[
  [
    "common.level.off",
    "Off"
  ],
  [
    "common.level.low",
    "Low"
  ],
  [
    "common.level.med",
    "Med"
  ],
  [
    "common.level.high",
    "High"
  ],
  [
    "common.level.max",
    "Max"
  ],
  [
    "panel.designations.title",
    "Mining designations"
  ],
  [
    "panel.designations.description",
    "Create automatic terrain designations for this tower."
  ],
  [
    "panel.designations.create_button",
    "Create Designations"
  ],
  [
    "panel.designations.create_tooltip",
    "Scan and place mining designations in this tower's area."
  ],
  [
    "panel.designations.debris_tooltip",
    "Request excavator removal of reachable debris through ATD's prop-removal manager. Existing designations are temporarily suspended and restored after removal. This button never spends Unity on Quick remove and follows Landscape to remove debris. Ctrl-click includes unreachable debris."
  ],
  [
    "panel.designations.clear_tooltip",
    "Clear this tower's ATD-generated terrain and tree-harvest designations. Shift-click to clear all terrain designations in the tower's area plus only this tower's generated tree-harvest designations."
  ],
  [
    "panel.designations.clear_tooltip.shift_click",
    "Clear this tower's ATD-generated terrain and tree-harvest designations. Shift-click to clear all terrain designations in the tower's area plus only this tower's generated tree-harvest designations."
  ],
  [
    "panel.designations.ore_filter.auto",
    "AUTO"
  ],
  [
    "panel.designations.accessway_mode.label",
    "Accessway mode"
  ],
  [
    "panel.designations.accessway_mode.legacy_3",
    "Legacy 3"
  ],
  [
    "panel.designations.accessway_mode.legacy_4",
    "Legacy 4"
  ],
  [
    "panel.designations.accessway_mode.legacy_5",
    "Legacy 5"
  ],
  [
    "panel.designations.accessway_mode.off.tooltip",
    "Disable generated accessways and ramps."
  ],
  [
    "panel.designations.accessway_mode.auto.tooltip",
    "Use the largest excavator assigned or pre-assigned to this tower, then the largest excavator present on the map. With no excavators, AUTO behaves as OFF."
  ],
  [
    "panel.designations.accessway_mode.t1.tooltip",
    "Generate routed accessways using T1 excavator pathability."
  ],
  [
    "panel.designations.accessway_mode.t2.tooltip",
    "Generate routed accessways using T2 excavator pathability."
  ],
  [
    "panel.designations.accessway_mode.t3.tooltip",
    "Generate two-lane routed accessways using T3/Mega excavator pathability."
  ],
  [
    "panel.designations.accessway_mode.legacy_3.tooltip",
    "Generate only a legacy straight ramp three designation cells wide, validated for T3/Mega excavators."
  ],
  [
    "panel.designations.accessway_mode.legacy_4.tooltip",
    "Generate only a legacy straight ramp four designation cells wide, validated for T3/Mega excavators."
  ],
  [
    "panel.designations.accessway_mode.legacy_5.tooltip",
    "Generate only a legacy straight ramp five designation cells wide, validated for T3/Mega excavators."
  ],
  [
    "panel.designations.max_layers.label",
    "Max layers to excavate"
  ],
  [
    "panel.designations.max_layers.tooltip",
    "Maximum layers to excavate from the surface. (u221e = no limit.)"
  ],
  [
    "panel.designations.elevation_limit.label",
    "Elevation limit"
  ],
  [
    "panel.designations.elevation_limit.tooltip",
    "Maximum (absolute) excavation depth (-u221e = no limit.)"
  ],
  [
    "panel.designations.ore_purity.label",
    "Ore quality"
  ],
  [
    "panel.designations.ore_purity.tooltip",
    "How strictly the scan filters terrain columns for ore quality. This does not predict the material mix excavators will produce.\nOff: include all tiles, dig to full depth.\nLow: exclude very sparse tiles, trim thin trailing ore at the bottom.\nMed: moderate quality u2014 skip tiles with heavy overburden or little ore.\nHigh: only rich tiles with a clean ore column.\nMax: apply the strictest overburden, depth, and ore-density filters."
  ],
  [
    "settings.ore_quality.value_tooltip",
    "{0}: minimum ore height {1:0.##} terrain tiles; minimum bottom density {2:P0}; minimum ore purity {3:P0}; minimum component size {4} connected tiles."
  ],
  [
    "settings.ore_quality.value.off",
    "Off"
  ],
  [
    "settings.ore_quality.value.low",
    "Low"
  ],
  [
    "settings.ore_quality.value.medium",
    "Medium"
  ],
  [
    "settings.ore_quality.value.high",
    "High"
  ],
  [
    "settings.ore_quality.value.maximum",
    "Maximum"
  ],
  [
    "panel.designations.corridor_clearance.label",
    "Corridor clearance"
  ],
  [
    "panel.designations.corridor_clearance.tooltip",
    "Minimum corridor width for connecting ore regions and enforcing passability.\n0 = disabled (regions left separate, no corridors or hole-filling).\n1 = 1-tile corridors (small and medium vehicles).\n2 = 2-tile corridors (mega vehicles).\n"
  ],
  [
    "panel.designations.scanning_filter.label",
    "Scanning filter:"
  ],
  [
    "panel.designations.scanning_filter.tooltip",
    "Choose what Create Designations scans for.\n\nAUTO:\n• If terrain designations already exist, preserve them and use unfinished terrain-work clusters as pathfinding starts. When an eligible unstarted mine control tower ghost exists, its entrance replaces the active tower as the pathfinding target.\n• Otherwise, use an eligible tower ghost as a natural accessway marker and commit the first valid route. A recognized ghost suppresses the product scan even when no route can be placed.\n• If neither terrain work nor an eligible ghost exists, scan for useful products and generate their mining plan.\n\nAUTO never falls back to debris or dirt. Select Dirt explicitly, or use the debris-clearance button, when that work is wanted."
  ],
  [
    "settings.mod.name",
    "Auto Terrain Designations"
  ],
  [
    "settings.tab.defaults",
    "Defaults"
  ],
  [
    "settings.tab.world_settings",
    "World settings"
  ],
  [
    "settings.tab.ore_quality",
    "Ore quality"
  ],
  [
    "settings.heading.mining_defaults",
    "Mine control tower defaults"
  ],
  [
    "settings.heading.panel_defaults",
    "Panel defaults"
  ],
  [
    "settings.heading.designations",
    "Designations"
  ],
  [
    "settings.heading.scan_performance",
    "Scan performance"
  ],
  [
    "settings.heading.keyboard_shortcuts",
    "Keyboard shortcuts"
  ],
  [
    "settings.heading.notifications",
    "Notifications"
  ],
  [
    "settings.heading.experimental_access",
    "Experimental accessways"
  ],
  [
    "settings.world.safety",
    "Terrain safety"
  ],
  [
    "settings.world.avoid_ocean.label",
    "Avoid ocean"
  ],
  [
    "settings.world.avoid_ocean.tooltip",
    "Avoid ocean in generated accessways and mining plans in this world. Mining cells that overlap ocean are excluded. Projected cutting below sea level is also avoided; dumping into ocean remains allowed. Turn this off to allow risky shoreline work."
  ],
  [
    "settings.world.avoid_buildings.label",
    "Avoid buildings"
  ],
  [
    "settings.world.avoid_buildings.tooltip",
    "Avoid buildings in generated accessways and mining plans in this world. Mining cells that overlap a building or its safety perimeter are excluded. Projected terrain disturbance near buildings is also avoided."
  ],
  [
    "settings.world.harvest_disrupted_trees.label",
    "Harvest disrupted trees"
  ],
  [
    "settings.world.harvest_disrupted_trees.tooltip",
    "Mark trees in finalized accessway and mining-designation disturbance zones for harvest. When disabled, ATD creates no tree harvest orders. Harvest orders placed by ATD are removed by either Clear action; unrelated player harvest orders are preserved."
  ],
  [
    "settings.world.allow_dig_to_remove_debris.label",
    "Landscape to remove debris"
  ],
  [
    "settings.world.allow_dig_to_remove_debris.tooltip",
    "Allow debris removal to make the smallest workable terrain change when a prop cannot be excavated without landscaping. When disabled, the removal request fails and the requesting workflow is notified."
  ],
  [
    "settings.world.quick_remove_debris.label",
    "Quick remove debris"
  ],
  [
    "settings.world.quick_remove_debris.tooltip",
    "Controls when ATD uses the game's Quick remove action for routed accessway debris. Quick remove spends Unity. This policy does not apply to the mine-tower Clear debris button."
  ],
  [
    "settings.world.quick_remove_debris.always",
    "Always"
  ],
  [
    "settings.world.quick_remove_debris.always.tooltip",
    "Use Quick remove for all accessway debris except props that the planned dumping designation will sufficiently bury. This speeds up landscaping but spends Unity."
  ],
  [
    "settings.world.quick_remove_debris.restrictive",
    "Restrictive"
  ],
  [
    "settings.world.quick_remove_debris.restrictive.tooltip",
    "Prefer normal excavation but use Quick remove when excavation cannot guarantee post-work pathability."
  ],
  [
    "settings.world.quick_remove_debris.never",
    "Never"
  ],
  [
    "settings.world.quick_remove_debris.never.tooltip",
    "Never spend Unity on Quick remove for accessway debris. Removal relies on excavation and the Landscape to remove debris setting, and may need the player to provide Quick remove assistance."
  ],
  [
    "settings.world.safety_policy.label",
    "Safety policy"
  ],
  [
    "settings.world.safety_policy.tooltip",
    "Controls how cautiously ATD predicts landslides and how much distance it keeps from protected oceans and buildings. Higher policies reserve more space; lower policies allow terrain work closer to hazards. Default: BAL."
  ],
  [
    "settings.world.safety_policy.value_tooltip",
    "{0}: landslide predictor slope factor {1}; protected-area buffer {2} tiles."
  ],
  [
    "settings.world.safety_policy.minimum",
    "Minimum"
  ],
  [
    "settings.world.safety_policy.low",
    "Low"
  ],
  [
    "settings.world.safety_policy.balanced",
    "Balanced"
  ],
  [
    "settings.world.safety_policy.high",
    "High"
  ],
  [
    "settings.world.safety_policy.maximum",
    "Maximum"
  ],
  [
    "settings.pathfinder.generated_v_fixed.label",
    "Terrain designation cost"
  ],
  [
    "settings.pathfinder.generated_v_fixed.tooltip",
    "Fixed cost charged for every generated terrain designation. Higher values favor fewer terrain designations, even when that increases travel distance and total landscaping cost."
  ],
  [
    "settings.pathfinder.direct_work_weight.label",
    "Direct terrain-work weight"
  ],
  [
    "settings.pathfinder.direct_work_weight.tooltip",
    "Weight applied to digging or dumping terrain directly above or below generated terrain designations."
  ],
  [
    "settings.pathfinder.candidate_distance.label",
    "Candidate ray max distance"
  ],
  [
    "settings.pathfinder.candidate_distance.tooltip",
    "Maximum candidate ray trace distance. Higher values protect and price very large side wedges but cost more search time. Default: 16."
  ],
  [
    "settings.pathfinder.ray_max_cost.label",
    "Maximum cost per ray"
  ],
  [
    "settings.pathfinder.ray_max_cost.tooltip",
    "Caps the landscaping cost contributed by one unresolved ray."
  ],
  [
    "settings.pathfinder.ray_unresolved.label",
    "Unresolved-ray penalty"
  ],
  [
    "settings.pathfinder.ray_unresolved.tooltip",
    "Penalty when a ray does not meet terrain inside its trace range."
  ],
  [
    "settings.experimental_access.turning_ramps.label",
    "Turning ramps (experimental)"
  ],
  [
    "settings.experimental_access.turning_ramps.tooltip",
    "When enabled, ATD may select and place routed turning or switchback accessways using vanilla flat and slope designations. AUTO and T1-T3 use routed accessways; Legacy 3-5 use only the straight-ramp generator. Corner and saddle designations are not included."
  ],
  [
    "settings.experimental_access.suppress_legacy_ramps.label",
    "Suppress legacy ramps"
  ],
  [
    "settings.experimental_access.suppress_legacy_ramps.tooltip",
    "Disable the legacy straight-ramp generator so experimental accessway results and failures can be tested directly. Leave off for normal fallback behavior."
  ],
  [
    "settings.experimental_access.astar.label",
    "Use A* search"
  ],
  [
    "settings.experimental_access.astar.tooltip",
    "Use A* instead of reference Dijkstra for experimental accessway dry runs. Dijkstra is the safer validation baseline. A* is faster."
  ],
  [
    "settings.experimental_access.landscaping_cost_scale.label",
    "Landscaping cost vs. distance"
  ],
  [
    "settings.experimental_access.landscaping_cost_scale.tooltip",
    "Tile-distance cost assigned to one unit of landscaping cost. One landscaping-cost unit is equivalent to dumping or digging one unit of rock. Range: 0-100; default: 1. A higher value promotes routes with less terraforming."
  ],
  [
    "settings.experimental_access.prop_cleanup_landscaping_cost.label",
    "Prop cleanup landscaping cost"
  ],
  [
    "settings.experimental_access.prop_cleanup_landscaping_cost.tooltip",
    "Landscaping cost charged once per prop cleanup origin used by experimental access search. One unit equals one dumped or dug rock unit; default 8 reflects observed excavator cleanup effort. Higher values make cleanup routes less attractive."
  ],
  [
    "settings.experimental_access.landslide_run.label",
    "Landslide protection slope factor"
  ],
  [
    "settings.experimental_access.landslide_run.tooltip",
    "Horizontal exclusion distance per vertical terrain level. 1 translates to a 45-degree slope; higher values widen the exclusion zone (use in e.g. pure sand), while lower values narrow it. Range: 0.05-2; default: 1."
  ],
  [
    "settings.max_slope.label",
    "Max slope"
  ],
  [
    "settings.max_slope.tooltip",
    "Maximum allowed height difference between adjacent designation corners. Range: 1-3."
  ],
  [
    "settings.bottom_flattening.label",
    "Bottom flattening"
  ],
  [
    "settings.bottom_flattening.tooltip",
    "Bottom-flattening strength from 0 to 10. 0 disables the bottom-flattening pass."
  ],
  [
    "settings.batch_size.label",
    "Batch size"
  ],
  [
    "settings.batch_size.tooltip",
    "Designations placed per coroutine frame while the game is unpaused. Range: 1-200."
  ],
  [
    "settings.panel_defaults.mining_collapsed.label",
    "Mining panel collapsed"
  ],
  [
    "settings.panel_defaults.mining_collapsed.tooltip",
    "Whether the Mining designations panel starts collapsed by default."
  ],
  [
    "settings.panel_defaults.ore_collapsed.label",
    "Ore panel collapsed"
  ],
  [
    "settings.panel_defaults.ore_collapsed.tooltip",
    "Whether the Ore composition panel starts collapsed by default."
  ],
  [
    "settings.panel_defaults.farming_collapsed.label",
    "Farming panel collapsed"
  ],
  [
    "settings.panel_defaults.farming_collapsed.tooltip",
    "Whether the Farmland preparation panel starts collapsed by default."
  ],
  [
    "settings.notifications.excavator_completion.label",
    "Excavator completion notifications"
  ],
  [
    "settings.notifications.excavator_completion.tooltip",
    "Whether ATD shows a green notification when any vehicle depot completes an excavator."
  ],
  [
    "settings.notifications.ramp_warning.label",
    "Ramp warning notifications"
  ],
  [
    "settings.notifications.ramp_warning.tooltip",
    "Whether ATD shows ramp access warning notifications on mine towers."
  ],
  [
    "settings.ore_quality.min_ore_height.label",
    "Minimum ore height"
  ],
  [
    "settings.ore_quality.min_ore_height.tooltip",
    "Minimum ore thickness in terrain tiles for this quality level."
  ],
  [
    "settings.ore_quality.min_bottom_density.label",
    "Minimum bottom density"
  ],
  [
    "settings.ore_quality.min_bottom_density.tooltip",
    "Minimum ore density from the previous ore bottom to this ore bottom. Clamped from 0 to 1."
  ],
  [
    "settings.ore_quality.min_ore_purity.label",
    "Minimum ore purity"
  ],
  [
    "settings.ore_quality.min_ore_purity.tooltip",
    "Minimum ore-to-column ratio for this quality level. Clamped from 0 to 1."
  ],
  [
    "settings.ore_quality.min_component_size.label",
    "Minimum component size"
  ],
  [
    "settings.ore_quality.min_component_size.tooltip",
    "Minimum connected designation tile count for a cluster to survive the isolation filter."
  ],
  [
    "settings.corner_mode.label",
    "Corner designations mode"
  ],
  [
    "settings.corner_mode.tooltip",
    "Key used to enter and toggle corner designation mode while a terrain designation tool is active."
  ],
  [
    "settings.corner_mode.invalid_tooltip",
    "Use a single key such as K, 1, F1, Space, or Escape."
  ],
  [
    "settings.status.applied",
    "Applied"
  ],
  [
    "settings.status.invalid_key",
    "Invalid key"
  ],
  [
    "settings.action.save_as_global",
    "Save as config"
  ],
  [
    "settings.action.save_as_global.tooltip",
    "Save these settings to ATDsettings.json. They will be used as the defaults for all new games."
  ],
  [
    "settings.action.restore_defaults",
    "Restore defaults"
  ],
  [
    "settings.action.restore_defaults.tooltip",
    "Restore the global mod defaults for all settings. (Does not automatically save them as config.)"
  ],
  [
    "settings.status.saved_to_file",
    "Saved to ATDsettings.json."
  ],
  [
    "settings.status.save_failed",
    "Save failed; check the log."
  ],
  [
    "settings.status.restored_defaults",
    "Restored built-in defaults in memory."
  ],
  [
    "panel.ore.title",
    "Ore composition"
  ],
  [
    "panel.ore.description",
    "Ore resources within this tower's current mining designations. (Does not account for potential landslides.)"
  ],
  [
    "panel.ore.prompt_scan",
    "Press u21ba to scan ore composition."
  ],
  [
    "panel.ore.scan_tooltip",
    "Scan ore composition"
  ],
  [
    "panel.ore.no_tower",
    "No tower selected."
  ],
  [
    "panel.ore.no_minable_designations",
    "No minable designations found."
  ],
  [
    "panel.ore.priority_selected_tooltip",
    "Tower mining priority set to {0}. Click to unset."
  ],
  [
    "panel.ore.priority_set_tooltip",
    "Set tower mining priority to {0}."
  ],
  [
    "panel.farming.title",
    "Farmland preparation"
  ],
  [
    "panel.farming.description",
    "Automates the preparation and final filling of flat level designations so their top layer becomes farmable."
  ],
  [
    "panel.farming.automation_toggle.label",
    "Farmland preparation automation"
  ],
  [
    "panel.farming.automation_toggle.tooltip",
    "Prepare flat level designations for farmland by clearing unsuitable top material, then restoring the final fill orders."
  ],
  [
    "panel.farming.idle_release_excavators.label",
    "Auto-release excavators when idle"
  ],
  [
    "panel.farming.idle_release_excavators.tooltip",
    "Automatically unassign excavators from this tower when no designation has pending excavation work, or while the tower is paused.\nExcavators are tracked and re-assigned when excavation work returns."
  ],
  [
    "panel.farming.idle_release_trucks.label",
    "Auto-release trucks when idle"
  ],
  [
    "panel.farming.idle_release_trucks.tooltip",
    "Automatically unassign trucks from this tower when no designation has pending excavation work, or while the tower is paused.\nTrucks are tracked and re-assigned when excavation work returns."
  ],
  [
    "toolbox.corner_outer.tooltip",
    "Corner (outer): place convex corner ramps."
  ],
  [
    "toolbox.corner_inner.tooltip",
    "Corner (inner): place concave corner ramps."
  ],
  [
    "notification.ramp_access_failed",
    "[ATD] {entity} could not start an access ramp"
  ],
  [
    "notification.ramp_access_truncated",
    "[ATD] {entity} could not fit a full access ramp"
  ],
  [
    "notification.ramp_access_not_accessible",
    "[ATD] {entity} could not path to the ramp"
  ],
  [
    "notification.farming_complete",
    "[ATD] {entity} farming preparation and filling complete"
  ],
  [
    "notification.excavator_completed",
    "[ATD] {entity} completed an excavator"
  ],
  [
    "notification.debris_cleanup_queued",
    "[ATD] {entity} has debris cleanup queued"
  ],
  [
    "notification.debris_cleanup_none_found",
    "[ATD] {entity} found no debris to clear"
  ],
  [
    "notification.debris_cleanup_none_reachable",
    "[ATD] {entity} found no reachable debris to clear. Ctrl-click to include unreachable debris"
  ],
  [
    "vehicle_order.confirm.singular",
    "Enqueue a {0} for {2} at {1}?"
  ],
  [
    "vehicle_order.confirm.plural",
    "Enqueue {0} {1}s for {3} at {2}?"
  ],
  [
    "vehicle_order.confirm.button",
    "Enqueue"
  ],
  [
    "vehicle_order.zoom.tooltip",
    "Zoom to {0}"
  ],
  [
    "vehicle_order.preassigned.tooltip",
    "Pre-assigned to {0}"
  ]
]
