets a mood loss if HE doesn't get what HE wants.</Greedy.degreeDatas.0.description>
    <Greedy.degreeDatas.0.label>greedy</Greedy.degreeDatas.0.label>
    <Jealous.degreeDatas.0.description>For NAME, it's degrading to have a less impressive bedroom than someone else. HECAP gets a mood loss if any colonist has a more impressive bedroom.</Jealous.degreeDatas.0.description>
    <Jealous.degreeDatas.0.label>jealous</Jealous.degreeDatas.0.label>
    <Masochist.degreeDatas.0.label>masochist</Masochist.degreeDatas.0.label>
    <NightOwl.degreeDatas.0.description>NAME likes to work at night. HECAP gets a mood bonus if awake at night and mood loss if awake during the day.</NightOwl.degreeDatas.0.description>
    <NightOwl.degreeDatas.0.label>night owl</NightOwl.degreeDatas.0.label>
    <Nudist.degreeDatas.0.label>nudist</Nudist.degreeDatas.0.label>

DefInjected\TraitDef\Traits_Spectrum.xml
    <DrugDesire.degreeDatas.0.description>NAME has an intense fascination with chemical sources of enjoyment. HECAP will consume much more of them, and is more likely to go on binges.</DrugDesire.degreeDatas.0.description>
    <DrugDesire.degreeDatas.0.label>chemical fascination</DrugDesire.degreeDatas.0.label>
    <DrugDesire.degreeDatas.1.description>NAME has an unusual interest in chemical sources of enjoyment. HECAP will consume more of them, and is more likely to go on binges.</DrugDesire.degreeDatas.1.description>
    <DrugDesire.degreeDatas.1.label>chemical interest</DrugDesire.degreeDatas.1.label>
    <DrugDesire.degreeDatas.2.description>NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs.</DrugDesire.degreeDatas.2.description>
    <DrugDesire.degreeDatas.2.label>teetotaler</DrugDesire.degreeDatas.2.label>
    <NaturalMood.degreeDatas.0.label>sanguine</NaturalMood.degreeDatas.0.label>
    <NaturalMood.degreeDatas.1.label>optimist</NaturalMood.degreeDatas.1.label>
    <NaturalMood.degreeDatas.2.label>pessimist</NaturalMood.degreeDatas.2.label>
    <Prettiness.degreeDatas.0.description>NAME is exceptionally beautiful, which makes everyone like HIM.</Prettiness.degreeDatas.0.description>
    <Prettiness.degreeDatas.0.label>beautiful</Prettiness.degreeDatas.0.label>
    <Prettiness.degreeDatas.1.description>NAME is staggeringly ugly, which socially repels others.</Prettiness.degreeDatas.1.description>
    <Prettiness.degreeDatas.1.label>ugly</Prettiness.degreeDatas.1.label>
    <ShootingAccuracy.degreeDatas.0.description>NAME is a pretty good shot, but HE needs more time to focus on HIS target.</ShootingAccuracy.degreeDatas.0.description>
    <ShootingAccuracy.degreeDatas.0.label>careful shooter</ShootingAccuracy.degreeDatas.0.label>
    <ShootingAccuracy.degreeDatas.1.description>Pew! Pew! Pew! NAME is a terrible shot, but HE doesn't care, because guns are awesome!</ShootingAccuracy.degreeDatas.1.description>
    <ShootingAccuracy.degreeDatas.1.label>trigger-happy</ShootingAccuracy.degreeDatas.1.label>
    <SpeedOffset.degreeDatas.2.label>jogger</SpeedOffset.degreeDatas.2.label>
    <TemperaturePreference.degreeDatas.0.description>NAME's body produces tremendous amounts of heat. HECAP is comfortable in temperatures which would make anyone else shiver, but HE doesn't like heat.</TemperaturePreference.degreeDatas.0.description>
    <TemperaturePreference.degreeDatas.0.label>cold lover</TemperaturePreference.degreeDatas.0.label>
    <TemperaturePreference.degreeDatas.1.description>NAME handles cool temperatures better than most.</TemperaturePreference.degreeDatas.1.description>
    <TemperaturePreference.degreeDatas.1.label>cold tolerant</TemperaturePreference.degreeDatas.1.label>
    <TemperaturePreference.degreeDatas.2.description>NAME handles warm temperatures better than most.</TemperaturePreference.degreeDatas.2.description>
    <TemperaturePreference.degreeDatas.2.label>heat tolerant</TemperaturePreference.degreeDatas.2.label>
    <TemperaturePreference.degreeDatas.3.description>NAME loves hot weather - but HE doesn't handle cold very well.</TemperaturePreference.degreeDatas.3.description>
    <TemperaturePreference.degreeDatas.3.label>heat lover</TemperaturePreference.degreeDatas.3.label>

DefInjected\WorkGiverDef\WorkGivers.xml
    <BuryCorpses.gerund>burying</BuryCorpses.gerund>
    <BuryCorpses.label>bury corpses</BuryCorpses.label>
    <BuryCorpses.verb>bury</BuryCorpses.verb>
    <ChatWithPrisoner.gerund>chatting with</ChatWithPrisoner.gerund>
    <ChatWithPrisoner.label>chat with prisoners</ChatWithPrisoner.label>
    <ChatWithPrisoner.verb>chat with</ChatWithPrisoner.verb>
    <CleanClearSnow.gerund>clearing snow</CleanClearSnow.gerund>
    <CleanClearSnow.label>clear snow</CleanClearSnow.label>
    <CleanClearSnow.verb>clear snow</CleanClearSnow.verb>
    <CleanFilth.gerund>cleaning</CleanFilth.gerund>
    <CleanFilth.label>clean filth</CleanFilth.label>
    <CleanFilth.verb>clean</CleanFilth.verb>
    <ConstructDeliverResourcesToBlueprints.gerund>working on</ConstructDeliverResourcesToBlueprints.gerund>
    <ConstructDeliverResourcesToBlueprints.label>deliver resources to blueprints</ConstructDeliverResourcesToBlueprints.label>
    <ConstructDeliverResourcesToBlueprints.verb>work on</ConstructDeliverResourcesToBlueprints.verb>
    <ConstructDeliverResourcesToFrames.gerund>working on</ConstructDeliverResourcesToFrames.gerund>
    <ConstructDeliverResourcesToFrames.label>deliver resources to frames</ConstructDeliverResourcesToFrames.label>
    <ConstructDeliverResourcesToFrames.verb>work on</ConstructDeliverResourcesToFrames.verb>
    <ConstructFinishFrames.gerund>constructing</ConstructFinishFrames.gerund>
    <ConstructFinishFrames.label>construct placed frames</ConstructFinishFrames.label>
    <ConstructFinishFrames.verb>construct</ConstructFinishFrames.verb>
    <ConstructRemoveFloors.gerund>removing floor</ConstructRemoveFloors.gerund>
    <ConstructRemoveFloors.label>remove floors</ConstructRemoveFloors.label>
    <ConstructRemoveFloors.verb>remove floor</ConstructRemoveFloors.verb>
    <ConstructSmoothFloors.gerund>smoothing</ConstructSmoothFloors.gerund>
    <ConstructSmoothFloors.label>smooth floors</ConstructSmoothFloors.label>
    <ConstructSmoothFloors.verb>smooth</ConstructSmoothFloors.verb>
    <CookFillHopper.gerund>filling</CookFillHopper.gerund>
    <CookFillHopper.label>fill food hoppers</CookFillHopper.label>
    <CookFillHopper.verb>fill</CookFillHopper.verb>
    <Deconstruct.gerund>deconstructing</Deconstruct.gerund>
    <Deconstruct.label>deconstruct structures</Deconstruct.label>
    <Deconstruct.verb>deconstruct</Deconstruct.verb>
    <DeliverFoodToPrisoner.gerund>delivering food for</DeliverFoodToPrisoner.gerund>
    <DeliverFoodToPrisoner.label>deliver food to prisoners</DeliverFoodToPrisoner.label>
    <DeliverFoodToPrisoner.verb>deliver food for</DeliverFoodToPrisoner.verb>
    <DoBillsBrew.gerund>brewing</DoBillsBrew.gerund>
    <DoBillsBrew.label>brew liquors</DoBillsBrew.label>
    <DoBillsBrew.verb>brew</DoBillsBrew.verb>
    <DoBillsButcherFlesh.gerund>butchering at</DoBillsButcherFlesh.gerund>
    <DoBillsButcherFlesh.label>butcher creatures</DoBillsButcherFlesh.label>
    <DoBillsButcherFlesh.verb>butcher</DoBillsButcherFlesh.verb>
    <DoBillsComponentAssemblyBench.gerund>producing components at</DoBillsComponentAssemblyBench.gerund>
    <DoBillsComponentAssemblyBench.label>assemble components</DoBillsComponentAssemblyBench.label>
    <DoBillsComponentAssemblyBench.verb>produce components</DoBillsComponentAssemblyBench.verb>
    <DoBillsCook.gerund>cooking</DoBillsCook.gerund>
    <DoBillsCook.label>cook meals at stove</DoBillsCook.label>
    <DoBillsCook.verb>cook</DoBillsCook.verb>
    <DoBillsCookCampfire.gerund>cooking</DoBillsCookCampfire.gerund>
    <DoBillsCookCampfire.label>cook meals at campfire</DoBillsCookCampfire.label>
    <DoBillsCookCampfire.verb>cook</DoBillsCookCampfire.verb>
    <DoBillsCremate.gerund>cremating at</DoBillsCremate.gerund>
    <DoBillsCremate.label>do cremation bills</DoBillsCremate.label>
    <DoBillsCremate.verb>cremate</DoBillsCremate.verb>
    <DoBillsMachiningTable.gerund>working at</DoBillsMachiningTable.gerund>
    <DoBillsMachiningTable.label>do bills at machining table</DoBillsMachiningTable.label>
    <DoBillsMachiningTable.verb>work</DoBillsMachiningTable.verb>
    <DoBillsMakeApparel.gerund>tailoring at</DoBillsMakeApparel.gerund>
    <DoBillsMakeApparel.label>tailor apparel</DoBillsMakeApparel.label>
    <DoBillsMakeApparel.verb>tailor</DoBillsMakeApparel.verb>
    <DoBillsMakeWeapons.gerund>smithing at</DoBillsMakeWeapons.gerund>
    <DoBillsMakeWeapons.label>make weapons</DoBillsMakeWeapons.label>
    <DoBillsMakeWeapons.verb>smith</DoBillsMakeWeapons.verb>
    <DoBillsMedicalAnimalOperation.gerund>operating on</DoBillsMedicalAnimalOperation.gerund>
    <DoBillsMedicalAnimalOperation.label>operate on animals</DoBillsMedicalAnimalOperation.label>
    <DoBillsMedicalAnimalOperation.verb>operate</DoBillsMedicalAnimalOperation.verb>
    <DoBillsMedicalHumanOperation.gerund>operating on</DoBillsMedicalHumanOperation.gerund>
    <DoBillsMedicalHumanOperation.label>operate on humanlikes</DoBillsMedicalHumanOperation.label>
    <DoBillsMedicalHumanOperation.verb>operate</DoBillsMedicalHumanOperation.verb>
    <DoBillsMedicalMechanoidOperation.gerund>modifying</DoBillsMedicalMechanoidOperation.gerund>
    <DoBillsMedicalMechanoidOperation.label>operate on mechanoids</DoBillsMedicalMechanoidOperation.label>
    <DoBillsMedicalMechanoidOperation.verb>modify</DoBillsMedicalMechanoidOperation.verb>
    <DoBillsSculpt.gerund>sculpting at</DoBillsSculpt.gerund>
    <DoBillsSculpt.label>sculpt</DoBillsSculpt.label>
    <DoBillsSculpt.verb>sculpt</DoBillsSculpt.verb>
    <DoBillsSmelter.gerund>refining at</DoBillsSmelter.gerund>
    <DoBillsSmelter.label>smelt items</DoBillsSmelter.label>
    <DoBillsSmelter.verb>refine</DoBillsSmelter.verb>
    <DoBillsStonecut.gerund>stonecutting at</DoBillsStonecut.gerund>
    <DoBillsStonecut.label>cut stone</DoBillsStonecut.label>
    <DoBillsStonecut.verb>stonecut</DoBillsStonecut.verb>
    <DoBillsUseCraftingSpot.gerund>crafting at</DoBillsUseCraftingSpot.gerund>
    <DoBillsUseCraftingSpot.label>do bills at crafting spot</DoBillsUseCraftingSpot.label>
    <DoBillsUseCraftingSpot.verb>craft</DoBillsUseCraftingSpot.verb>
    <DoExecution.gerund>doing execution on</DoExecution.gerund>
    <DoExecution.label>execute prisoners</DoExecution.label>
    <DoExecution.verb>do execution on</DoExecution.verb>
    <DoctorFeed.gerund>feeding</DoctorFeed.gerund>
    <DoctorFeed.label>feed patients</DoctorFeed.label>
    <DoctorFeed.verb>feed</DoctorFeed.verb>
    <DoctorRescue.gerund>rescuing</DoctorRescue.gerund>
    <DoctorRescue.label>rescue downed allies to bed</DoctorRescue.label>
    <DoctorRescue.verb>rescue</DoctorRescue.verb>
    <DoctorTreat.gerund>treating</DoctorTreat.gerund>
    <DoctorTreat.label>give treatment</DoctorTreat.label>
    <DoctorTreat.verb>treat</DoctorTreat.verb>
    <DoctorTreatEmergency.gerund>treating</DoctorTreatEmergency.gerund>
    <DoctorTreatEmergency.label>give emergency treatment</DoctorTreatEmergency.label>
    <DoctorTreatEmergency.verb>treat</DoctorTreatEmergency.verb>
    <FeedPrisoner.gerund>feeding</FeedPrisoner.gerund>
    <FeedPrisoner.label>feed prisoners</FeedPrisoner.label>
    <FeedPrisoner.verb>feed</FeedPrisoner.verb>
    <FightFires.gerund>extinguishing</FightFires.gerund>
    <FightFires.label>fight fires</FightFires.label>
    <FightFires.verb>extinguish</FightFires.verb>
    <FixBrokenDownBuilding.gerund>replacing broken components in</FixBrokenDownBuilding.gerund>
    <FixBrokenDownBuilding.label>fix broken-down things</FixBrokenDownBuilding.label>
    <FixBrokenDownBuilding.verb>replace broken components in</FixBrokenDownBuilding.verb>
    <Flick.gerund>flicking switch on</Flick.gerund>
    <Flick.label>flick switches</Flick.label>
    <Flick.verb>flick switch on</Flick.verb>
    <GrowerHarvest.gerund>harvesting</GrowerHarvest.gerund>
    <GrowerHarvest.label>harvest crops</GrowerHarvest.label>
    <GrowerHarvest.verb>harvest</GrowerHarvest.verb>
    <GrowerSow.gerund>sowing</GrowerSow.gerund>
    <GrowerSow.label>sow crops</GrowerSow.label>
    <GrowerSow.verb>sow</GrowerSow.verb>
    <HaulCorpses.gerund>hauling</HaulCorpses.gerund>
    <HaulCorpses.label>haul corpses</HaulCorpses.label>
    <HaulCorpses.verb>haul</HaulCorpses.verb>
    <HaulGeneral.gerund>hauling</HaulGeneral.gerund>
    <HaulGeneral.label>haul general things</HaulGeneral.label>
    <HaulGeneral.verb>haul</HaulGeneral.verb>
    <HunterHunt.gerund>hunting</HunterHunt.gerund>
    <HunterHunt.label>hunt</HunterHunt.label>
    <HunterHunt.verb>hunt</HunterHunt.verb>
    <Milk.gerund>milking</Milk.gerund>
    <Milk.label>milk animals</Milk.label>
    <Milk.verb>milk</Milk.verb>
    <Mine.gerund>mining</Mine.gerund>
    <Mine.label>mine</Mine.label>
    <Mine.verb>mine</Mine.verb>
    <Open.gerund>opening</Open.gerund>
    <Open.label>open containers</Open.label>
    <Open.verb>open</Open.verb>
    <PatientGoToBed.gerund>getting bed rest in</PatientGoToBed.gerund>
    <PatientGoToBed.label>recuperate in bed</PatientGoToBed.label>
    <PatientGoToBed.verb>get bed rest in</PatientGoToBed.verb>
    <PatientGoToBedEmergency.gerund>receiving treatment in</PatientGoToBedEmergency.gerund>
    <PatientGoToBedEmergency.label>go to bed for emergency treatment</PatientGoToBedEmergency.label>
    <PatientGoToBedEmergency.verb>receive treatment in</PatientGoToBedEmergency.verb>
    <PlantsCut.gerund>cutting</PlantsCut.gerund>
    <PlantsCut.label>cut plants</PlantsCut.label>
    <PlantsCut.verb>cut</PlantsCut.verb>
    <RearmTraps.gerund>rearming</RearmTraps.gerund>
    <RearmTraps.label>rearm traps</RearmTraps.label>
    <RearmTraps.verb>rearm</RearmTraps.verb>
    <Refuel.gerund>refueling</Refuel.gerund>
    <Refuel.label>refuel fuelable buildings</Refuel.label>
    <Refuel.verb>refuel</Refuel.verb>
    <ReleasePrisoner.gerund>releasing</ReleasePrisoner.gerund>
    <ReleasePrisoner.label>release prisoners</ReleasePrisoner.label>
    <ReleasePrisoner.verb>release</ReleasePrisoner.verb>
    <Repair.gerund>repairing</Repair.gerund>
    <Repair.label>repair damaged things</Repair.label>
    <Research.gerund>researching at</Research.gerund>
    <Shear.gerund>shearing</Shear.gerund>
    <Shear.label>shear animals</Shear.label>
    <Shear.verb>shear</Shear.verb>
    <Slaughter.gerund>slaughtering</Slaughter.gerund>
    <Slaughter.label>slaughter animals</Slaughter.label>
    <Slaughter.verb>slaughter</Slaughter.verb>
    <Strip.gerund>stripping</Strip.gerund>
    <Strip.label>strip corpses</Strip.label>
    <Strip.verb>strip</Strip.verb>
    <TakePrisonerToBed.gerund>taking to bed</TakePrisonerToBed.gerund>
    <TakePrisonerToBed.label>take prisoners to bed</TakePrisonerToBed.label>
    <TakePrisonerToBed.verb>take to bed</TakePrisonerToBed.verb>
    <TakeToBedToOperate.gerund>taking to operate</TakeToBedToOperate.gerund>
    <TakeToBedToOperate.label>take patients to bed for operations</TakeToBedToOperate.label>
    <TakeToBedToOperate.verb>take to operate</TakeToBedToOperate.verb>
    <Tame.gerund>taming</Tame.gerund>
    <Tame.label>tame animals</Tame.label>
    <Tame.verb>tame</Tame.verb>
    <Train.gerund>training</Train.gerund>
    <Train.label>train animals</Train.label>
    <Train.verb>train</Train.verb>
    <Uninstall.gerund>uninstalling</Uninstall.gerund>
    <Uninstall.label>uninstall structures</Uninstall.label>
    <Uninstall.verb>uninstall</Uninstall.verb>
    <VisitSickPawn.gerund>visiting</VisitSickPawn.gerund>
    <VisitSickPawn.label>visit sick people</VisitSickPawn.label>
    <VisitSickPawn.verb>visit</VisitSickPawn.verb>

DefInjected\WorkTypeDef\WorkTypes.xml
    <Art.description>Create beautiful works of art from raw materials.</Art.description>
    <Art.labelShort>Art</Art.labelShort>
    <Cleaning.description>Clear snow and clean the floor in the home area.</Cleaning.description>
    <Cleaning.labelShort>Clean</Cleaning.labelShort>
    <Construction.description>Build things that you've designated.</Construction.description>
    <Construction.labelShort>Construct</Construction.labelShort>
    <Cooking.description>Prepare meals and butcher meat.</Cooking.description>
    <Cooking.labelShort>Cook</Cooking.labelShort>
    <Crafting.description>Do general low-skilled labor at work stations. This includes stonecutting, smelting, and more.</Crafting.description>
    <Crafting.labelShort>Craft</Crafting.labelShort>
    <Doctor.description>Treat the sick, bring them food, cheer them up, and perform assigned surgeries. Doctors will care for both colonists and prisoners.</Doctor.description>
    <Doctor.labelShort>Doctor</Doctor.labelShort>
    <Firefighter.description>Extinguish fires in the colony.</Firefighter.description>
    <Firefighter.labelShort>Firefight</Firefighter.labelShort>
    <Flicker.description>Flick switches. For example, when you designate toggling power on a turret, a flicker must manually flick it to toggle the power.</Flicker.description>
    <Flicker.gerundLabel>Flicking</Flicker.gerundLabel>
    <Flicker.labelShort>Flick</Flicker.labelShort>
    <Flicker.pawnLabel>Flicker</Flicker.pawnLabel>
    <Flicker.verb>Flick</Flicker.verb>
    <Growing.description>Plant seeds and harvest grown crops.</Growing.description>
    <Growing.labelShort>Grow</Growing.labelShort>
    <Handling.description>Tame, train, harvest resources from and slaughter animals.</Handling.description>
    <Handling.gerundLabel>Handling</Handling.gerundLabel>
    <Handling.labelShort>Handle</Handling.labelShort>
    <Handling.pawnLabel>Handler</Handling.pawnLabel>
    <Handling.verb>Handle</Handling.verb>
    <Hauling.description>Carry things to where they need to be.</Hauling.description>
    <Hauling.labelShort>Haul</Hauling.labelShort>
    <Hunting.description>Kill animals which are designated to be hunted.</Hunting.description>
    <Hunting.labelShort>Hunt</Hunting.labelShort>
    <Mining.description>Dig out areas which are have designated for mining.</Mining.description>
    <Mining.labelShort>Mine</Mining.labelShort>
    <PatientBedRest.description>Rest in bed to recuperate from not-immediately-life-threatening medical problems.</PatientBedRest.description>
    <PatientBedRest.gerundLabel>Resting in bed</PatientBedRest.gerundLabel>
    <PatientBedRest.labelShort>Bed rest</PatientBedRest.labelShort>
    <PatientBedRest.pawnLabel>Bed rester</PatientBedRest.pawnLabel>
    <PatientBedRest.verb>Become patient</PatientBedRest.verb>
    <PatientEmergency.description>Go to a medical bed for treatment if you have an immediately life-threatening health condition.</PatientEmergency.description>
    <PatientEmergency.gerundLabel>Patienting</PatientEmergency.gerundLabel>
    <PatientEmergency.labelShort>Patient</PatientEmergency.labelShort>
    <PatientEmergency.pawnLabel>Patient</PatientEmergency.pawnLabel>
    <PatientEmergency.verb>Become patient</PatientEmergency.verb>
    <PlantCutting.description>Cut or harvest plants as designated.</PlantCutting.description>
    <PlantCutting.labelShort>Plant cut</PlantCutting.labelShort>
    <Repair.description>Fix damaged or broken-down buildings.</Repair.description>
    <Repair.labelShort>Repair</Repair.labelShort>
    <Research.labelShort>Research</Research.labelShort>
    <Smithing.description>Create weapons and tools from raw materials, either as a blacksmith or by machining.</Smithing.description>
    <Smithing.gerundLabel>Smithing</Smithing.gerundLabel>
    <Smithing.labelShort>Smith</Smithing.labelShort>
    <Smithing.pawnLabel>Smith</Smithing.pawnLabel>
    <Smithing.verb>Smith at</Smithing.verb>
    <Tailoring.gerundLabel>Tailoring</Tailoring.gerundLabel>
    <Tailoring.labelShort>Tailor</Tailoring.labelShort>
    <Tailoring.pawnLabel>Tailor</Tailoring.pawnLabel>
    <Tailoring.verb>Tailor at</Tailoring.verb>
    <Warden.description>Manage, feed, chat with, and recruit prisoners.</Warden.description>
    <Warden.labelShort>Warden</Warden.labelShort>

Keyed\Alerts.xml
    <AlertHypothermia>Hypothermia</AlertHypothermia>
    <FireInHomeArea>Fire!</FireInHomeArea>
    <FireInHomeAreaDesc>There is a fire in the home area.</FireInHomeAreaDesc>
    <HunterHasShieldAndRangedWeapon>Hunter has shield and ranged weapon</HunterHasShieldAndRangedWeapon>
    <HunterHasShieldAndRangedWeaponDesc>One of your hunters is using a ranged weapon and wearing a personal shield which prevents shooting at range.\n\nThey won't be able to hunt unless the shield is removed.</HunterHasShieldAndRangedWeaponDesc>
    <LowMedicine>Low medicine</LowMedicine>
    <LowMedicineDesc>You only have {0} medications left in storage.\n\nBuy more medicine from traders.</LowMedicineDesc>
    <LowMoodDescEnding>Check these colonists' Needs tab to see what's bothering them.</LowMoodDescEnding>
    <NeedHomeArea>Need home area</NeedHomeArea>
    <NeedHomeAreaDesc>You need to define a HOME AREA where your colonists will clean, extinguish fires, and repair things.\n\nDefine a home area using the ZONES section of the ARCHITECT menu.</NeedHomeAreaDesc>
    <NoMedicineDesc>You have no medicine left in storage.\n\nBuy more medicine from traders.</NoMedicineDesc>
    <PatientsAwaitingMedicalOperation>{0} patients await medical operation</PatientsAwaitingMedicalOperation>
    <PatientsAwaitingMedicalOperationDesc>These patients await medical operation:\n\n{0}\nMake sure you have all necessary medical tools and a free doctor available.</PatientsAwaitingMedicalOperationDesc>
    <StarvationAnimals>Animal starvation</StarvationAnimals>
    <StarvationAnimalsDesc>These colony animals are starving:\n\n{0}\nGet them some food.</StarvationAnimalsDesc>

Keyed\Credits.xml
    <Credit_AdditionalCode>Additional code</Credit_AdditionalCode>
    <Credit_Code>Code</Credit_Code>
    <Credit_DirectionVarious>Direction, design, code, art</Credit_DirectionVarious>
    <Credit_Moderator>Moderator</Credit_Moderator>
    <Credit_NoiseGeneration>Noise generation</Credit_NoiseGeneration>
    <Credit_OpenSourceLibraries>Open source libraries</Credit_OpenSourceLibraries>
    <Credit_Tester>Tester</Credit_Tester>
    <Credit_WritingDonation>Writing donor</Credit_WritingDonation>
    <MainPageCredit>A colony simulator by Tynan Sylvester</MainPageCredit>

Keyed\Dates.xml
    <DateReadout>{0} of {1}, {2}</DateReadout>
    <SeasonFullDate>{0} of {1}</SeasonFullDate>
    <WholeYear>Whole year</WholeYear>

Keyed\Designators.xml
    <DesignatorAreaHomeClear>Clear home area</DesignatorAreaHomeClear>
    <DesignatorAreaHomeClearDesc>Removes a home area. Colonists will no longer clean, repair, or extinguish fires here.</DesignatorAreaHomeClearDesc>
    <DesignatorAreaHomeExpand>Expand home area</DesignatorAreaHomeExpand>
    <DesignatorAreaHomeExpandDesc>Colonists will repair buildings, clean floors, and extinguish fires only in the home area.</DesignatorAreaHomeExpandDesc>
    <DesignatorAreaNoRoofClear>Clear no roof area</DesignatorAreaNoRoofClear>
    <DesignatorAreaNoRoofClearDesc>Removes a no-roof area. Roofs will generate here, and existing roofs will not be torn down.</DesignatorAreaNoRoofClearDesc>
    <DesignatorAreaNoRoofExpand>Expand no roof area</DesignatorAreaNoRoofExpand>
    <DesignatorAreaNoRoofExpandDesc>Create an area where roofs will not generate. This will also tear down existing thin roofs.</DesignatorAreaNoRoofExpandDesc>
    <DesignatorAreaSnowClearClear>Clear snow clear Area</DesignatorAreaSnowClearClear>
    <DesignatorAreaSnowClearClearDesc>Removes a snow clearing area. Colonists will no longer try to keep this area clear of snow.</DesignatorAreaSnowClearClearDesc>
    <DesignatorAreaSnowClearExpand>Expand snow clear area</DesignatorAreaSnowClearExpand>
    <DesignatorAreaSnowClearExpandDesc>Create a area which colonists will try to keep clear of snow.</DesignatorAreaSnowClearExpandDesc>
    <DesignatorClearAreaAllowed>Clear allowed area</DesignatorClearAreaAllowed>
    <DesignatorClearAreaAllowedDesc>Clear cells from an allowed area.\n\nAllowed area are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area.</DesignatorClearAreaAllowedDesc>
    <DesignatorExpandAreaAllowed>Expand allowed area</DesignatorExpandAreaAllowed>
    <DesignatorExpandAreaAllowedDesc>Expand an allowed area.\n\nAllowed areas are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area.</DesignatorExpandAreaAllowedDesc>
    <DesignatorOpen>Open</DesignatorOpen>
    <DesignatorOpenDesc>Open full graves or containers.</DesignatorOpenDesc>
    <DesignatorRearmTrap>Rearm trap</DesignatorRearmTrap>
    <DesignatorRearmTrapDesc>Rearm a sprung trap so it can be triggered again.</DesignatorRearmTrapDesc>
    <DesignatorRemoveFloor>Remove floor</DesignatorRemoveFloor>
    <DesignatorRemoveFloorDesc>Remove floors to reveal the terrain underneath.</DesignatorRemoveFloorDesc>
    <DesignatorSlaughter>Slaughter</DesignatorSlaughter>
    <DesignatorSlaughterDesc>Slaughter a tame animal.</DesignatorSlaughterDesc>
    <DesignatorStrip>Strip</DesignatorStrip>
    <DesignatorStripDesc>Strip apparel from corpses and the wounded.</DesignatorStripDesc>
    <DesignatorTame>Tame</DesignatorTame>
    <DesignatorTameDesc>Tame a wild animal.</DesignatorTameDesc>
    <DesignatorUninstall>Uninstall</DesignatorUninstall>
    <DesignatorUninstallDesc>Uninstall this so it can be moved, sold, or installed somewhere else.</DesignatorUninstallDesc>
    <ManageAreas>Manage areas...</ManageAreas>
    <TerrainMustBeRemovable>Must target a removable floor.</TerrainMustBeRemovable>

Keyed\DialogsVarious.xml
    <OK>OK</OK>

Keyed\ENG_Dialog_StatsReports.xml
    <AverageOfAllAttacks>average of all attacks</AverageOfAllAttacks>
    <HealthFactorPercentImpact>{0} importance</HealthFactorPercentImpact>
    <StatsReport_AgeMultiplier>Multiplier for age {0}</StatsReport_AgeMultiplier>
    <StatsReport_BaseValue>Base value</StatsReport_BaseValue>
    <StatsReport_BodySize>Multiplier for body size {0}</StatsReport_BodySize>
    <StatsReport_CharacterQuality>Character quality</StatsReport_CharacterQuality>
    <StatsReport_Cooldown>Cooldown</StatsReport_Cooldown>
    <StatsReport_CooldownFormat>{0} s</StatsReport_CooldownFormat>
    <StatsReport_DifficultyMultiplier>Multiplier for difficulty {0}</StatsReport_DifficultyMultiplier>
    <StatsReport_Facilities>Facilities</StatsReport_Facilities>
    <StatsReport_FinalValue>Final value</StatsReport_FinalValue>
    <StatsReport_HealthFactors>Health factors</StatsReport_HealthFactors>
    <StatsReport_HealthMultiplier>Multiplier for health {0}</StatsReport_HealthMultiplier>
    <StatsReport_InBed>In bed</StatsReport_InBed>
    <StatsReport_LifeExpectancy>Life expectancy</StatsReport_LifeExpectancy>
    <StatsReport_LifeStage>Life stage</StatsReport_LifeStage>
    <StatsReport_MarketValueFromStuffsAndWork>Base market value calculated is from construction materials and work amount.</StatsReport_MarketValueFromStuffsAndWork>
    <StatsReport_Material>Material</StatsReport_Material>
    <StatsReport_MeleeDPSExplanation>Stat is displayed in the following format:\nDPS ( Melee damage / Cooldown in seconds / Melee hit chance )\n\nDPS = Melee damage * Melee hit chance / Cooldown in seconds</StatsReport_MeleeDPSExplanation>
    <StatsReport_MeleeDamage>Melee damage</StatsReport_MeleeDamage>
    <StatsReport_MeleeHitChance>Melee hit chance</StatsReport_MeleeHitChance>
    <StatsReport_MissingBodyParts>Multiplier for missing body parts</StatsReport_MissingBodyParts>
    <StatsReport_MoodMultiplier>Multiplier for mood {0}</StatsReport_MoodMultiplier>
    <StatsReport_OtherStats>Other stat factors</StatsReport_OtherStats>
    <StatsReport_PostProcessed>Post-processed curved</StatsReport_PostProcessed>
    <StatsReport_QualityMultiplier>Quality multiplier</StatsReport_QualityMultiplier>
    <StatsReport_RelevantGear>Relevant gear</StatsReport_RelevantGear>
    <StatsReport_RelevantTraits>Relevant traits</StatsReport_RelevantTraits>
    <StatsReport_Skills>Skill factors</StatsReport_Skills>
    <StatsReport_UnpoweredWorkTable>No power</StatsReport_UnpoweredWorkTable>

Keyed\ENG_DialogsVarious.xml
    <OK>OK</OK>

Keyed\ENG_Dialogs_Various.xml
    <AcceptButton>Accept</AcceptButton>
    <Accuracy>Accuracy</Accuracy>
    <AnimalFilthRate>Animal filth rate</AnimalFilthRate>
    <AnimalFilthRateExplanation>Animals produce filth when moving around on constructed floors. This is the average amount of such filth produced per {0} cells walked by this creature.\n\nLarger or less pet-like animals produce more filth.</AnimalFilthRateExplanation>
    <Attributes>Attributes</Attributes>
    <BillRepeatTargetCountShort>To {0}</BillRepeatTargetCountShort>
    <BillRequires>Requires {0} {1}</BillRequires>
    <BillRequiresMayVary>Note: small-volume ingredients like gold require 20x as much.</BillRequiresMayVary>
    <BillRequiresNutrition>Requires {0} nutrition</BillRequiresNutrition>
    <BillStoreMode_BestStockpile>Take to best stockpile</BillStoreMode_BestStockpile>
    <BillStoreMode_DropOnFloor>Drop on floor</BillStoreMode_DropOnFloor>
    <BillStoreMode_NearestStockpileAnyPriority>Take to nearest stockpile</BillStoreMode_NearestStockpileAnyPriority>
    <BodyPartEfficiency>Body part efficiency</BodyPartEfficiency>
    <BurstShotCount>Burst shot count</BurstShotCount>
    <BurstShotFireRate>Fire rate</BurstShotFireRate>
    <BuyPriceDesc>Price you pay to buy this.</BuyPriceDesc>
    <CancelButton>Cancel</CancelButton>
    <ColonyCount>How many of this item the colony has ready to trade.\n\nYou can only sell items to orbital traders if they are outdoors and near an orbital trade beacon.</ColonyCount>
    <ColonyGainsName>The colony is now known as {0}.</ColonyGainsName>
    <ColonyHasNoMore>No more to sell.</ColonyHasNoMore>
    <ColonyNameIsInvalid>That colony name isn't valid.</ColonyNameIsInvalid>
    <Confirm>Confirm</Confirm>
    <ConfirmDelete>Really delete {0}?</ConfirmDelete>
    <ConfirmResolutionChange>You've changed your screen settings. Do the new ones work okay?\n\nAuto-reverting in {0}...</ConfirmResolutionChange>
    <ConfirmTraderShortFunds>Trader has insufficient silver to fully cover this transaction.  Proceed anyways?</ConfirmTraderShortFunds>
    <CooldownTime>Cooldown</CooldownTime>
    <CountingProducts>Counting</CountingProducts>
    <Covers>Covers</Covers>
    <CurrentlyHave>Currently have</CurrentlyHave>
    <Damage>Damage</Damage>
    <Days>days</Days>
    <DeleteOutfit>Delete outfit...</DeleteOutfit>
    <DeleteThisSavegame>Delete this savegame.</DeleteThisSavegame>
    <Details>Details</Details>
    <Diet>Diet</Diet>
    <DoForever>Do forever</DoForever>
    <DoUntilYouHaveX>Do until you have X</DoUntilYouHaveX>
    <DoXTimes>Do X times</DoXTimes>
    <DragToTrade>Drag number\nto trade</DragToTrade>
    <ErrorWhileGeneratingMap>An error occured while generating a new map. See error log for more information.</ErrorWhileGeneratingMap>
    <ErrorWhileGeneratingMapTitle>Error while generating a map</ErrorWhileGeneratingMapTitle>
    <ErrorWhileLoadingAssets>An error occured while loading game assets. See error log for more information.</ErrorWhileLoadingAssets>
    <ErrorWhileLoadingAssetsTitle>Error while loading assets</ErrorWhileLoadingAssetsTitle>
    <ErrorWhileLoadingAssets_ModsInfo>The game is currently running with custom mods - they may or may not cause these problems.</ErrorWhileLoadingAssets_ModsInfo>
    <ErrorWhileLoadingMap>An error occured while loading a map. See error log for more information.</ErrorWhileLoadingMap>
    <ErrorWhileLoadingMapTitle>Error while loading a map</ErrorWhileLoadingMapTitle>
    <FertilityRequirement>Fertility requirement</FertilityRequirement>
    <Finished>Finished</Finished>
    <FoodQuality>Food quality</FoodQuality>
    <Forever>Forever</Forever>
    <GoBack>Go back</GoBack>
    <GrowingTime>Growing time</GrowingTime>
    <GrowingTimeDesc>Plants only grow for part of the day, and only when lit. This statistic measures the time the plant needs to spend actually growing to reach full size. The actual real growing time will generally be about twice as long. Low temperatures also slow plant growth.</GrowingTimeDesc>
    <GrowsWild>Grows wild</GrowsWild>
    <Harvestable>Harvestable</Harvestable>
    <HistoryUploadMessage>Do you want to upload your gameplay data records to RimWorld server in order to help developers balance the game? If you agree, your data will be uploaded every {0} days (and in some other rare cases like the end of the game). Privacy preferences can be changed later in the options menu.</HistoryUploadMessage>
    <HistoryUploadMessagePlayerName>Even though history is sent anonymously, you can attach your name.</HistoryUploadMessagePlayerName>
    <HistoryUploadNo>Do not allow uploading gameplay data</HistoryUploadNo>
    <HistoryUploadNoOnce>Do not upload this time, ask me later</HistoryUploadNoOnce>
    <HistoryUploadYes>Allow uploading gameplay data</HistoryUploadYes>
    <HistoryUploadYesOnce>Upload only this time</HistoryUploadYesOnce>
    <InProgress>In Progress</InProgress>
    <Infinite>Infinite</Infinite>
    <IngredientSearchRadius>Ingredient radius</IngredientSearchRadius>
    <Initializing>Initializing</Initializing>
    <InitializingInterface>Initializing interface</InitializingInterface>
    <InitializingMap>Initializing map</InitializingMap>
    <Joy>Joy</Joy>
    <LifeSpan>Lifespan</LifeSpan>
    <LightRequirement>Light requirement</LightRequirement>
    <LimitedLifespan>Limited lifespan</LimitedLifespan>
    <LoadGameButton>Load</LoadGameButton>
    <LoadingAllActiveMods>Loading all active mods</LoadingAllActiveMods>
    <LoadingAssets>Loading assets</LoadingAssets>
    <LoadingDefs>Loading defs</LoadingDefs>
    <LoadingLongEvent>Loading</LoadingLongEvent>
    <LoadingMap>Loading map</LoadingMap>
    <LoadingWorld>Loading world</LoadingWorld>
    <Locked>Locked</Locked>
    <MapSize>Map size</MapSize>
    <MapSizeDesc>{0}x{0} ({1} cells)</MapSizeDesc>
    <MapSizeExtreme>Ludeonicrous</MapSizeExtreme>
    <MapSizeLarge>Large</MapSizeLarge>
    <MapSizeMedium>Medium</MapSizeMedium>
    <MapSizePerformanceWarning>Warning: Performance may degrade at larger map sizes. Ludeonicrous size is untested and will almost certainly not play well.</MapSizePerformanceWarning>
    <MapSizeSmall>Small</MapSizeSmall>
    <MapStartSeason>Starting season:</MapStartSeason>
    <MapStartSeasonDefault>Auto</MapStartSeasonDefault>
    <MapTemperatureDangerWarning>Warning: You will be landing in a frozen environment. It may be hard or nearly impossible to survive. If you are not intending to face an extreme challenge, choose a different site or season.</MapTemperatureDangerWarning>
    <MarketValue>Base price</MarketValue>
    <MeleeWarmupTime>Melee warmup</MeleeWarmupTime>
    <MinFoodQuality>Min. food quality</MinFoodQuality>
    <MinimumSkillLevel>Min {0} skill</MinimumSkillLevel>
    <MinimumSkills>Minimum skills:</MinimumSkills>
    <MiscRecordsCategory>Misc</MiscRecordsCategory>
    <ModsMismatchWarningText>Map was saved with a different set of mods active than those we are currently running. This may or may not cause problems, depending on exactly what these mods do.\n\nMap was saved with (in this order):\n\n{0}\n\nWe are running with:\n\n{1}</ModsMismatchWarningText>
    <ModsMismatchWarningTitle>Mods mismatch</ModsMismatchWarningTitle>
    <MoodChange>Mood change</MoodChange>
    <NameColonyMessage>It looks like you'll be here for a while. {0} is suggesting that you give the colony a name.\n\nWhat should it be called?</NameColonyMessage>
    <NameIsInUse>Name is already in use.</NameIsInUse>
    <NameIsInvalid>Please enter a valid name.</NameIsInvalid>
    <NeedAName>Please enter a name.</NeedAName>
    <NegotiatorTalkingImpaired>Your negotiator {0} cannot talk properly because of poor health.\n\nThis will affect trade prices.\n\nConsider using a healthier negotiator.</NegotiatorTalkingImpaired>
    <NewOutfit>New outfit</NewOutfit>
    <NoOutfitSelected>No outfit selected</NoOutfitSelected>
    <NotSuspended>Not suspended</NotSuspended>
    <Nutrition>Nutrition</Nutrition>
    <OK>OK</OK>
    <Outfit>Outfit</Outfit>
    <OutfitInUse>Outfit is in use by {0}.</OutfitInUse>
    <OverwriteButton>Overwrite</OverwriteButton>
    <PawnGainsName>The colonist nick-name is now {0}.</PawnGainsName>
    <PermadeathMode>Permadeath mode</PermadeathMode>
    <PermadeathModeInfo>In permadeath mode, you get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and when the colony dies, that's it.\n\nThis is the way RimWorld was meant to be played, with every dramatic turn - whether tragic or hopeful - played out to full impact.</PermadeathModeInfo>
    <PermadeathModeSaveSuffix>(Permadeath)</PermadeathModeSaveSuffix>
    <PriceTypeDesc>For this item, this price is {0}.</PriceTypeDesc>
    <ProblemSavingFile>There was a problem saving the file {0}:\n\n{1}</ProblemSavingFile>
    <Range>Range</Range>
    <RecipeCannotHaveTargetCount>(This recipe cannot have a target count because it has multiple or unpredictable products.)</RecipeCannotHaveTargetCount>
    <RecoveredFromErrorsDialogTitle>Recovered from incompatible or corrupted mods errors</RecoveredFromErrorsDialogTitle>
    <RecoveredFromErrorsText>It seems that some of the active mods were causing errors.\n\nThey were incompatible with each other, designed for a different version of RimWorld, or corrupted.\n\nAll mods have been disabled and can be activated again in the mods dialog.</RecoveredFromErrorsText>
    <RecruitDifficulty>Recruit difficulty</RecruitDifficulty>
    <RepeatCount>Repeat: {0}</RepeatCount>
    <RequiredResearchBench>Required research bench</RequiredResearchBench>
    <RequiredResearchBenchFacilities>Required research bench facilities</RequiredResearchBenchFacilities>
    <Research>Research</Research>
    <ResearchFinished>Research finished: {0}</ResearchFinished>
    <ResearchMenuWithoutBench>Until you build a RESEARCH BENCH, your colonists will not actually be able to do research.\n\nHowever, you can still look at research projects now.</ResearchMenuWithoutBench>
    <ResearchPrerequisites>Research prerequisites</ResearchPrerequisites>
    <ResearchScreen>Research Screen</ResearchScreen>
    <Researched>Researched</Researched>
    <ResetButton>Reset</ResetButton>
    <ResolutionKeep>Keep</ResolutionKeep>
    <ResolutionRevert>Revert</ResolutionRevert>
    <SaveGameButton>Save</SaveGameButton>
    <SaveGameIncompatibleWarningText>Map was saved with game version {0}\nWe are running game version {1}\n\nLoading this save may cause bugs and crashes.</SaveGameIncompatibleWarningText>
    <SaveIsFromDifferentGameBuild>We are running version {0} but the save data is from {1}, which is a different build.\n\nTrying to load this data should still work.</SaveIsFromDifferentGameBuild>
    <SaveIsFromDifferentGameVersion>We are running version {0} but the save data is from {1}, which is a different version entirely.\n\nTrying to load this data will probably not work.</SaveIsFromDifferentGameVersion>
    <SaveIsFromThisGameBuild>Save data was saved with our game version and should work without issue.</SaveIsFromThisGameBuild>
    <SaveIsUnknownFormat>Save data is in an unknown format and almost certainly will not load properly.</SaveIsUnknownFormat>
    <SavedAs>Saved as {0}.</SavedAs>
    <SavingLongEvent>Saving</SavingLongEvent>
    <SelectOutfit>Select outfit...</SelectOutfit>
    <SellPriceDesc>Price you receive for selling this.</SellPriceDesc>
    <SocialSkillIs>Social skill: {0}</SocialSkillIs>
    <SortBy>Sort by</SortBy>
    <SpawningAllThings>Spawning all things</SpawningAllThings>
    <Suspended>Suspended</Suspended>
    <SuspendedAllCaps>SUSPENDED</SuspendedAllCaps>
    <ThisIsSmallVolume>This is a small-volume ingredient. This means that each 'unit' is only 1/20 as much as a normal-volume ingredient. So, to fill the same ingredient requirement, you'll need 20x as much as usual.</ThisIsSmallVolume>
    <TimeRecordsCategory>Time</TimeRecordsCategory>
    <TraderCount>How many of this item the trader has to trade.</TraderCount>
    <TraderHasNoMore>Trader has no more.</TraderHasNoMore>
    <TraderWillNotTrade>Trader is not willing to trade in this item.</TraderWillNotTrade>
    <UnloadingUnusedAssets>Unloading unused assets</UnloadingUnusedAssets>
    <Unresearched>Unresearched</Unresearched>
    <UsableIngredients>ingredients</UsableIngredients>
    <VersionMismatch>Version mismatch</VersionMismatch>
    <WalkSpeedProperty>Walk speed</WalkSpeedProperty>
    <WarmupTime>Warmup</WarmupTime>
    <Wildness>Wildness</Wildness>
    <WildnessExplanation>Wilder creatures are naturally more difficult to tame, train, and handle.</WildnessExplanation>
    <WorkAmount>Work amount</WorkAmount>
    <WorldFileVersionMismatch>World file was generated with game version {0}\nWe are running game version {1}\n\nLoading this world may cause bugs and crashes. You should probably generate a new world from scratch.</WorldFileVersionMismatch>
    <YourTradeableSilver>Your tradeable silver: {0}</YourTradeableSilver>
    <YourTradeableSilverTip>You can only trade with silver that is near an orbital trade beacon and not under a roof.</YourTradeableSilverTip>
    <ZoneGainsName>The zone is now called {0}.</ZoneGainsName>

Keyed\ENG_ITabs.xml
    <AddBill>Add bill</AddBill>
    <AffectsLower>affects</AffectsLower>
    <Amputate>Amputate</Amputate>
    <BleedingRate>Bleeding rate</BleedingRate>
    <BoundWorkerIs>Worker: {0}</BoundWorkerIs>
    <CannotTrainNotSmartEnough>Requires trainable intelligence {0}.</CannotTrainNotSmartEnough>
    <CannotTrainTooSmall>{0} is too small to train this.</CannotTrainTooSmall>
    <Communication>Communication</Communication>
    <DataProcessing>Data processing</DataProcessing>
    <Dead>Dead</Dead>
    <DestroyedBodyPart>Destroyed</DestroyedBodyPart>
    <DoctorsCare>Doctors care</DoctorsCare>
    <Efficiency>Efficiency</Efficiency>
    <Enhanced>Enhanced</Enhanced>
    <ExtremePain>Extreme</ExtremePain>
    <FactionLeader>Faction leader</FactionLeader>
    <GetsFood>Gets food</GetsFood>
    <GetsMedicine>Gets medicine</GetsMedicine>
    <GoodCondition>OK</GoodCondition>
    <Harvest>Harvest</Harvest>
    <HealthOverview>Overview</HealthOverview>
    <Healthy>Healthy</Healthy>
    <HungerRate>Hunger rate</HungerRate>
    <IAmDead>I'm dead</IAmDead>
    <IAmPsychopath>I'm a psychopath</IAmPsychopath>
    <Impaired>Impaired</Impaired>
    <InPain>In pain</InPain>
    <Injured>Injured</Injured>
    <Kidnapped>Kidnapped</Kidnapped>
    <LittlePain>Little</LittlePain>
    <MedicalOperations>Medical operations</MedicalOperations>
    <MedicalOperationsMechanoidsShort>Modifications ({0})</MedicalOperationsMechanoidsShort>
    <MedicalOperationsShort>Operations ({0})</MedicalOperationsShort>
    <MediumPain>Medium</MediumPain>
    <MemoryLower>memory</MemoryLower>
    <MinimumSkill>Min skill</MinimumSkill>
    <MissingBodyPart>Gone</MissingBodyPart>
    <MoveSpeed>Move speed</MoveSpeed>
    <NoInjuries>(no injuries)</NoInjuries>
    <NoPain>None</NoPain>
    <NoRelationships>(no relationships)</NoRelationships>
    <None>None</None>
    <OpinionOf>Opinion of {0}</OpinionOf>
    <PainLevel>Pain</PainLevel>
    <PainShock>In shock</PainShock>
    <PlantVerb>Plant</PlantVerb>
    <Poor>Poor</Poor>
    <PrisonerAttemptRecruit>Chat and recruit</PrisonerAttemptRecruit>
    <PrisonerExecution>Execution</PrisonerExecution>
    <PrisonerFriendlyChat>Friendly chat</PrisonerFriendlyChat>
    <PrisonerNoInteraction>No interaction</PrisonerNoInteraction>
    <PrisonerRelease>Release</PrisonerRelease>
    <RecipeRequiresSkills>The recipe {0} requires the skills below. None of your colonists have these skills, so nobody will do this bill.</RecipeRequiresSkills>
    <RecruitmentDifficulty>Recruitment difficulty</RecruitmentDifficulty>
    <RemovedBodyPart>Removed</RemovedBodyPart>
    <SeriouslyImpaired>Seriously impaired</SeriouslyImpaired>
    <SeverePain>Severe</SeverePain>
    <ShatteredBodyPart>Shattered</ShatteredBodyPart>
    <ShouldTryToRecruit>Try to recruit</ShouldTryToRecruit>
    <Slave>Slave</Slave>
    <SlightlyImpaired>Slightly impaired</SlightlyImpaired>
    <SocialInteractionsLower>social interactions</SocialInteractionsLower>
    <SomeonesOpinionOfMe>{0}'s opinion of me</SomeonesOpinionOfMe>
    <SuspendedCaps>SUSPENDED</SuspendedCaps>
    <TabArt>Art</TabArt>
    <TabBasics>Basics</TabBasics>
    <TabBills>Bills</TabBills>
    <TabCharacter>Character</TabCharacter>
    <TabGear>Gear</TabGear>
    <TabGrowing>Growing</TabGrowing>
    <TabGuest>Guest</TabGuest>
    <TabHealth>Health</TabHealth>
    <TabNeeds>Needs</TabNeeds>
    <TabPrisoner>Prisoner</TabPrisoner>
    <TabRace>Race</TabRace>
    <TabRecords>Records</TabRecords>
    <TabSocial>Social</TabSocial>
    <TabStats>Stats</TabStats>
    <TabStorage>Storage</TabStorage>
    <TabTraining>Training</TabTraining>
    <Tiredness>Tiredness</Tiredness>
    <TrainableIntelligence>Trainable intelligence</TrainableIntelligence>
    <TrainingNeedsPrerequisite>Prerequisite needed: {0}</TrainingNeedsPrerequisite>
    <Unconscious>Unconscious</Unconscious>
    <VeryPoor>Very poor</VeryPoor>
    <Weakened>Weakened</Weakened>
    <WholeBody>Whole body</WholeBody>

Keyed\ENG_MainTabs.xml
    <AllDays>All</AllDays>
    <AllowedArea>Allowed area</AllowedArea>
    <ApparelForcedLower>forced</ApparelForcedLower>
    <CannotDoThisWork>{0} cannot do this kind of work.</CannotDoThisWork>
    <ClearForcedApparel>Clear forced</ClearForcedApparel>
    <ClickToJumpTo>Click to jump to:</ClickToJumpTo>
    <ColonistsKilled>Colonists killed</ColonistsKilled>
    <ColonistsLaunched>Colonists launched into space</ColonistsLaunched>
    <ColonyWealthBuildings>Colony wealth (buildings)</ColonyWealthBuildings>
    <ColonyWealthItems>Colony wealth (items)</ColonyWealthItems>
    <ColonyWealthTotal>Colony wealth</ColonyWealthTotal>
    <Copy>Copy</Copy>
    <CurrentGoodwill>Current goodwill with this faction.</CurrentGoodwill>
    <CurrentOutfit>Current outfit</CurrentOutfit>
    <DamageTaken>Damage taken</DamageTaken>
    <Day>Day</Day>
    <EmergencyWorkMarker>E</EmergencyWorkMarker>
    <External>External</External>
    <ForcedApparel>Forced apparel</ForcedApparel>
    <HigherPriority>higher priority</HigherPriority>
    <Hostile>Hostile</Hostile>
    <HostileTo>Enemy of {0}</HostileTo>
    <IncapableOfWorkTypeBecauseOfCapacities>This colonist is not able to do any work of this type because of his health condition.</IncapableOfWorkTypeBecauseOfCapacities>
    <Last100Days>Last 100 days</Last100Days>
    <Last300Days>Last 300 days</Last300Days>
    <Last30Days>Last 30 days</Last30Days>
    <LowerPriority>lower priority</LowerPriority>
    <ManageOutfits>Manage outfits</ManageOutfits>
    <ManualPriorities>Manual priorities</ManualPriorities>
    <Master>Master</Master>
    <NoneBrackets>(none)</NoneBrackets>
    <NumEnemyRaids>Enemy raids</NumEnemyRaids>
    <NumThreatBigs>Major threats</NumThreatBigs>
    <OutfitEdit>Edit...</OutfitEdit>
    <Paste>Paste</Paste>
    <Playtime>Play time</Playtime>
    <PregnantIconDesc>Pregnant ({0} / {1})</PregnantIconDesc>
    <RelevantSkills>Relevant skills: {0}\nAverage of relevant skills: {1} / {2}</RelevantSkills>
    <SelectGraph>Select graph</SelectGraph>
    <Storyteller>Storyteller</Storyteller>
    <Value>Value</Value>

Keyed\ENG_Menu_KeyBindings.xml
    <BindingButtonToolTip>Left-click to bind this key or right-click for options</BindingButtonToolTip>
    <ClearBinding>Clear</ClearBinding>
    <KeyBindingOverwritten>Key binding overwritten: {0}</KeyBindingOverwritten>
    <PressAnyKeyOrEsc>Press any key or Esc to cancel...</PressAnyKeyOrEsc>
    <ResetBinding>Reset to default</ResetBinding>
    <SaveButton>Save</SaveButton>

Keyed\Enums.xml
    <EItemUpdateStatus_k_EItemUpdateStatusCommittingChanges>Committing changes</EItemUpdateStatus_k_EItemUpdateStatusCommittingChanges>
    <EItemUpdateStatus_k_EItemUpdateStatusInvalid>Invalid</EItemUpdateStatus_k_EItemUpdateStatusInvalid>
    <EItemUpdateStatus_k_EItemUpdateStatusPreparingConfig>Preparing config data</EItemUpdateStatus_k_EItemUpdateStatusPreparingConfig>
    <EItemUpdateStatus_k_EItemUpdateStatusPreparingContent>Preparing content files</EItemUpdateStatus_k_EItemUpdateStatusPreparingContent>
    <EItemUpdateStatus_k_EItemUpdateStatusUploadingContent>Uploading content</EItemUpdateStatus_k_EItemUpdateStatusUploadingContent>
    <EItemUpdateStatus_k_EItemUpdateStatusUploadingPreviewFile>Uploading preview file</EItemUpdateStatus_k_EItemUpdateStatusUploadingPreviewFile>
    <FoodTypeFlags_AnimalKibble>kibble</FoodTypeFlags_AnimalKibble>
    <FoodTypeFlags_AnimalProduct>animal products</FoodTypeFlags_AnimalProduct>
    <FoodTypeFlags_Corpse>corpses</FoodTypeFlags_Corpse>
    <FoodTypeFlags_Meal>meals</FoodTypeFlags_Meal>
    <FoodTypeFlags_Meat>raw meat</FoodTypeFlags_Meat>
    <FoodTypeFlags_NutritionalDrug>liquor</FoodTypeFlags_NutritionalDrug>
    <FoodTypeFlags_Plant>live plants</FoodTypeFlags_Plant>
    <FoodTypeFlags_Processed>processed foods</FoodTypeFlags_Processed>
    <FoodTypeFlags_Seeds>seeds</FoodTypeFlags_Seeds>
    <FoodTypeFlags_Tree>live trees</FoodTypeFlags_Tree>
    <FoodTypeFlags_VegetableOrFruit>vegetables</FoodTypeFlags_VegetableOrFruit>
    <HediffGrowthMode_Growing>growing</HediffGrowthMode_Growing>
    <HediffGrowthMode_Remission>remission</HediffGrowthMode_Remission>
    <HediffGrowthMode_Stable>stable</HediffGrowthMode_Stable>
    <Hilliness_Flat>Flat</Hilliness_Flat>
    <Hilliness_LargeHills>Large hills</Hilliness_LargeHills>
    <Hilliness_Mountainous>Mountainous</Hilliness_Mountainous>
    <Hilliness_SmallHills>Small hills</Hilliness_SmallHills>
    <HostilityResponseMode_Attack>Attack</HostilityResponseMode_Attack>
    <HostilityResponseMode_Flee>Flee</HostilityResponseMode_Flee>
    <HostilityResponseMode_Ignore>Ignore</HostilityResponseMode_Ignore>
    <HungerLevel_Exhausted>Exhausted</HungerLevel_Exhausted>
    <HungerLevel_Fed>Fed</HungerLevel_Fed>
    <HungerLevel_Hungry>Hungry</HungerLevel_Hungry>
    <HungerLevel_Rested>Rested</HungerLevel_Rested>
    <HungerLevel_Starving>Starving</HungerLevel_Starving>
    <HungerLevel_Tired>Tired</HungerLevel_Tired>
    <HungerLevel_UrgentlyHungry>Urgently hungry</HungerLevel_UrgentlyHungry>
    <HungerLevel_VeryTired>Very tired</HungerLevel_VeryTired>
    <MedicalCareCategory_Best>Best quality medical care</MedicalCareCategory_Best>
    <MedicalCareCategory_HerbalOrWorse>Herbal medicine or worse</MedicalCareCategory_HerbalOrWorse>
    <MedicalCareCategory_NoCare>No medical care</MedicalCareCategory_NoCare>
    <MedicalCareCategory_NoMeds>Doctor care, but no medicine</MedicalCareCategory_NoMeds>
    <MedicalCareCategory_NormalOrWorse>Normal medicine or worse</MedicalCareCategory_NormalOrWorse>
    <PriceTypeNormal>normal</PriceTypeNormal>
    <QualityCategoryShort_Normal>norm</QualityCategoryShort_Normal>
    <QualityCategory_Normal>normal</QualityCategory_Normal>
    <TrainableIntelligence_Advanced>Advanced</TrainableIntelligence_Advanced>
    <TrainableIntelligence_Intermediate>Intermediate</TrainableIntelligence_Intermediate>
    <TrainableIntelligence_None>None</TrainableIntelligence_None>
    <TrainableIntelligence_Simple>Simple</TrainableIntelligence_Simple>
    <WorkshopInteractStage_CreatingItem>Creating</WorkshopInteractStage_CreatingItem>
    <WorkshopInteractStage_SubmittingItem>Submitting</WorkshopInteractStage_SubmittingItem>

Keyed\FloatMenu.xml
    <AnimalInteractedTooRecently>animal interacted too recently</AnimalInteractedTooRecently>
    <AnimalsSkillTooLow>Animals skill too low</AnimalsSkillTooLow>
    <CannotCarryToCryptosleepCasket>Cannot carry to cryptosleep casket</CannotCarryToCryptosleepCasket>
    <CannotMissingHealthActivities>Cannot prioritize (incapable of {0})</CannotMissingHealthActivities>
    <CannotOrderNonControlledLower>cannot order non-controlled units</CannotOrderNonControlledLower>
    <CannotTrade>Cannot trade</CannotTrade>
    <CannotUseReason>Cannot use ({0})</CannotUseReason>
    <CannotWearBecauseOfMissingBodyParts>missing body parts</CannotWearBecauseOfMissingBodyParts>
    <CarryToCryptosleepCasket>Carry {0} to cryptosleep casket</CarryToCryptosleepCasket>
    <ConsumeThing>Consume {0}</ConsumeThing>
    <EnterCryptosleepCasket>Enter cryptosleep casket</EnterCryptosleepCasket>
    <ForceWear>Force wear {0}</ForceWear>
    <Incapable>incapable</Incapable>
    <IncapableOfCapacity>incapable of {0}</IncapableOfCapacity>
    <IsIncapableOfViolenceLower>{0} is incapable of violence</IsIncapableOfViolenceLower>
    <IsNotDraftedLower>{0} is not drafted</IsNotDraftedLower>
    <MissingSkill>skill too low</MissingSkill>
    <NoAnimalBed>No reachable, un-reserved animal bed.</NoAnimalBed>
    <NoComponentsToRepair>need components</NoComponentsToRepair>
    <NoCryptosleepCasket>No available cryptosleep casket.</NoCryptosleepCasket>
    <NoEmptyGraveLower>no empty grave configured to store it</NoEmptyGraveLower>
    <NoFuelToRefuel>need {0}</NoFuelToRefuel>
    <NoUsableFood>no usable food</NoUsableFood>
    <OpenCryptosleepCasket>Open cryptosleep casket</OpenCryptosleepCasket>
    <SelfDestructHere>Self-destruct here</SelfDestructHere>
    <Teetotaler>teetotaler</Teetotaler>
    <TradeWith>Trade with {0}</TradeWith>
    <TryToArrest>Try to arrest {0}</TryToArrest>

Keyed\Gameplay.xml
    <FullyGrownIn>Fully grown in {0} of growth.</FullyGrownIn>
    <GoodCondition>OK</GoodCondition>
    <HitPoints>{0} hit points</HitPoints>
    <MustPlaceAdjacentStandable>Must be placed with standable space on all sides.</MustPlaceAdjacentStandable>
    <MustPlaceVentWithFreeSpaces>Both the sides must be exposed for air to pass through.</MustPlaceVentWithFreeSpaces>
    <PawnMainDescGendered>{0} {1}</PawnMainDescGendered>
    <PlantNeedsLightLevel>Needs light level</PlantNeedsLightLevel>
    <StoragePriorityNormal>Normal</StoragePriorityNormal>
    <Untitled>Untitled</Untitled>

Keyed\GameplayCommands.xml
    <BuildingAssign>Assign</BuildingAssign>
    <BuildingUnassign>Unassign</BuildingUnassign>
    <CommandAllowSow>Allow sowing</CommandAllowSow>
    <CommandAllowSowDesc>When disabled, colonists will never sow plants in this zone. They will still harvest.</CommandAllowSowDesc>
    <CommandAutoRearm>Auto Rearm</CommandAutoRearm>
    <CommandAutoRearmDesc>If this is on, this trap will automatically be designated for rearming when it springs.</CommandAutoRearmDesc>
    <CommandCopyZoneSettingsDesc>Copy this zone's settings to the clipboard so you can paste them onto another zone.</CommandCopyZoneSettingsDesc>
    <CommandCopyZoneSettingsLabel>Copy settings</CommandCopyZoneSettingsLabel>
    <CommandDesignateTogglePowerDesc>Designate this thing to have power toggled. A colonist will come soon to flick the switch.</CommandDesignateTogglePowerDesc>
    <CommandDesignateTogglePowerLabel>Designate toggle power</CommandDesignateTogglePowerLabel>
    <CommandGraveAssignColonistDesc>Assign this grave to be owned by a specific colonist.</CommandGraveAssignColonistDesc>
    <CommandGraveAssignColonistLabel>Assign colonist</CommandGraveAssignColonistLabel>
    <CommandInstall>Install</CommandInstall>
    <CommandInstallDesc>This item is currently packaged up for storage and transport. Use this command to install this item in a final location.</CommandInstallDesc>
    <CommandLowerTempDesc>Lower the target temperature.</CommandLowerTempDesc>
    <CommandMakeBeaconStockpileDesc>Create a stockpile around this building exactly matching the shape of the beacon's launch radius.</CommandMakeBeaconStockpileDesc>
    <CommandMakeBeaconStockpileLabel>Create stockpile</CommandMakeBeaconStockpileLabel>
    <CommandPasteZoneSettingsDesc>Overwrite this zone's settings with those previously copied to the clipboard.</CommandPasteZoneSettingsDesc>
    <CommandPasteZoneSettingsLabel>Paste settings</CommandPasteZoneSettingsLabel>
    <CommandRaiseTempDesc>Raise the target temperature.</CommandRaiseTempDesc>
    <CommandReinstall>Reinstall at...</CommandReinstall>
    <CommandReinstallDesc>Designate this item to be uninstalled and reinstalled somewhere else.</CommandReinstallDesc>
    <CommandReleaseAnimalsDesc>While this is on, mastered animals are sent forth to attack distant targets. While it is off, they remain near and guard the master.</CommandReleaseAnimalsDesc>
    <CommandReleaseAnimalsLabel>Release animals</CommandReleaseAnimalsLabel>
    <CommandResetTemp>Reset</CommandResetTemp>
    <CommandResetTempDesc>Reset the target temperature to room temperature.</CommandResetTempDesc>
    <CommandSquadAttack>Attack</CommandSquadAttack>
    <CommandSquadAttackDesc>Order selected colonists to attack designated target.</CommandSquadAttackDesc>
    <CommandSunLampMakeGrowingZoneDesc>Create a growing zone around this building exactly matching the shape of the lamp's light radius.</CommandSunLampMakeGrowingZoneDesc>
    <CommandSunLampMakeGrowingZoneLabel>Create growing zone</CommandSunLampMakeGrowingZoneLabel>
    <CommandToggleDoorForbid>Passage forbidden</CommandToggleDoorForbid>
    <CommandToggleDoorForbidDesc>When a door is forbidden, colonists and allies will not go through it. This doesn't affect how enemies or animals interact with the door.</CommandToggleDoorForbidDesc>
    <CommandToggleDoorHoldOpen>Hold open</CommandToggleDoorHoldOpen>
    <CommandToggleDoorHoldOpenDesc>When active, your colonists will not close the door after passing through.</CommandToggleDoorHoldOpenDesc>

Keyed\Grammar.xml
    <DefiniteForm>the {0}</DefiniteForm>
    <IndefiniteArticle>a</IndefiniteArticle>
    <IndefiniteForm>a {0}</IndefiniteForm>
    <Proits>its</Proits>
    <ProitsCap>Its</ProitsCap>

Keyed\Incidents.xml
    <BeaversArrived>A group of hungry alphabeavers has just arrived.\n\nTry to eliminate them before they decimate every last tree in the region.</BeaversArrived>
    <GroupVisitorsArriveTraderInfo>\n\nThey seem to have a few items to trade.</GroupVisitorsArriveTraderInfo>
    <LetterAnimalSelfTame>{0} has become tame.</LetterAnimalSelfTame>
    <LetterAnimalSelfTameAndName>{0} has become tame. Colonists have decided to name it {1}.</LetterAnimalSelfTameAndName>
    <LetterAnimalSelfTameAndNameNumerical>{0} has become tame. It is now designated {1}.</LetterAnimalSelfTameAndNameNumerical>
    <LetterBuildingBrokenDown>One of your machines ({0}) has broken down. It won't work until a colonist with the Repair work type goes and fixes it.</LetterBuildingBrokenDown>
    <LetterFarmAnimalsWanderIn>A group of {0}s, abandoned or lost, have wandered into the area.\n\nThey seem accustomed to human contact and are joining the colony.</LetterFarmAnimalsWanderIn>
    <LetterIncidentPsychicSoothe>Every colonist of the {0} gender smiles with contentment!\n\nSome distant engine of happiness is stirring. It is projecting a powerful psychic drone over this entire region, on a frequency that only seems to affect the {0} gender. For a few days, some people's mood will be quite a bit better.</LetterIncidentPsychicSoothe>
    <LetterLabelAgentRevealed>Agent</LetterLabelAgentRevealed>
    <LetterLabelAnimalInsanityMultiple>Mad animals!</LetterLabelAnimalInsanityMultiple>
    <LetterLabelAnimalInsanitySingle>Mad animal</LetterLabelAnimalInsanitySingle>
    <LetterLabelAnimalSelfTame>{0} self-tamed</LetterLabelAnimalSelfTame>
    <LetterLabelBeaversArrived>Beavers!</LetterLabelBeaversArrived>
    <LetterLabelBuildingBrokenDown>Breakdown: {0}</LetterLabelBuildingBrokenDown>
    <LetterLabelCargoPodCrash>Cargo pods</LetterLabelCargoPodCrash>
    <LetterLabelCropBlight>Blight</LetterLabelCropBlight>
    <LetterLabelFarmAnimalsWanderIn>{0}s join</LetterLabelFarmAnimalsWanderIn>
    <LetterLabelGroupVisitorsArrive>Visitors</LetterLabelGroupVisitorsArrive>
    <LetterLabelManhunterPackArrived>Manhunter pack</LetterLabelManhunterPackArrived>
    <LetterLabelMiracleHeal>Miracle</LetterLabelMiracleHeal>
    <LetterLabelPsychicDrone>Psychic drone</LetterLabelPsychicDrone>
    <LetterLabelPsychicDroneLevelIncreased>Drone intensifies</LetterLabelPsychicDroneLevelIncreased>
    <LetterLabelPsychicSoothe>Psychic soothe</LetterLabelPsychicSoothe>
    <LetterLabelRefugeePodCrash>Escape pod</LetterLabelRefugeePodCrash>
    <LetterLabelSingleVisitorArrives>Visitor</LetterLabelSingleVisitorArrives>
    <LetterLabelThrumboPasses>Rare thrumbos</LetterLabelThrumboPasses>
    <LetterLabelTraderCaravanArrival>Trader from {0}</LetterLabelTraderCaravanArrival>
    <LetterLabelWandererJoin>Wanderer joins</LetterLabelWandererJoin>
    <LetterThrumboPasses>A small herd of thrumbos have wandered into the area.\n\nPeaceful by nature, these rare creatures are extremely dangerous when confronted. Some traders are willing to pay a lot of money for their precious leather and horn.\n\nThrumbos will leave the area in a few days.</LetterThrumboPasses>
    <LetterTraderCaravanArrival>A trade caravan from {0} is approaching.\n\nThey will hang around the colony for a few days before leaving. You can attack them - but this will anger their faction!</LetterTraderCaravanArrival>
    <ManhunterPackArrived>A pack of man-hunting {0}s have entered the area. They will roam the region, hunting for humanoid flesh.\n\nThey can't pass doors, so if you stay behind walls you should be safe. They won't attack inactive turrets, so turn your turrets off if you want to save them.\n\nThey'll leave the area in a few days.</ManhunterPackArrived>
    <RefugeeChasedInitial>A {1} named {0} calls you from nearby. HECAP is being chased by {2} from {3}!\n\nHECAP begs for safety and offers to join your colony. Biologically, HE is {4} years old.\n\nBe warned - if you accept, you'll have to fight off the {2} on HIS tail.</RefugeeChasedInitial>
    <RefugeeChasedInitial_Accept>Offer safety</RefugeeChasedInitial_Accept>
    <RefugeeChasedInitial_Reject>Ignore the message</RefugeeChasedInitial_Reject>
    <RefugeeChasedRejected>{0} screams in panic through the tinny speaker before you cut off the transmission.</RefugeeChasedRejected>
    <SingleVisitorArrivesTraderInfo>\n\nHECAP seems to have a few items to trade.</SingleVisitorArrivesTraderInfo>

Keyed\Letters.xml
    <AncientShrineWarning>As {0} draws near the ancient wall, a sense of foreboding overcomes HIM. HECAP isn't sure why, but HE feels that this dusty structure may contain great danger.</AncientShrineWarning>
    <AnimalManhunterFromDamage>A {0} is attacking after being harmed!</AnimalManhunterFromDamage>
    <AnimalManhunterFromTaming>A {0} is attacking due to a taming attempt!</AnimalManhunterFromTaming>
    <AnimalManhunterOthers>Other {0}s nearby have also become enraged!</AnimalManhunterOthers>
    <AreaRevealedWithMechanoids>A new area has been revealed. It contains ancient, hostile mechanoids.</AreaRevealedWithMechanoids>
    <BirthdayBiologicalAgeInjuries>{0} has reached the biological age of {1}.\n\nUnfortunately, {0} has gained the following diseases due to aging:\n{2}</BirthdayBiologicalAgeInjuries>
    <BirthdayChronological>It's {0}'s chronological birthday today! Biologically, {1} is {3} years old.\n\nChronologically, {1} just turned {2}.\n\nNote that since people don't age while in cryptosleep, chronological birthday is separate from biological birthday.</BirthdayChronological>
    <FamilyLetterAppendedSuffix>(family)</FamilyLetterAppendedSuffix>
    <FamilyLetterAppendedTextColonist>NAME is a family member of a colonist. HECAP is {0}'s {1}.</FamilyLetterAppendedTextColonist>
    <FamilyLetterAppendedTextPrisoner>NAME is a family member of one of your prisoners. HECAP is {0}'s {1}.</FamilyLetterAppendedTextPrisoner>
    <FirstSummerWarning>Summer has begun! But winter is coming.\n\nYour food crops won't grow in the winter cold. Be sure to store several days' worth of food now, while you still can.\n\nYou can build a walk-in refrigeration room to prevent food from spoiling.\n\nAnd try to buy, steal, or make some parkas, or you'll freeze when you step outside.</FirstSummerWarning>
    <LetterAcceptedProposal>{1} has accepted {0}'s marriage proposal.\n\nAt some point in the coming days or seasons, they will have their marriage ceremony and invite all the colonists. Consider placing a marriage spot if you want to control where the ceremony occurs.</LetterAcceptedProposal>
    <LetterAffair>{0}, married to {1}, has begun an affair with {2}.</LetterAffair>
    <LetterBondedAnimalDied>{0}, bonded to {1}, has died. It will affect {1}'s mood.</LetterBondedAnimalDied>
    <LetterBondedAnimalDiedMulti>{0} has died. It will affect mood of the following people:\n\n{1}</LetterBondedAnimalDiedMulti>
    <LetterFamilyMembersNeutralGroup>There are family members of your colonists or prisoners in the arriving group:</LetterFamilyMembersNeutralGroup>
    <LetterFamilyMembersRaidEnemy>There are family members of your colonists or prisoners in the arriving group of {0}.\n\nKeep in mind that even though they are related, they will still attack each other because of their bad factions relations.\n\nThe family members are:</LetterFamilyMembersRaidEnemy>
    <LetterFamilyMembersRaidFriendly>There are family members of your colonists or prisoners in the arriving group of friendly {0}:</LetterFamilyMembersRaidFriendly>
    <LetterFamilyMembersTraderShipSlaves>The orbital trader is selling family members of your colonists or prisoners:</LetterFamilyMembersTraderShipSlaves>
    <LetterFriendlyTrapSprung>{0} has accidentally sprung a trap and taken damage from it.</LetterFriendlyTrapSprung>
    <LetterFriendlyTrapSprungLabel>{0} hit trap</LetterFriendlyTrapSprungLabel>
    <LetterHealthComplications>{0} has developed a health condition: {1}\n\nThis was as a complication from: {2}.</LetterHealthComplications>
    <LetterHealthComplicationsLabel>{0} {1}</LetterHealthComplicationsLabel>
    <LetterHediffFromRandomHediffGiver>{0} has developed a health condition: {1}.</LetterHediffFromRandomHediffGiver>
    <LetterHediffFromRandomHediffGiverLabel>{0} {1}</LetterHediffFromRandomHediffGiverLabel>
    <LetterLabelAcceptedProposal>Marriage is on!</LetterLabelAcceptedProposal>
    <LetterLabelAffair>Affair</LetterLabelAffair>
    <LetterLabelAncientShrineWarning>Ancient danger</LetterLabelAncientShrineWarning>
    <LetterLabelAnimalManhunterRevenge>{0} revenge</LetterLabelAnimalManhunterRevenge>
    <LetterLabelAreaRevealed>Area revealed</LetterLabelAreaRevealed>
    <LetterLabelBirthday>Birthday</LetterLabelBirthday>
    <LetterLabelBondedAnimalDied>Bonded animal's death</LetterLabelBondedAnimalDied>
    <LetterLabelFirstSummerWarning>Summer</LetterLabelFirstSummerWarning>
    <LetterLabelMentalBreakdown>Mental break</LetterLabelMentalBreakdown>
    <LetterLabelNewDisease>Disease</LetterLabelNewDisease>
    <LetterLabelNewLovers>New lovers</LetterLabelNewLovers>
    <LetterLabelNewParty>Party</LetterLabelNewParty>
    <LetterLabelNoticedFamilyMembers>Family</LetterLabelNoticedFamilyMembers>
    <LetterLabelPrisonBreak>Prison break</LetterLabelPrisonBreak>
    <LetterLabelRejectedProposal>Rejected proposal</LetterLabelRejectedProposal>
    <LetterLabelRelationsChangeBad>Bad will</LetterLabelRelationsChangeBad>
    <LetterLabelRelationsChangeGood>Good will</LetterLabelRelationsChangeGood>
    <LetterLabelRoofCollapsed>Roof collapse</LetterLabelRoofCollapsed>
    <LetterLabelShortCircuit>Zzztt...</LetterLabelShortCircuit>
    <LetterLeadersDeath>Leader {0} of faction {1} has died and been replaced by {2}.</LetterLeadersDeath>
    <LetterLeadersDeathLabel>Leader's death</LetterLeadersDeathLabel>
    <LetterNamedBondedAnimalDied>{0} named {1}, bonded to {2}, has died. It will affect {2}'s mood.</LetterNamedBondedAnimalDied>
    <LetterNamedBondedAnimalDiedMulti>{0} named {1} has died. It will affect mood of the following people:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
    <LetterNewLovers>{0} and {1} have come together and are now lovers.</LetterNewLovers>
    <LetterNewParty>{0} is throwing a party! Everyone who goes will gain joy and social energy, and a lasting positive mood boost.</LetterNewParty>
    <LetterNoLongerLovers>{0} and {1} are no longer in a relationship.</LetterNoLongerLovers>
    <LetterPrisonBreak>Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape. These prisoners are involved:\n\n{0}\n\nPrisoners are more likely to attempt breakout when they are unhappy, numerous, and healthy.</LetterPrisonBreak>
    <LetterRejectedProposal>{1} has rejected {0}'s marriage proposal. {0} is going to be unhappy about this.</LetterRejectedProposal>
    <StruckMineable>We have struck {0}!</StruckMineable>

Keyed\Menu_Options.xml
    <Antialiasing>Anti-aliasing</Antialiasing>
    <AutosaveInterval>Autosave interval</AutosaveInterval>
    <KeyboardConfig>Keyboard configuration</KeyboardConfig>
    <LogVerbose>Verbose logging</LogVerbose>
    <MaxPermadeathAutosaveIntervalInfo>Maximum autosave interval in permadeath mode is {0} day.</MaxPermadeathAutosaveIntervalInfo>
    <PauseOnLoad>Pause on load</PauseOnLoad>
    <ResetModsConfigOnCrash>Auto-reset mods config on crash</ResetModsConfigOnCrash>
    <ShowRealtimeClock>Show realtime clock</ShowRealtimeClock>
    <TemperatureMode>Temperature mode</TemperatureMode>

Keyed\Menus_Main.xml
    <AvgJanTemp>Avg Temp (Jan): {0}</AvgJanTemp>
    <AvgJulTemp>Avg Temp (Jul): {0}</AvgJulTemp>
    <Biome>Biome</Biome>
    <BuySoundtrack>Buy soundtrack</BuySoundtrack>
    <ConfirmDeleteMod>Are you sure you want to delete all the content for {0}?</ConfirmDeleteMod>
    <ConfirmUnsubscribe>Are you sure you want to unsubscribe from {0}?</ConfirmUnsubscribe>
    <Difficulty>Difficulty</Difficulty>
    <DownloadingMod>Downloading {0}</DownloadingMod>
    <GetModsFromForum>Get mods from forum</GetModsFromForum>
    <MustChooseDifficulty>Please choose a difficulty setting.</MustChooseDifficulty>
    <OpenSteamWorkshop>Open Steam Workshop</OpenSteamWorkshop>
    <Relations>Relations</Relations>
    <SaveAndQuitToMainMenu>Save and quit to Menu</SaveAndQuitToMainMenu>
    <SaveAndQuitToOS>Save and quit to OS</SaveAndQuitToOS>
    <SelectRandomSite>Select random site</SelectRandomSite>
    <Start>Start</Start>
    <StoneTypesHere>Stone types</StoneTypesHere>
    <TynansTwitter>Tynan's twitter</TynansTwitter>
    <Unsubscribe>Unsubscribe</Unsubscribe>
    <UpdateOnSteamWorkshop>Update on Steam Workshop</UpdateOnSteamWorkshop>
    <UploadAlreadyInProgress>Upload already in progress.</UploadAlreadyInProgress>
    <UploadToSteamWorkshop>Upload to Steam Workshop</UploadToSteamWorkshop>
    <WorkshopPage>Workshop page</WorkshopPage>
    <WorkshopSubmissionFailed>Workshop submission failed.\n\nReason: {0}</WorkshopSubmissionFailed>
    <WorkshopUploadSucceeded>Successfully uploaded {0}.</WorkshopUploadSucceeded>
    <YouAgreeToSteamWorkshopLegal>By submitting this mod, you agree to the Steam Workshop terms of service. Click here for more info.</YouAgreeToSteamWorkshopLegal>

Keyed\Messages.xml
    <LetterLabelMessageRecruitSuccess>New recruit</LetterLabelMessageRecruitSuccess>
    <MessageAlreadyInStorage>This is already in storage and will be moved to high-priority storage as necessary.</MessageAlreadyInStorage>
    <MessageAnimalManhuntsOnTameFailed>Warning: {0}s may attack upon a failed taming attempt ({1} chance).</MessageAnimalManhuntsOnTameFailed>
    <MessageAnimalsGoPsychoHunted>Warning: {0}s will often attack when harmed.</MessageAnimalsGoPsychoHunted>
    <MessageAttackedByPredator>{0} is being attacked by {1}!</MessageAttackedByPredator>
    <MessageBondedAnimalMentalBreak>{0} has a mental break because of {1}'s death.</MessageBondedAnimalMentalBreak>
    <MessageBondedAnimalsMentalBreak>{0} animals have a mental break because of {1}'s death.</MessageBondedAnimalsMentalBreak>
    <MessageCantSelectDeadFamilyMember>{0} is dead.</MessageCantSelectDeadFamilyMember>
    <MessageCantSelectOffMapFamilyMember>{0} is off the map.</MessageCantSelectOffMapFamilyMember>
    <MessageEatenByPredator>{0} has been eaten by {1}.</MessageEatenByPredator>
    <MessageGaveBirth>{0} has given birth.</MessageGaveBirth>
    <MessageHiveReproduced>A bug hive has reproduced itself.</MessageHiveReproduced>
    <MessageMarriageCeremonyAfterPartyFinished>The marriage ceremony for {0} and {1} has finished.</MessageMarriageCeremonyAfterPartyFinished>
    <MessageMarriageCeremonyCalledOff>The marriage ceremony for {0} and {1} has been called off.</MessageMarriageCeremonyCalledOff>
    <MessageMarriageCeremonyStarts>{0} and {1} are beginning their marriage ceremony!</MessageMarriageCeremonyStarts>
    <MessageMedicalOperationWillAngerFaction>This operation will anger {0}.</MessageMedicalOperationWillAngerFaction>
    <MessageMiscarriedPoorHealth>{0} has miscarried due to poor health.</MessageMiscarriedPoorHealth>
    <MessageMiscarriedStarvation>{0} has miscarried due to starvation.</MessageMiscarriedStarvation>
    <MessageMustDesignateOpenable>Must designate full graves or containers.</MessageMustDesignateOpenable>
    <MessageMustDesignateSlaughterable>Must designate tame animal that belongs to the colony.</MessageMustDesignateSlaughterable>
    <MessageMustDesignateStrippable>Must designate corpse or downed character with strippable apparel.</MessageMustDesignateStrippable>
    <MessageMustDesignateTameable>Must designate tameable animals.</MessageMustDesignateTameable>
    <MessageNamedBondedAnimalMentalBreak>{0} named {1} has a mental break because of {2}'s death.</MessageNamedBondedAnimalMentalBreak>
    <MessageNewBondRelation>{0} and {1} have formed a bond.</MessageNewBondRelation>
    <MessageNewBondRelationNewName>{0} and {1} have formed a bond. {0} has named {1} {2}.</MessageNewBondRelationNewName>
    <MessageNewMarriageCeremony>Colonists are gathering to celebrate {0} and {1}’s marriage.</MessageNewMarriageCeremony>
    <MessageNewlyMarried>{0} and {1} have married. Colonists are now celebrating the occasion.</MessageNewlyMarried>
    <MessageNoAnimalBeds>There are no animal beds available.</MessageNoAnimalBeds>
    <MessageNoHandlerSkilledEnough>No handler can tame {0} (requires level {1} in {2}, best handler {3} has {4}).</MessageNoHandlerSkilledEnough>
    <MessageNothingCanRemoveThickRoofs>Nothing can remove thick roofs.</MessageNothingCanRemoveThickRoofs>
    <MessageNuzzledPawnGaveNameTo>{0} has named {1} {2} after being nuzzled.</MessageNuzzledPawnGaveNameTo>
    <MessageOutOfNearbyShellsFor>{0} found no nearby unreserved shells for {1}.</MessageOutOfNearbyShellsFor>
    <MessagePartyCalledOff>The party has been called off.</MessagePartyCalledOff>
    <MessagePartyFinished>The party has finished.</MessagePartyFinished>
    <MessagePawnExitMapRelationsGain>Because {0} exited the map healthy, relations with {1} have improved by {2}.</MessagePawnExitMapRelationsGain>
    <MessageRecruitFailBecauseMood>{0} failed to recruit {1} (prisoner below {2} mood).</MessageRecruitFailBecauseMood>
    <MessageSeasonBegun>{0} has begun.</MessageSeasonBegun>
    <MessageShipChunkDrop>A chunk of a spacecraft has fallen from space and landed nearby.</MessageShipChunkDrop>
    <MessageSocialFight>{0} started a social fight with {1}. Reason: {2}.</MessageSocialFight>
    <MessageSuccessfullyRemovedHediff>{0} has successfully removed {1}'s {2}.</MessageSuccessfullyRemovedHediff>
    <MessageTameAndNameSuccess>{0} successfully tamed {1} ({2} chance) and named it {3}.</MessageTameAndNameSuccess>
    <MessageTameSuccess>{0} successfully tamed {1} ({2} chance).</MessageTameSuccess>
    <MessageTraderCaravanLeaving>The trade caravan from {0} is leaving.</MessageTraderCaravanLeaving>

Keyed\Misc.xml
    <CouplesRoom>{0} and {1}'s {2}</CouplesRoom>
    <LoggedIntoSteamAs>Logged into Steam as {0}</LoggedIntoSteamAs>
    <RoughHewnStoneTerrainDesc>Roughly cut natural {0} floor.</RoughHewnStoneTerrainDesc>
    <RoughHewnStoneTerrainLabel>rough-hewn {0}</RoughHewnStoneTerrainLabel>
    <RoughStoneTerrainDesc>Rough, natural {0} ground.</RoughStoneTerrainDesc>
    <RoughStoneTerrainLabel>rough {0}</RoughStoneTerrainLabel>
    <SmoothStoneTerrainDesc>Smoothed natural {0} floor.</SmoothStoneTerrainDesc>
    <SmoothStoneTerrainLabel>smooth {0}</SmoothStoneTerrainLabel>
    <SomeonesRoom>{0}'s {1}</SomeonesRoom>

Keyed\Misc_Gameplay.xml
    <AllowAll>Allow all</AllowAll>
    <AreaAnimalDefaultLabel>Animal area {0}</AreaAnimalDefaultLabel>
    <AreaDefaultLabel>Area {0}</AreaDefaultLabel>
    <AreaLower>area</AreaLower>
    <AssignedColonist>Assigned colonist</AssignedColonist>
    <AutoHomeAreaToggleButton>Toggle automatically expanding the home area around new constructions.</AutoHomeAreaToggleButton>
    <BondBrackets>(bond)</BondBrackets>
    <BrokenDown>Broken down</BrokenDown>
    <CannotOrderNonControlled>Cannot order non-controlled units.</CannotOrderNonControlled>
    <ClearAll>Clear all</ClearAll>
    <CorpsePercentMissing>Missing body parts</CorpsePercentMissing>
    <DeliveringFood>Delivering food to {0}.</DeliveringFood>
    <Description>Description</Description>
    <DiseaseGrowthModeChanged_Growing>{0}'s {1} is now growing.</DiseaseGrowthModeChanged_Growing>
    <DiseaseGrowthModeChanged_Remission>{0}'s {1} is now in remission.</DiseaseGrowthModeChanged_Remission>
    <DiseaseGrowthModeChanged_Stable>{0}'s {1} is now stable.</DiseaseGrowthModeChanged_Stable>
    <EggDamagedEmbryo>damaged embryo</EggDamagedEmbryo>
    <EggProgress>Egg progress</EggProgress>
    <Fertilized>Fertilized</Fertilized>
    <Fuel>Fuel</Fuel>
    <FullyGrownIn>Fully grown in {0} of growth.</FullyGrownIn>
    <GoodCondition>OK</GoodCondition>
    <GoodResult>good result</GoodResult>
    <HarvestFailed>Harvest\nfailed</HarvestFailed>
    <HitPoints>{0} hit points</HitPoints>
    <HiveReproducesIn>Reproduces in</HiveReproducesIn>
    <Home>Home</Home>
    <HostilityReponseTip>Change how to react to nearby enemies when the colonist is not drafted.</HostilityReponseTip>
    <HostilityResponseCurrentMode>Current mode</HostilityResponseCurrentMode>
    <Immunity>Immunity</Immunity>
    <InactiveFacility>inactive</InactiveFacility>
    <Installed>Installed</Installed>
    <InvertArea>Invert</InvertArea>
    <IsIncapableOfViolence>{0} is incapable of violence.</IsIncapableOfViolence>
    <IsIncapableOfViolenceShort>incapable of violence</IsIncapableOfViolenceShort>
    <IsNotDrafted>{0} is not drafted.</IsNotDrafted>
    <JoyTolerances>Joy tolerances</JoyTolerances>
    <LessThanADay>less than a day</LessThanADay>
    <MentalBreakThresholdHard>Hard mental break threshold</MentalBreakThresholdHard>
    <MentalBreakThresholdSoft>Soft mental break threshold</MentalBreakThresholdSoft>
    <MentalStateLetterLabel>Mental state</MentalStateLetterLabel>
    <MilkFullness>Milk fullness</MilkFullness>
    <Mood_MentalState>mental state</Mood_MentalState>
    <MustPlaceAdjacentStandable>Must be placed with standable space on all sides.</MustPlaceAdjacentStandable>
    <MustPlaceVentWithFreeSpaces>Both the sides must be exposed for air to pass through.</MustPlaceVentWithFreeSpaces>
    <NewArea>New area</NewArea>
    <NewAreaAnimal>New animal area</NewAreaAnimal>
    <NextTreatmentIn>Next treatment in {0}</NextTreatmentIn>
    <NoAreaAllowed>Unrestricted</NoAreaAllowed>
    <NoRoof>No roof</NoRoof>
    <NotInstalled>Not installed</NotInstalled>
    <Off>Off</Off>
    <On>On</On>
    <Owners>Owners</Owners>
    <PawnMainDescFactionedWrap>{0} of {1}</PawnMainDescFactionedWrap>
    <PawnMainDescGendered>{0} {1}</PawnMainDescGendered>
    <PawnMainDescLifestageWrap>{1} {0}</PawnMainDescLifestageWrap>
    <PlantNeedsLightLevel>Needs light level</PlantNeedsLightLevel>
    <PoorResult>poor result</PoorResult>
    <PowerSwitch_Power>Power</PowerSwitch_Power>
    <ProgressStoppedUntilFertilized>Progress stopped until fertilized</ProgressStoppedUntilFertilized>
    <Race>Race</Race>
    <RecipeMake>Make {0}</RecipeMake>
    <RecipeMakeJobString>Making {0}.</RecipeMakeJobString>
    <Rename>Rename</Rename>
    <ReportCowering>Cowering.</ReportCowering>
    <ShellLoaded>Shell loaded</ShellLoaded>
    <ShellNotLoaded>Not loaded</ShellNotLoaded>
    <ShowAnimalNamesToggleButton>Toggle displaying animal names for tame named animals.</ShowAnimalNamesToggleButton>
    <ShowBeautyToggleButton>Toggle the beauty display.\n\nDisplays the beauty of the world as would be perceived by a character standing where the mouse is pointing.</ShowBeautyToggleButton>
    <ShowRoomStatsToggleButton>Toggle room stats display.\n\nDisplays room stats of the room where the mouse is pointing.</ShowRoomStatsToggleButton>
    <SkillTooLow>need {0} level {2}, have {1}</SkillTooLow>
    <SnowClear>Snow clear</SnowClear>
    <SnowDusting>Snow (dusting)</SnowDusting>
    <SnowMedium>Snow (medium)</SnowMedium>
    <SnowNone>No snow</SnowNone>
    <SnowThick>Snow (thick)</SnowThick>
    <SnowThin>Snow (thin)</SnowThin>
    <StoragePriorityNormal>Normal</StoragePriorityNormal>
    <TextMote_FixBrokenDownBuildingFail>Repair\nfailed</TextMote_FixBrokenDownBuildingFail>
    <TextMote_TameFail>Tame failed\n{0} chance</TextMote_TameFail>
    <TextMote_TameSuccess>Tamed!\n{0} chance</TextMote_TameSuccess>
    <TextMote_TrainFail>Failed training: {0}\n{1} chance</TextMote_TrainFail>
    <TextMote_TrainSuccess>Trained: {0}\n{1} chance</TextMote_TrainSuccess>
    <TextMote_TreatFailed>Treatment failed\n{0} chance</TextMote_TreatFailed>
    <TextMote_TreatSuccess>Treatment success!\n{0} chance</TextMote_TreatSuccess>
    <TrapArmed>Armed</TrapArmed>
    <TrapNotArmed>Not armed</TrapNotArmed>
    <TrapRearmingCost>Rearming cost: {0}</TrapRearmingCost>
    <TreatQuality>treat quality {0}</TreatQuality>
    <TriggerFirefoamPopper>Trigger firefoam popper</TriggerFirefoamPopper>
    <UnfinishedItem>Unfinished {0}</UnfinishedItem>
    <UnfinishedItemWithStuff>Unfinished {0} {1}</UnfinishedItemWithStuff>
    <UnknownLower>unknown</UnknownLower>
    <Untitled>Untitled</Untitled>
    <UseArtifact>Activate</UseArtifact>
    <UsingVerb>Using {0} on {1}.</UsingVerb>
    <WoolGrowth>Wool growth</WoolGrowth>

Keyed\PlayInterface.xml
    <Wiki>Wiki</Wiki>

Keyed\Pronouns.xml
    <IndefiniteArticle>a</IndefiniteArticle>

Keyed\Time.xml
    <Lasted>Lasted</Lasted>
    <LetterDay>d</LetterDay>
    <LetterMinute>m</LetterMinute>
    <LetterSecond>s</LetterSecond>
    <OccurredTimeAgo>occurred {0} ago</OccurredTimeAgo>
    <Period1Day>1 day</Period1Day>
    <Period1Hour>1 hour</Period1Hour>
    <Period1Season>1 season</Period1Season>
    <Period1Year>1 year</Period1Year>
    <PeriodDays>{0} days</PeriodDays>
    <PeriodHours>{0} hours</PeriodHours>
    <PeriodSeasons>{0} seasons</PeriodSeasons>
    <PeriodYears>{0} years</PeriodYears>
    <Started>Started</Started>

Keyed\WorkTags.xml
    <WorkTagAnimals>Animals</WorkTagAnimals>
