//Stringliste 

///////////////////////////////////////////////////////////////////////////////////////////////////////
//Startmenü

//new game
clipboard_paper_new_game
{
Start a new game in the current laboratory
}

clipboard_paper_start
{
Start game with an already tested&played  
experiment of the current laboratory
}

clipboard_paper_continue
{
Continue game from the latest experiment
}

clipboard_paper_editor
{
Create or change your own laboratory
}

clipboard_paper_select
{
Choose current laboratory
}

clipboard_paper_options
{
Game settings
}

clipboard_paper_exit
{
Quit Crazy Machines
}

mo_startmenu_gramophone
{
A turntable...
}

mo_startmenu_toaster
{
A toaster...
}

//Startmenü
///////////////////////////////////////////////////////////////////////////////////////////////////////

//Simu-Start/Stop Knopf
mo_switch_start_stop
{
Start/Stop experiment
}

tmo_element_bars_oscillator
{
Shows the current gravity
}

//Rundumleuchte
tmo_element_bars_signal
{
Displays when the experiment is running
}

switch_editor_game
{
Test experiment
}

mo_button_clear
{
Clear experiment
}

mo_button_load
{
Load the lab experiments
}

mo_button_save
{
Save experiment
}

options
{
Adapt game options
}

mo_button_level_properties
{
Fix experiment's goal and score
}

mo_button_exit
{
Exit editor to main menu
}

mo_button_reset
{
New start of experiment
}

mo_button_instructions
{
Display experiment's goal
}

mo_button_exit_game
{
Exit game to main menu
}

//Game elements


fixed_cable
{
Cable (fixed),
can be removed by clicking on plug
}

fixed_belt
{
Drive belt (fixed),
can be removed by clicking on wheels
}

fixed_rope
{
Rubber rope (fixed),
can be removed by clicking on tied parts
}


/////////////////////////////////////////////////////////////////////////////////
//Misc
tmo_crate
{
Wooden box,
movable element
}

tmo_domino
{
Domino,
movable element
}

tmo_catapult
{
Catapult,
is activated when something drops on to the trigger
}

tmo_spring
{
Spring
}

tmo_board_loose
{
Loose board, a rope can be 
fixed at both ends
}

tmo_board
{
Board,
is a firm obstacle
}

tmo_trunk
{
Trunk,
is a firm obstacle
}

tmo_zone
{
Target zone,
fixes a target area for movable elements, 
size is variable
}

tmo_building_ban
{
No building zone

no element may be placed in this zone, 
size is variable
}

tmo_nail
{
Nail,
movable, can make balloons burst
}

tmo_arrow
{
Arrow,
points to an important place in the experiment
}

tmo_magnetic_permanent
{
Permanent magnet,
attracts elements of iron
}

//Bälle

tmo_ball_beach
{
Waterball,
movable element
}

tmo_ball_basket
{
Basketball,
movable element
}

tmo_ball_tennis
{
Tennis-ball,
movable element
}

tmo_ball_bowling
{
Bowling Ball
movable element
}

tmo_ball_billard
{
Billiard-ball,
movable element
}

tmo_ball_tt
{
Table-tennis ball,
movable element
}

tmo_ball_steel
{
Steel ball,
Movable element of iron
}

//Pipes, Steam

tmo_boiler
{
Boiler,
generates steam when heated,
can be connected with pipes
}

tmo_pipe_corner
{
Corner pipe,
passes on steam
}

tmo_pipe_distributor
{
T-pipe,
distributes steam
}

tmo_pipe_ventil
{
Pipe valve,
regulates the steam pressure,
lever position can be changed by 
collision or rope 
}

tmo_pipe_whistle
{
Steam whistle,
whistles when steam pressure rises
and the lever is moved downwards by 
collision or rope
}

tmo_steam_machine
{
Steam machine,
generates a rotary motion when in steam,
can be connected with drive belt
}

tmo_pipe
{
Pipe,
passes on steam
}

//Antriebsband
tmo_belt_dummy
{
Drive belt,
connects two wheels and transfers
their rotation energy
}

tmo_hammer
{
Hammer,
knocks in a nail when the wheel
is rotated
}

tmo_belt_centr
{
Centrifugal belt
}

tmo_belt_gear_big
{
Big gear belt,
can be connected to other gear belts or 
a drive belt as well
}

tmo_belt_gear
{
Gear belt,
can be connected with other gear belts 
and drive belt respectively
}

tmo_belt_bucket_wheel
{
Bucket Wheel
rotates, can be connected with other 
elements by a drive belt
}

tmo_belt_gramophone
{
Turntable,
plays a record if driven by a 
drive belt and if a pickup
is lying on the record, play
ing speed and direction of play 
must match, if specified as an 
objective
}

tmo_belt_conveyer
{
Conveyer belt,
can be connected with drive belt,
transports movable elements
}

//Power 1

tmo_power_plug_dummy
{
Power plug,
can connect two sockets
}

tmo_power_battery
{
Battery, 
supplies power
}

tmo_power_switch
{
Switch,
enables or interrupts power
between the two sockets,
the lever can be moved by movable
elements
}

tmo_power_ct
{
Time switch,
Sets the time by means of a rotating 
switch, functions as an on/off switch,
lamp indicates whether current can
presently flow or not
}

tmo_power_contact_switch
{
Contact Switch,
triggers or terminates flow of current,
when hit by a movable element, 
depending on pre-settings
}

tmo_power_toaster
{
Toaster,
needs power, toasting time can be set,
toasts flies out of the toaster when 
the time expires
}

tmo_power_resistor
{
Resistance,
the amount of current flow 
can be set from zero to maximum
}

tmo_power_relais
{
Lever, electrical,
when current flows, lever is thrown,
element can be rotated, lever position 
can be preset
}

tmo_power_distributor
{
Power distributor
}

tmo_power_motor
{
Electro motor,
can be connected with drive belt
}

tmo_power_generator
{
Power generator,
can be connected to a drive belt,
generates power when rotated
}

tmo_power_lamp
{
Light bulb
}

//Strom 2

tmo_power_bell
{
Bell
}

tmo_power_c4
{
Explosive,
can be detonated by power
}

tmo_power_gravity
{
Gravity element,
can generate displayed gravity by power
or neutralize current gravity
}

tmo_power_pushbutton
{
Push button,
conducts power between the two sockets,
when pushed down
}

tmo_trap_door
{
Trap door,
opens when the lever is pushed downwards,
can be fixed to a rope as well
}

tmo_robot
{
Robot,
can move forward independently 
when switched on, can be switched on or off 
with a button at its head, a rope can be affixed
to it
}

tmo_wrecking_ball
{
Wrecking ball,
is movable, a rope can be attached to its lug
}

tmo_roll_board
{
The small wagon,
rolls on wheels, it has no propulsion of
its own, it can transport elements, and 
ropes can be attached to the lugs.
}

tmo_basket
{
Basket,
can collect movable elements, ropes can 
be attached to the lugs
}

tmo_bell
{
Bell,
bell clapper is also movable, element 
objective has been attained when the bell
rings, ropes can be attached to the lugs
}

tmo_power_amperemeter
{
Ampere meter,
shows if power is running between 
the two sockets 
}

tmo_power_solarcell
{
Solar cell,
generates power from light (except candle)
}

tmo_power_lightning
{
Lightning machine
}

tmo_power_disrupter
{
Power disrupter,
power only runs when the contacts 
are connected
}

//Warmth

tmo_candle_dyn
{
Candle,
movable
}

tmo_candle
{
Candle
}

tmo_heat_dynamite
{
Dynamite,
explodes when the fuse is lit 
}

tmo_heat_bomb_white
{
Cannon-ball bomb, dangerous,
can be lit at the fuse,
explodes after six seconds
}

tmo_heat_bomb_yellow
{
Cannon-ball bomb, very dangerous,
can be lit at the fuse,
explodes after three seconds
}

tmo_heat_bomb_red
{
Cannon-ball bomb, extremely dangerous,
can be lit at the fuse,
explodes after one second
}

tmo_heat_cannon
{
Cannon,
shoots a cannonball when the fuse
is lit
}

tmo_heat_grill
{
Sausage grill,
can be connected with a drive belt,
the sausage is grilled when it is
heated and rotated (to avoid burning it)
}

tmo_heat_rocket
{
Firework rocket,
starts when the fuse is lit
}

heat_blowtorch
{
Blow torch,
can light elements
}

tmo_flask_nitro
{
Nitro,
explodes when vibrated
}

tmo_flask
{
Flask,
can be heated by flame
}

tmo_fuze_dummy
{
Fuse,
transfers a flame
}


tmo_fuze
{
Fuse,
transfers a flame,
right click finishes 
transfer
}

tmo_wall
{
Wall,
can be turned and changed in length,
gets destroyed by explosion
}

//Wind

tmo_windmill
{
Windmill,
can be connected with the drive belt, 
generates a rotating move with wind 
influence and vice versa 
}

tmo_wind_bellows
{
Bellows,
generates a gust of wind when an element drops on to it
}

tmo_belt_flag
{
Flag,
flutters in the wind,
can be moved upwards/downwards by rotation
at the telescopic bar 
}

tmo_power_hoover
{
Hoover,
sucks in movable elements below
and generates wind upwards
}

tmo_wind_zeppelin
{
ZEPPELIN,
can lift elements by rope,
the rotor can be adjusted to change direction, 
the rotor moves in simulation
when something drops on to it
}

//Seil

tmo_rope_dummy
{
Rope,
connects two elements when each has a hook
}

tmo_rope_hook
{
Hook,
ropes can be fixed on to this
}

tmo_rope_scissors
{
Scissors,
can cut off fuses, 
have 2 hooks on the grip
}

tmo_rope_seesaw
{
See-saw,
max. two ropes can be fixed,
see-sawing with movable elements as well
}

tmo_rope_crossbow
{
Crossbow, 
fires an arrow when the trigger is 
hit and moved by an element or a rope
}

tmo_rope_cage
{
Cage,
can be fixed to a rope,
can e.g., catch and retain balls
}

tmo_weight
{
Weight,
can be fixed to a rope
}

tmo_mh
{
GROUSE
can be an element objective (target) 
if hit hard enough
}

tmo_bucket
{
Bucket,
can be fixed to a rope
}

tmo_balloon
{
Balloon,
can be fixed to a rope,
bursts when it meets sharp elements
}

tmo_rope_tri_lug
{
Triple eyelet, 
two ropes can be fixed to this
movable element
}

//Light

tmo_light_magnifier
{
Magnifying glass,
bundles light and can set fire to things
}

tmo_light_pocketlamp
{
Pocket lamp,
can be switched on and off with the red switch
}

tmo_light_flower
{
Flower,
blooms when it gets light
}

//Tabs

mo_tab_misc
{
Miscellaneous
}

mo_tab_balls
{
Balls
}

mo_tab_steam
{
Steam
}

mo_tab_belt
{
Belt
}

mo_tab_power
{
Power
}

mo_tab_heat
{
Fire and heat
}

mo_tab_wind
{
Wind
}

mo_tab_rope
{
Rope
}

mo_tab_light
{
Light
}

//contextmenu
mo_button_context_delete
{
Delete element 
}

mo_button_context_lock
{
Loosen or lock element 
{

mo_button_context_flip
{
Flip element
}

mo_button_context_turn_cc
{
Turn element counter-clockwise
}

mo_button_context_turn_c
{
Turn element clockwise
}

mo_button_context_on_off
{
Activate/deactivate element 
}

mo_button_context_goal
{
Fix element for goal of the 
experiment
}

mo_button_context_anti_goal
{
Element may not be activated as the 
objective of an experiment unless all
objectives have been attained
}

mo_button_context_target
{
Fix collision target,
then choose the target element 
for the collision
}

mo_button_scroll_up
{
Scroll up
}

mo_button_scroll_down
{
Scroll down
}

//////////////////////////////////////////////////

//Allgemeine Strings

simu_stopped
{
Simulation stopped
}

lab_saved
{
Lab saved
}

task_solved
{
*** Task solved! ***
}

task_failed
{
*** Experiment failed!!! ***
}

moorhen_activated
{
*** Grouse activated! ***
}

experiment_deleted
{
Experiment deleted
}

no_goal_defined
{
You haven’t defined a goal yet!
}

clearing_experiement_q
{
Do you want to clear this experiment?
}

clearing_q
{
Clearing…sure?
}

want_to_exit_q
{
You really want to exit?
}

exit_q
{
Exit?
}

want_to_leave_your_lab_q
{
You want to leave your lab?
}

experiment_reset
{
Experiment reset.
}

could_not_be_load
{
Could not be loaded.
}

new_lab_created
{
A new lab has been created.
}

lab_deleted
{
Lab deleted!
}

save_current_experiment_q
{
Attention! Save the current experiment? If not, all your changes will be lost – then comes the wailing and the gnashing of teeth!
}

save_experiment_q
{
Save experiment?
}

saved
{
Saved.
}

loaded
{
Loaded.
}

changing_lab_forbidden
{
You must not change anything in the lab!
}

successfully_imported
{
Successfully imported.
}

successfully_exported
{
Successfully exported.
}

exporting_failed
{
Export failed.
}

importing_failed
{
Import failed.
}

want_to_save_experiment_as_q
{
Do you want to save your experiment under the following name?
}

save_experiment_as
{
Save experiment as
}

name_already_exsists
{
Name already exists
}


experiment_named
{
Experiment named
}

already_exists_overwrite_q
{
Already exists, you want to overwrite?
}

already_exists
{
Already exists!
}

new_experiment_name_q
{
New name for your experiment?
}

new_lab_name_q
{
New name for your lab?
}

new_experiment
{
new experiment
}

rename
{
Rename
}

my_lab
{
My lab
}

professors_lab
{
Professor's lab
}

rename
{
Rename
}

level_done_0
{
There now, that's done!!
}

level_done_1
{
Task done!
}

level_done_2
{
There you are, see?
}

sorry_in_full_version_only
{
Sorry, that only works in the full version!
}

no_experiments_in_lab
{
There are no experiments in this lab!
}

//Punkteanzeigen

mo_score_level_bonus
{
Bonus score for this experiment
(50 points for each additional element)
}

mo_score_level
{
Score for this experiment
}

mo_score
{
Total score
}

mo_element_count
{
There are SO many elements you can still build into
your experiment!

}

mo_highscore
{
Reached highscore for the current lab
}

//Certificate script

certificate_common_1
{
In appreciation for your performance in my lab,
you will today get a degree
}

certificate_common_2
{
(This title is not just for boasting – you must use it!)
}

certificate_status_trainee
{
Trainee
}

certificate_status_assistant
{
Assistant
}

certificate_status_doctor
{
Doctor
}

certificate_status_professor
{
Professor
}

mo_logo_fakt
{

}

mo_logo_pepper
{

}

mo_logo_portal
{

}

paused
{
Paused
}

////////////////////////////////////////////////////////////////////////////////////
//Dialoge

//File Open Dialog

Path
{
Path*
}

Filename
{
File name
}

Importing_experiment
{
Import experiment
}

Exporting_experiment
{
Export experiment
}



//*** Credits-Dialog

Exit_Crazy_Machines
{
Exit Crazy Machines
}

participants
{
Participants
}

idea
{
Idea
}

concept_and_game_design
{
Concept and game design
}

producer
{
Producer
}

programming
{
Programming
}

graphics
{
Graphics
}

sound
{
Sound
}

speech_samples
{
Speech samples
}

level_design
{
Level design
}

handbook
{
Manual
}

quality_assurance
{
Quality assurance
}

product_uses_ogg_vorbis_technology
{
This product uses Ogg Vorbis Technology.
}

forum
{
Forum
}

//*** Credits-Dialog
////////////////////////////////////////////////////////////////////////////

//Laborauswahl-dialog
Choose_lab
{
Choose lab
}

//Experiments Dialog

Experiments
{
Experiments
}

New
{
New
}

Edit
{
Edit
}

Rename
{
Rename
}

Remove
{
Remove
}

Move_up
{
Move up
}

Move_down
{
Move down
}

Main_menu
{
Main menu
}

want_to_delete_level_q
{
You REALLY want to delete the experiment? You know you might get very angry later – I mean,  when you discover that one level is missing - and then you maybe will put the blame on me, hmmm?
}

delete_experiment_q
{
Delete experiment?

want_to_delete_lab_q
{
So you really do want to delete the lab?
}

delete_lab_q
{
Delete the lab?
}

task_done
{
Task done
}

Continue
{
Continue
}

Replay
{
Replay
}

Spoiler
{
Plan
}

Own_solution
{
Own solution
}

//Experiment Properties Dialogue

experiment_properties
{
Experiment properties
}

Goal
{
Goal
}

Background
{
Background
}

Score
{
Score
}

Brick
{
Brick
}

Sandstone
{
Sandstone
}

Scale_paper
{
Scale paper
}

Wall_paper
{
Wallpaper
}

Space
{
Space
}

Burlap
{
Linen
}

Metal
{
Metal
}

Granite
{
Granite
}

Cork
{
Cork
}

Flagstones
{
Tiles
}

Dungeon
{
Dungeon
}

Basement
{
Basement
}

Marble
{
Marble
}



Gravity
{
Gravity
}

Earth
{
Earth
}

Moon
{
Moon
}

None
{
Space
}

Task
{
Task
}

Lets_go
{
Let's go
}

Options
{
Options
}

Apply
{
Apply
}

Resolution
{
Resolution
}

Color_depth
{
Color depth
}

Full_screen
{
Full screen mode
}

VSync
{
VSync
}

Antialiasing
{
Antialiasing
}

Texture_quality
{
Texture quality
}

Filtering
{
Texture filter
}

Shadows
{
Shadows
}

Mouse_cursor
{
Cursor
}

Texture_quality
{
Texture quality
}

Sound_effects
{
Sound effects
}

Sfx_volume
{
FX volume
}

Professor
{
Professor
}

Speech_volume
{
Speech volume
}

Music_volume
{
Music volume
}

CD_volume
{
CD volume
}

CD_order
{
CD order
}

Tooltips
{
Tooltips
}

comment_frequency
{
Comment freq.
}



low
{
Low
}

high
{
high
}

bilinear
{
Bilinear
}

trilinear
{
Trilinear
}

anisotropic
{
Anisotropic
}

hardware
{
Hardware
}

software
{
Software
}

Game_music_1
{
Game music 1
}

Game_music_2
{
Game music 2
}

Game_music_3
{
Game music 3
}

Game_music_4
{
Game music 4
}

Music
{
Music
}

CD
{
CD
}

normal
{
normal
}

shuffle
{
shuffle
}

Start_experiment
{
Start experiment
}

//Allgemein

Yes
{
Yes
}

No
{
No
}


Cancel
{
Cancel
}

Up
{
Up
}

Down
{
Down
}

Close
{
Close
}

Import
{
Import
}

Export
{
Export
}

not_in_demo_version
{
Not in the Demo version!
}

elements_are_the_maximum
{
Elements are at maximum!
}

no_more_elements
{
No more elements!
}

on
{
on
}

off
{
off
}
////////////////////////////////////////////
//The End
