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[QoL#298560][Context:Strings.Buildings] Various building's description Part II


Ozcuraz
  • Branch: Preview Branch Version: Windows Fixed

Source: strings_template.pot

======== 10 ======== 

msgctxt "STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.EFFECT"
msgid "Carries more <link=\"POWER\">Wattage</link> than regular <link=\"WIRE\">Wire</link> without overloading.\n\nCan be run through wall and floor tile."

  • Heavi-watt Wire cannot be run through wall and floor tile in game.

======== 11 ======== 

msgctxt "STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.EFFECT"
msgid "Carries more <link=\"POWER\">Wattage</link> than regular <link=\"WIRE\">WIRE</link> without overloading.\n\nCan be run through wall and floor tile."

  • Heavi Conductive Wire cannot be run through wall and floor tile in game.

======== 12 ======== 

msgctxt "STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.EFFECT"
msgid "Carries more <link=\"POWER\">Wattage</link> than a regular <link=\"WIREBRIDGE\">Wire Bridge</link> without overloading.\n\nRuns one wire section over another without joining them.\n\nCan be run through wall and floor tile."

  • Is it true that a Conductive Wire Bridge can withstand more Wattage than a regular Wire Bridge? Both of them do not mention their Max Power capacity in game though.

i279kuj.jpg   SPBaXGe.jpg

======== 13 ======== 

msgctxt "STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.EFFECT"

msgid "Carries more <link=\"POWER\">Wattage</link> than a regular <link=\"WIREBRIDGEHIGHWATTAGE\">Heavi-Watt Joint Plate</link> without overloading.\n\nAllows <link=\"HIGHWATTAGEWIRE\">Heavi-Watt Wire</link> to be run through wall and floor tile.\n\nCan be run through wall and floor tile."

  • Is it true that a Heavi Conductive Joint Plate Wire Bridge can withstand more Wattage than a regular Heavi-Watt Joint Plate? Both of them do not mention their Max Power capacity in game though.

RLIoKkM.jpg   tZIACHE.jpg 


Steps to Reproduce
n.a.



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.


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