Project Zomboid

Project Zomboid

Trap Manager
Afyrmo  [developer] 12 Sep @ 7:40am
Translations
Would you like to help me translate the mod description or content? Some translations were done using AI, so they may be inaccurate.

How to help with translations
Keep the mod’s identity: Don’t translate “Trap Manager”.
Don’t change keys or placeholders:
  • Keep keys as-is and preserve things like %1, <LINE>, formulas, and punctuation.
Match vanilla where possible:
  • Zone names should follow the official IG_UI for each language. If a vanilla line exists, copy it 1:1.
Column headers: short & clear, most-meaningful first
  • Lead with the word that best describes the data (usually a noun), add qualifiers after (e.g., in parentheses). Keep it short.
    • Good: “Hours Captured”, “Distance (tiles)”, “Chance (%)”, “Skill Lvl”, “#”
    • Less clear: “Capture Hours”, “Tiles Distance”, “Probability Chance”, “Level Skill”
  • Abbreviations ok when obvious: “Prob.”, “Pre.”, “Lvl”, “#”.
  • Keep casing consistent with the locale.
Encoding & symbols (Build 42)
  • UTF-8 for most; KO = UTF-16 LE (with BOM); CA = ISO-8859-15; AR = CP-1252.
  • Avoid special symbols—e.g., use -> instead of .
Use vanilla item/skill names:
  • Trap types and the Trapping skill should match the game’s official terms for that language.
Style consistency:
  • Follow each locale’s norms (e.g., capitalization, pluralization if needed).
What to post:
  • Please paste only the changed lines from your UI_LANG.txt (keys unchanged), or attach the whole file if easier.

Example snippet
UI_EN = { -- Columns UI_TM_Col_AliveHour = "Hours Captured", -- Zones (follow vanilla names when available) UI_TM_Zone_TrailerPark = "Trailer Park", UI_TM_Zone_Forest = "Forest", -- Tip: keep placeholders and formatting UI_TM_Tip_Chance = "Chance column: <LINE> - Combined per-hour chance. <LINE> Formula per zone: ... %1 ..." }

Thanks for helping improve the translations!

UI_EN = { -- General UI_TM_Choose = "Choose...", UI_TM_Yes = "Yes", UI_TM_No = "No", UI_TM_OK = "OK", UI_TM_NO = "NO", UI_TM_Road = "Road", UI_TM_Unknown= "Unknown", UI_TM_None = "None", UI_TM_FreshSuffix = "(fresh)", UI_TM_RottenSuffix = "(rotten)", -- Columns UI_TM_Col_ShowHide = "Show", UI_TM_Col_Number = "#", UI_TM_Col_Distance = "Distance", UI_TM_Col_Chunks = "Chunks", UI_TM_Col_Precond = "Pre.", UI_TM_Col_Trap = "Trap", UI_TM_Col_Bait = "Bait", UI_TM_Col_Skill = "Skill", UI_TM_Col_Zone = "Zone", UI_TM_Col_Animal = "Animal", UI_TM_Col_Chance = "Chance", UI_TM_Col_AliveHour= "Hours Captured", UI_TM_Col_Player = "Player", UI_TM_Col_DUS = "Days Remaining", -- Titlebar buttons UI_TM_Btn_Refresh = "Refresh", UI_TM_Btn_Auto = "Auto", UI_TM_Btn_Vector = "Vector", UI_TM_Btn_Reset = "Reset", UI_TM_Btn_Full = "Full", UI_TM_Vector_Tooltip = "When enabled, draws a line from you to the trap under the mouse. <LINE> The line persists even if the cursor leaves the window.", -- Show all UI_TM_ShowAll = "Show all", UI_TM_ShowHideTip = "Click to toggle visibility. <LINE> When 'Show all' is OFF: Shown=visible, Hidden=hidden.", UI_TM_Shown = "Shown", UI_TM_Hidden = "Hidden", -- Simulator tips UI_TM_Sim_PickAll = "Pick Animal, Trap, Bait, Zone, and Skill to preview per-zone chance.", UI_TM_Sim_PickAnimal = "Pick an animal. <LINE> - It will auto-fill trap/bait/zone dropdowns with valid values. <LINE> - It also enables detailed tooltips on those controls.", UI_TM_Sim_PickTrap = "Choose the trap type placed. <LINE> Choose an animal first.", -- UI_TM_Sim_ChooseTrapBefore = "Choose the trap type placed. <LINE> Choose an animal first.", -- Header tips UI_TM_Tip_Trap_Column = "Trap column: <LINE> - Shows the trap type placed. <LINE> Select an animal in the simulator row above to see trap factors per animal.", UI_TM_Tip_Bait_Column = "Bait column: <LINE> - Shows current bait and freshness. <LINE> Select an animal in the simulator row above to see bait factors per animal.", UI_TM_Tip_Zone_Column = "Zone column: <LINE> - Shows the zones the trap is in. <LINE> Select an animal in the simulator row above to see per-zone base chances.", UI_TM_Tip_Chance = "Chance column: <LINE> - Combined chance across all zones per hour. <LINE> Formula per zone: <LINE> - Chance = ceil(Trap + Bait + 1.5*Skill)/100 * ceil(Zone + 1.5*Skill)/100", UI_TM_Tip_Skill = "Skill column: <LINE> - Shows %1 skill level when the player placed the trap.", UI_TM_Tip_Player = "Player: <LINE> - Name of the player who placed the trap (or current player if unknown).", UI_TM_Tip_AliveHour = "Hours Captured: <LINE> - Hours an animal has been in the trap (animalAliveHour).", UI_TM_Tip_DUS = "Days Until Stale: <LINE> - Days the bait will remain fresh. <LINE> - Red when negative. <LINE> Updated once a day at 0:00.", -- Distance + chunks UI_TM_DistanceHere = "Distance: 0 tiles <LINE> Direction: here", UI_TM_DistanceLine = "Distance: %1 tiles <LINE> Direction: %2° (%3) <LINE> (0 = North, 90 = East, -90 = West)", UI_TM_ChunksHelp = "Chunks (8×8 tiles) <LINE> Rule: the trap is far enough if EITHER axis (absolute-value) > 9 chunks", -- Misc tooltips UI_TM_NoBaitPlaced = "No bait placed.", UI_TM_Preconditions_Zone = "Preconditions: <LINE> - Distance: %1 <LINE> - Bait placed: %2 <LINE> - Fresh bait: %3 <LINE> - Zone listed for animal: %4", UI_TM_PlayerPlaced = "Player who placed the trap: <LINE> - %1", UI_TM_AliveHour = "Hours Captured: <LINE> - %1 hours", UI_TM_DUS_Tip = "Days Fresh: %1 <LINE> Bait age: %2 <LINE> Days remaining: %3", UI_TM_BaitAge = "Bait Age: <LINE> - trapBaitDay = %1", UI_TM_BaitDaysFresh = "Bait Days Fresh: <LINE> - From item script = %1", UI_TM_FreshnessMath = "Freshness math: <LINE> + Days Fresh: %1 <LINE> - Age: %2 <LINE> = Days Until Stale: %3", UI_TM_TrapStrength = "Trap strength: %1", UI_TM_LoseBaitPerHour= "- Lose bait per hour: 1/(%1 + 10) = %2%", UI_TM_BreakPerHour = "- Break per hour (far from player): 1/(40 * %1) = %2%", -- ModOptions UI_TM_Title = "Trap Manager", UI_TM_OpenClose = "Open/Close Trap Manager", UI_TM_OpenClose_Tooltip = "Choose the hotkey used to toggle the Trap Manager window.", UI_TM_AutoHourly = "Hourly auto-refresh (while window is open)", UI_TM_AutoHourly_Tooltip= "If enabled, the list updates automatically each in-game hour while the window is visible.", UI_TM_Opt_VerboseTips = "Explanatory tooltips", UI_TM_Opt_VerboseTips_Tooltip = "Show longer, more detailed header tooltips.", UI_TM_ResetColumns_Title = "Columns shown after pressing Reset", UI_TM_ResetColumns_Help = "Tick the columns you want to be visible when you press the Reset button in the Trap Manager window.", UI_TM_Opt_ResetCol_Tooltip = "Show this column after pressing Reset.", -- Header Context Menu UI_TM_Menu_ShownCols = "Shown columns", UI_TM_Menu_DefaultCols = "Default columns", UI_TM_Menu_ResetToFactory = "Apply factory defaults", UI_TM_Menu_ApplyDefaultsNow = "Apply defaults now", UI_TM_ChanceFactors = "Chance Factors:", UI_TM_FormulaPerZone = "Formula per zone:", UI_TM_FormulaEquation = "- Chance = ceil(Trap + Bait + 1.5*Skill)/100 * ceil(Zone + 1.5*Skill)/100", UI_TM_TimeWindow = "Time: %1:00 - %2:00 -> %3", UI_TM_TrapFactorsFor = "Trap factors for %1:", UI_TM_BaitFactorsFor = "Bait factors for %1:", UI_TM_ZoneFactorsFor = "Zone factors for %1:", UI_TM_TrapFactorLine = "- Trap [%1]: %2%", UI_TM_BaitFactorLine = "- Bait [%1]: %2%", UI_TM_SkillFactorLine = "- Skill [%1]: +%2% (applied twice)", UI_TM_ZoneFactorLine = "- Zone [%1]: %2%", UI_TM_Preconditions = "Preconditions: <LINE> - Distance: %1 <LINE> - Bait placed: %2 <LINE> - Fresh bait: %3", UI_TM_CurrentBait = "Current bait: %1", UI_TM_CurrentBait_None= "Current bait: None", UI_TM_SimulatorIgnores= "Conditions of distance and bait freshness are omitted.", UI_TM_ZonesBases = "- Zones: %1", UI_TM_CombinedAllZones= "Combined all zones: %1", UI_TM_TrapFactors = "Trap factors", UI_TM_InvalidBaitNoFactors= "- No bait or invalid bait: no per-animal factors", UI_TM_RottenBaitZero = "- Rotten bait. Chance: 0%", UI_TM_BaitNotSuitable = "Bait not suitable for this trap. Chance: 0%", UI_TM_BaitFactorsTitle = "Bait factors:", UI_TM_ZoneFactorsTitle = "Zone factors:", UI_TM_GenericFactorLine = "- %1: %2%", UI_TM_SizeRange = "- Size range: %1 - %2", UI_TM_TrapStrengthNote = "Note: trap strength affects bait loss and break chances", UI_TM_NotAvailable = "N/A", -- Trap destroyed UI_TM_Destroyed = "Destroyed", UI_TM_DestroyedNoCatch= "Trap destroyed: cannot catch animals.", UI_TM_DestroyedLostBait = "Destroyed: bait is lost.", -- Animals (fallbacks if vanilla keys are missing) UI_TM_Animal_rabbit = "Rabbit", UI_TM_Animal_squirrel = "Squirrel", UI_TM_Animal_bird = "Bird", UI_TM_Animal_mouse = "Mouse", UI_TM_Animal_rat = "Rat", UI_TM_Animal_raccoon = "Raccoon", -- Zones (fallbacks for B42/newer entries) UI_TM_Zone_TownZone = "Town", UI_TM_Zone_TrailerPark = "Trailer Park", UI_TM_Zone_Vegitation = "Vegetation", UI_TM_Zone_Forest = "Forest", UI_TM_Zone_DeepForest = "Deep Forest", UI_TM_Zone_BirchForest = "Birch Forest", UI_TM_Zone_BirchMixForest = "Birch Mixed Forest", UI_TM_Zone_FarmForest = "Farm Forest", UI_TM_Zone_FarmMixForest = "Farm Mixed Forest", UI_TM_Zone_PRForest = "PR Forest", UI_TM_Zone_PHForest = "PH Forest", UI_TM_Zone_PHMixForest = "PH Mixed Forest", UI_TM_Zone_OrganicForest = "Organic Forest", UI_TM_Zone_Farm = "Farm", UI_TM_Zone_FarmLand = "Farmland", -- Header tooltips (short/long) UI_TM_Hdr_Show_Short = "Per-trap visibility. Hidden rows are ignored when 'Show all' is OFF.", UI_TM_Hdr_Show_Long = "Toggle per-trap visibility in the list. <LINE> When 'Show all' is OFF, only rows marked Shown are visible. <LINE> Use the 'Show all' button above to temporarily ignore hidden rows.", UI_TM_Hdr_Num_Short = "Trap number.", UI_TM_Hdr_Num_Long = "Sequential index of the trap in this list.", UI_TM_Hdr_Distance_Short = "Offset in tiles from you to the trap: (X,Y). <LINE> X>0 East, Y>0 South.", UI_TM_Hdr_Distance_Long = "Offset in tiles (grid squares) from the player to the trap: (X,Y). <LINE> Sign: X>0 East, Y>0 South. <LINE> The cell tooltip shows distance and compass heading.", UI_TM_Hdr_Chunks_Short = "Offset in 8×8-tile chunks: (cX,cY). Far enough if |cX|>9 or |cY|>9.", UI_TM_Hdr_Chunks_Long = "Distance in whole 8×8-tile chunks from the player to the trap. <LINE> Rule: the trap is far enough if the absolute value on either axis (X or Y) exceeds 9 chunks.", UI_TM_Hdr_Pre_Short = "Preconditions: >9 chunks on X or Y; bait placed & fresh; zone listed.", UI_TM_Hdr_Pre_Long = "Preconditions for the trap to work: <LINE> - Distance: >9 chunks on either axis (X or Y). <LINE> - Suitable bait placed. <LINE> - Bait is fresh. <LINE> - Trap is in a listed zone for the animal.", UI_TM_Hdr_Animal_Short = "Animal type. A caught animal is marked with a green '*'.", UI_TM_Hdr_Animal_Long = "Animal type. <LINE> - Green: Captured animal (marked with '*'). <LINE> - Orange: Unsuitable bait.", UI_TM_Hdr_HoursAlive_Short = "Hours an animal has been in the trap.", UI_TM_Hdr_HoursAlive_Long = "Hours an animal has been inside the trap. <LINE> Longer simulates more hunger/thirst and a higher risk of the animal dying. <LINE> The value is maintained between captures by the original game (without mods). <LINE> - For monitoring purposes, it remains visible here even if there is no animal. <LINE> - The 'Trap Catch Timer Fix' mod resets this to 0 upon capture/cleanup.", UI_TM_Hdr_Trap_Short = "Trap type. Affects odds and trap strength.", UI_TM_Hdr_Trap_Long = "Trap type. <LINE> It affects species odds and the trap's strength (resistance to losing bait or breaking).", UI_TM_Hdr_Bait_Short = "Bait type. <LINE> - Affects catch probability. <LINE> - Must be fresh.", UI_TM_Hdr_Bait_Long = "Bait placed in the trap. <LINE> It affects species odds and must be fresh.", UI_TM_Hdr_DUS_Short = "Days until the bait stops being fresh (negative = stale days).", UI_TM_Hdr_DUS_Long = "Days remaining for the bait to stay fresh. <LINE> Negative means how many days ago it became stale. <LINE> Updated daily at 0:00.", UI_TM_Hdr_Skill_Short = "%1 level when the trap was placed.", UI_TM_Hdr_Skill_Long = "Player %1 level when the trap was placed. <LINE> Re-baiting with a different level does not change this.", UI_TM_Hdr_Player_Short = "Player who placed the trap.", UI_TM_Hdr_Player_Long = "Name of the player who placed the trap.", UI_TM_Hdr_Zone_Short = "Zones the trap is in. Affects odds per animal.", UI_TM_Hdr_Zone_Long = "One or more zones where the trap sits. <LINE> It affects catch probabilities per species.", UI_TM_Hdr_Chance_Short = "Per-hour catch probability. Cell tooltips show the breakdown.", UI_TM_Hdr_Chance_Long = "Per-hour catch probability (combined across the trap's zones). <LINE> Formula per zone: <LINE> Chance = ceil(Trap + Bait + 1.5*Skill)/100 * ceil(Zone + 1.5*Skill)/100", -- Titlebar button tooltips UI_TM_Tip_Btn_Refresh = "Refresh the list right now.", UI_TM_Tip_Btn_Auto = "Toggle live auto-refresh while the window is open.", UI_TM_Tip_Btn_Vector = "Draws a line from you to the trap under the cursor. <LINE> The line persists even if the cursor leaves the window.", UI_TM_Tip_Btn_Full = "Show all columns and resize window to fit.", UI_TM_Tip_Btn_Reset = "Reset layout to defaults (keeps row visibility).", UI_TM_Tip_Btn_ShowAll = "Temporarily ignore hidden rows. <LINE> When OFF, only rows marked Shown are visible.", -- Header context menu tooltips UI_TM_MenuTip_ShownCols = "Toggle which columns are currently visible.", UI_TM_MenuTip_DefaultCols = "Choose which columns will be visible after pressing \"%1\".", UI_TM_MenuTip_ResetToFactory = "Restore the default options to their original values.", }
Last edited by Afyrmo; 14 Sep @ 3:23am
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I'll help you with the translation.:steamthumbsup:

UI_DE = {

-- Allgemein
UI_TM_Choose = "Auswählen...",
UI_TM_Yes = "Ja",
UI_TM_No = "Nein",
UI_TM_OK = "OK",
UI_TM_NO = "NEIN",
UI_TM_Road = "Straße",
UI_TM_Unknown= "Unbekannt",
UI_TM_None = "Keine",
UI_TM_FreshSuffix = " (frisch)",
UI_TM_RottenSuffix = " (verdorben)",

-- Spalten
UI_TM_Col_ShowHide = "Anzeigen",
UI_TM_Col_Number = "Nr.",
UI_TM_Col_Distance = "Entfernung",
UI_TM_Col_Chunks = "Chunks",
UI_TM_Col_Precond = "Vor.",
UI_TM_Col_Trap = "Falle",
UI_TM_Col_Bait = "Köder",
UI_TM_Col_Skill = "Fertigkeit",
UI_TM_Col_Zone = "Zone",
UI_TM_Col_Animal = "Tier",
UI_TM_Col_Chance = "Chance",
UI_TM_Col_AliveHour= "Überlebensstd.",
UI_TM_Col_Player = "Spieler",
UI_TM_Col_DUS = "Tage übrig",

-- Titelleisten-Buttons
UI_TM_Btn_Refresh = "Aktualisieren",
UI_TM_Btn_Auto = "Auto",
UI_TM_Btn_Vector = "Vektor",
UI_TM_Btn_Reset = "Zurücksetzen",
UI_TM_Btn_Full = "Alle",
UI_TM_Vector_Tooltip = "Wenn aktiviert, wird eine Linie von dir zur Falle unter der Maus gezeichnet. <LINE> Die Linie bleibt bestehen, selbst wenn der Cursor das Fenster verlässt.",

-- Alles anzeigen
UI_TM_ShowAll = "Alles anzeigen",
UI_TM_ShowHideTip = "Klicken, um Sichtbarkeit umzuschalten. Wenn 'Alles anzeigen' AUS ist: Angezeigt = sichtbar, Versteckt = unsichtbar.",
UI_TM_Shown = "Angezeigt",
UI_TM_Hidden = "Versteckt",

-- Simulator-Hinweise
UI_TM_Sim_PickAll = "Wähle Tier, Falle, Köder, Zone und Fertigkeit, um die Chance pro Zone anzuzeigen.",
UI_TM_Sim_PickAnimal = "Wähle ein Tier. <LINE> - Fallen/Köder/Zonen-Dropdowns werden automatisch mit gültigen Werten gefüllt. <LINE> - Aktiviert auch detaillierte Tooltips bei diesen Auswahlfeldern.",
UI_TM_Sim_PickTrap = "Wähle den platzierten Fallentyp. <LINE> Wähle zuerst ein Tier.",
-- UI_TM_Sim_ChooseTrapBefore = "Wähle den platzierten Fallentyp. <LINE> Wähle zuerst ein Tier.",

-- Spalten-Hinweise
UI_TM_Tip_Trap_Column = "Fallen-Spalte: <LINE> - Zeigt den platzierten Fallentyp. <LINE> Wähle oben im Simulator ein Tier, um Fallenfaktoren pro Tier zu sehen.",
UI_TM_Tip_Bait_Column = "Köder-Spalte: <LINE> - Zeigt aktuellen Köder und Frische. <LINE> Wähle oben im Simulator ein Tier, um Köderfaktoren pro Tier zu sehen.",
UI_TM_Tip_Zone_Column = "Zonen-Spalte: <LINE> - Zeigt die Zonen, in denen die Falle steht. <LINE> Wähle oben im Simulator ein Tier, um Basis-Chancen pro Zone zu sehen.",
UI_TM_Tip_Chance = "Chance-Spalte: <LINE> - Kombinierte Chance über alle Zonen pro Stunde. <LINE> Formel pro Zone: <LINE> - Chance = ceil(Falle + Köder + 1.5*Fertigkeit)/100 * ceil(Zone + 1.5*Fertigkeit)/100",
UI_TM_Tip_Skill = "Fertigkeits-Spalte: <LINE> - Zeigt das Fallenstellen-Level beim Platzieren der Falle.",
UI_TM_Tip_Player = "Spieler: <LINE> - Name des Spielers, der die Falle platziert hat (oder aktueller Spieler, falls unbekannt).",
UI_TM_Tip_AliveHour = "Stunden am Leben: <LINE> - Stunden, die ein Tier bereits in der Falle lebt (animalAliveHour).",
UI_TM_Tip_DUS = "Tage bis verdorben: <LINE> - Tage, die der Köder noch frisch bleibt. <LINE> - Rot, wenn negativ. <LINE> Wird einmal täglich um 0:00 aktualisiert.",

-- Entfernung + Chunks
UI_TM_DistanceHere = "Entfernung: 0 Felder <LINE> - Richtung: hier",
UI_TM_DistanceLine = "Entfernung: %1 Felder <LINE> - Richtung: %2° (%3) <LINE> (0 = Norden, 90 = Osten, -90 = Westen)",
UI_TM_ChunksHelp = "Chunks 8x8 Felder: <LINE> Regel -> Falle ist weit genug, wenn EINE Achse (Betrag) > 9 Chunks ist",

-- Verschiedene Tooltips
UI_TM_NoBaitPlaced = "Kein Köder platziert.",
UI_TM_Preconditions_Zone = "Voraussetzungen: <LINE> - Entfernung: %1 <LINE> - Köder platziert: %2 <LINE> - Frischer Köder: %3 <LINE> - Zone für Tier aufgelistet: %4",
UI_TM_PlayerPlaced = "Spieler, der die Falle platziert hat: <LINE> - %1",
UI_TM_AliveHour = "Stunden am Leben: <LINE> - %1 Stunden",
UI_TM_DUS_Tip = "Tage frisch: %1 <LINE> Köderalter: %2 <LINE> Tage verbleibend: %3",
UI_TM_BaitAge = "Köderalter: <LINE> - trapBaitDay = %1",
UI_TM_BaitDaysFresh = "Ködertage frisch: <LINE> - Aus Item-Skript = %1",
UI_TM_FreshnessMath = "Frische-Berechnung: <LINE> + Tage frisch: %1 <LINE> - Alter: %2 <LINE> = Tage bis verdorben: %3",
UI_TM_TrapStrength = "Fallenstärke: %1",
UI_TM_LoseBaitPerHour= "- Köderverlust pro Stunde: 1/(%1 + 10) = %2%",
UI_TM_BreakPerHour = "- Bruchrate pro Stunde (weit weg vom Spieler): 1/(40 * %1) = %2%",

-- ModOptions
UI_TM_Title = "Fallen-Manager",
UI_TM_OpenClose = "Fallen-Manager öffnen/schließen",
UI_TM_OpenClose_Tooltip = "Wähle die Taste, um das Fenster des Fallen-Managers umzuschalten.",
UI_TM_AutoHourly = "Stündliche Auto-Aktualisierung (solange Fenster geöffnet ist)",
UI_TM_AutoHourly_Tooltip= "Wenn aktiviert, wird die Liste jede Spielstunde automatisch aktualisiert, solange das Fenster sichtbar ist.",
UI_TM_Opt_VerboseTips = "Erklärende Tooltips",
UI_TM_Opt_VerboseTips_Tooltip = "Längere, detailliertere Tooltips in den Kopfzeilen anzeigen.",
UI_TM_ResetColumns_Title = "Sichtbare Spalten nach 'Zurücksetzen'",
UI_TM_ResetColumns_Help = "Markiere die Spalten, die sichtbar sein sollen, wenn du im Fallen-Manager-Fenster auf Zurücksetzen klickst.",
UI_TM_Opt_ResetCol_Tooltip = "Diese Spalte nach 'Zurücksetzen' anzeigen.",

-- Kopfzeilen-Kontextmenü
UI_TM_Menu_ShownCols = "Angezeigte Spalten",
UI_TM_Menu_DefaultCols = "Standardspalten",
UI_TM_Menu_ResetToFactory = "Werkseinstellungen anwenden",
UI_TM_Menu_ApplyDefaultsNow = "Standards jetzt anwenden",

UI_TM_ChanceFactors = "Chancen-Faktoren:",
UI_TM_FormulaPerZone = "Formel pro Zone:",
UI_TM_FormulaEquation = "- Chance = ceil(Falle + Köder + 1.5*Fertigkeit)/100 * ceil(Zone + 1.5*Fertigkeit)/100",
UI_TM_TimeWindow = "Zeit: %1:00 - %2:00 -> %3",

UI_TM_TrapFactorsFor = "Fallenfaktoren für %1:",
UI_TM_BaitFactorsFor = "Köderfaktoren für %1:",
UI_TM_ZoneFactorsFor = "Zonenfaktoren für %1:",

UI_TM_TrapFactorLine = "- Falle [%1]: %2%",
UI_TM_BaitFactorLine = "- Köder [%1]: %2%",
UI_TM_SkillFactorLine = "- Fertigkeit [%1]: +%2% (zweifach angewendet)",
UI_TM_ZoneFactorLine = "- Zone [%1]: %2%",

UI_TM_Preconditions = "Voraussetzungen: <LINE> - Entfernung: %1 <LINE> - Köder platziert: %2 <LINE> - Frischer Köder: %3",
UI_TM_CurrentBait = "Aktueller Köder: %1",
UI_TM_CurrentBait_None= "Aktueller Köder: keiner",
UI_TM_SimulatorIgnores= "Bedingungen für Entfernung und Köderfrische werden ignoriert.",
UI_TM_ZonesBases = "- Zonen: %1",
UI_TM_CombinedAllZones= "Kombiniert alle Zonen: %1",

UI_TM_TrapFactors = "Fallenfaktoren",
UI_TM_InvalidBaitNoFactors= "- Kein oder ungültiger Köder: keine Tier-spezifischen Faktoren",
UI_TM_RottenBaitZero = "- Verdorbener Köder. Chance: 0%",
UI_TM_BaitNotSuitable = "Köder für diese Falle ungeeignet. Chance: 0%",
UI_TM_BaitFactorsTitle = "Köderfaktoren:",
UI_TM_ZoneFactorsTitle = "Zonenfaktoren:",

UI_TM_GenericFactorLine = "- %1: %2%",
UI_TM_SizeRange = "- Größenbereich: %1 - %2",
UI_TM_TrapStrengthNote = "Hinweis: Die Fallenstärke beeinflusst Köderverlust und Bruchwahrscheinlichkeit",
UI_TM_NotAvailable = "N/V",

-- Falle zerstört
UI_TM_Destroyed = "Zerstört",
UI_TM_DestroyedNoCatch = "Falle zerstört: keine Tiere fangbar.",
UI_TM_DestroyedLostBait= "Zerstört: Köder verloren.",

-- Tiere (Fallbacks falls Vanilla-Keys fehlen)
UI_TM_Animal_rabbit = "Kaninchen",
UI_TM_Animal_squirrel = "Eichhörnchen",
UI_TM_Animal_bird = "Vogel",
UI_TM_Animal_mouse = "Maus",
UI_TM_Animal_rat = "Ratte",
UI_TM_Animal_raccoon = "Waschbär",

-- Zonen (Fallbacks für B42/neue Einträge)
UI_TM_Zone_TownZone = "Stadt",
UI_TM_Zone_TrailerPark = "Wohnwagensiedlung",
UI_TM_Zone_Vegitation = "Vegetation",
UI_TM_Zone_Forest = "Wald",
UI_TM_Zone_DeepForest = "Dichter Wald",
UI_TM_Zone_BirchForest = "Birkenwald",
UI_TM_Zone_BirchMixForest = "Gemischter Birkenwald",
UI_TM_Zone_FarmForest = "Feldwald",
UI_TM_Zone_FarmMixForest = "Gemischter Feldwald",
UI_TM_Zone_PRForest = "PR Wald",
UI_TM_Zone_PHForest = "PH Wald",
UI_TM_Zone_PHMixForest = "Gemischter PH Wald",
UI_TM_Zone_OrganicForest = "Naturwald",
UI_TM_Zone_Farm = "Bauernhof",
UI_TM_Zone_FarmLand = "Ackerland",

-- Kopfzeilen-Tooltips (kurz/lang)
UI_TM_Hdr_Show_Short = "Sichtbarkeit pro Falle. Versteckte Zeilen werden ignoriert, wenn 'Alles anzeigen' AUS ist.",
UI_TM_Hdr_Show_Long = "Schalte die Sichtbarkeit einzelner Fallen in der Liste um. <LINE> Wenn 'Alles anzeigen' AUS ist, sind nur als Angezeigt markierte Zeilen sichtbar. <LINE> Mit dem Button 'Alles anzeigen' oben können versteckte Zeilen vorübergehend eingeblendet werden.",

UI_TM_Hdr_Num_Short = "Fallennummer.",
UI_TM_Hdr_Num_Long = "Laufende Nummer der Falle in dieser Liste.",

UI_TM_Hdr_Distance_Short = "Abstand in Feldern zur Falle: (X,Y). <LINE> X>0 Osten, Y>0 Süden.",
UI_TM_Hdr_Distance_Long = "Abstand in Feldern (Rasterquadraten) vom Spieler zur Falle: (X,Y). Vorzeichen: X>0 Osten, Y>0 Süden. Das Tooltip der Zelle zeigt Entfernung und Kompassrichtung.",

UI_TM_Hdr_Chunks_Short = "Abstand in 8×8-Feld-Chunks: (cX,cY). Weit genug, wenn |cX|>9 oder |cY|>9.",
UI_TM_Hdr_Chunks_Long = "Abstand in ganzen 8×8-Feld-Chunks vom Spieler zur Falle. <LINE> Regel: Die Falle ist weit genug entfernt, wenn der Absolutwert auf einer der Achsen (X oder Y) mehr als 9 Chunks beträgt.",

UI_TM_Hdr_Pre_Short = "Voraussetzungen: >9 Chunks X/Y; Köder platziert & frisch; Zone gelistet.",
UI_TM_Hdr_Pre_Long = "Voraussetzungen, damit die Falle funktioniert: <LINE> - Abstand: >9 Chunks auf einer der Achsen (X oder Y). <LINE> - Geeigneter Köder platziert. <LINE> - Köder ist frisch. <LINE> - Falle steht in einer für das Tier gelisteten Zone.",

UI_TM_Hdr_Animal_Short = "Tierart. Gefangene Tiere sind mit einem grünen '*' markiert.",
UI_TM_Hdr_Animal_Long = "Tierart. <LINE> Wenn aktuell ein Tier gefangen ist, wird die Zeile der Art mit einem grünen '*' gekennzeichnet.",

UI_TM_Hdr_HoursAlive_Short = "Stunden, die das Tier (falls vorhanden) in der Falle lebt.",
UI_TM_Hdr_HoursAlive_Long = "Stunden, die ein Tier bereits in der Falle ist. <LINE> Hilfreich, um zu priorisieren, welche Fallen zuerst überprüft werden sollten. <LINE> Höhere Werte simulieren schwerwiegendere Folgen (mehr Hunger/Durst, höheres Sterberisiko). <LINE> Ein Bug im Originalspiel lässt diesen Wert zwischen Fängen bestehen (zur Überwachung bleibt der Wert sichtbar, auch wenn kein Tier vorhanden ist). <LINE> - Der Mod 'Trap Catch Timer Fix' setzt ihn beim Fang/Leeren wieder auf 0.",

UI_TM_Hdr_Trap_Short = "Fallentyp. Beeinflusst Chancen und Fallenstärke.",
UI_TM_Hdr_Trap_Long = "Fallentyp. <LINE> Beeinflusst die Fangwahrscheinlichkeit pro Tierart und die Stärke der Falle (Widerstand gegen Köderverlust oder Bruch).",

UI_TM_Hdr_Bait_Short = "Ködertyp. Beeinflusst die Chancen; muss frisch sein.",
UI_TM_Hdr_Bait_Long = "Köder, der in der Falle platziert ist. <LINE> Beeinflusst die Fangchancen pro Tierart und muss frisch sein.",

UI_TM_Hdr_DUS_Short = "Tage, bis der Köder nicht mehr frisch ist (negativ = verdorben seit Tagen).",
UI_TM_Hdr_DUS_Long = "Verbleibende Tage, bis der Köder frisch bleibt. <LINE> Negativ bedeutet, wie viele Tage er schon verdorben ist. <LINE> Wird täglich um 0:00 aktualisiert.",

UI_TM_Hdr_Skill_Short = "Fallenstellen-Level beim Platzieren der Falle.",
UI_TM_Hdr_Skill_Long = "Fallenstellen-Level des Spielers beim Platzieren der Falle. <LINE> Erneutes Beködern mit einem anderen Level ändert diesen Wert nicht.",

UI_TM_Hdr_Player_Short = "Spieler, der die Falle platziert hat.",
UI_TM_Hdr_Player_Long = "Name des Spielers, der die Falle platziert hat.",

UI_TM_Hdr_Zone_Short = "Zonen, in denen die Falle steht. Beeinflusst Chancen pro Tier.",
UI_TM_Hdr_Zone_Long = "Eine oder mehrere Zonen, in denen die Falle platziert ist. <LINE> Beeinflusst die Fangwahrscheinlichkeit pro Tierart.",

UI_TM_Hdr_Chance_Short = "Fangwahrscheinlichkeit pro Stunde. Zell-Tooltips zeigen die Aufschlüsselung.",
UI_TM_Hdr_Chance_Long = "Fangwahrscheinlichkeit pro Stunde (kombiniert über alle Zonen der Falle). <LINE> Formel pro Zone: <LINE> Chance = ceil(Falle + Köder + 1.5*Fertigkeit)/100 * ceil(Zone + 1.5*Fertigkeit)/100",

-- Titelleisten-Button-Tooltips
UI_TM_Tip_Btn_Refresh = "Liste jetzt aktualisieren.",
UI_TM_Tip_Btn_Auto = "Live-Aktualisierung umschalten, solange das Fenster geöffnet ist.",
UI_TM_Tip_Btn_Vector = "Zeichnet eine Linie von dir zur Falle unter der Maus. Die Linie bleibt bestehen, auch wenn der Cursor das Fenster verlässt.",
UI_TM_Tip_Btn_Full = "Alle Spalten anzeigen und Fenstergröße anpassen.",
UI_TM_Tip_Btn_Reset = "Layout auf Standard zurücksetzen (Sichtbarkeit der Zeilen bleibt erhalten).",
UI_TM_Tip_Btn_ShowAll = "Versteckte Zeilen vorübergehend ignorieren. Wenn AUS, sind nur als Angezeigt markierte Zeilen sichtbar.",

-- Kontextmenü-Tooltips Kopfzeile
UI_TM_MenuTip_ShownCols = "Bestimmen, welche Spalten aktuell sichtbar sind.",
UI_TM_MenuTip_DefaultCols = "Wähle, welche Spalten nach Klick auf „%1“ sichtbar sind.",
UI_TM_MenuTip_ResetToFactory = "Standardeinstellungen auf ursprüngliche Werte zurücksetzen.",
}
Afyrmo  [developer] 13 Sep @ 8:54pm 
@BlackHunterz. Thanks a lot for the German translation! I’ve adopted several of your changes into the mod. I kept the mod name “Trap Manager” to preserve its identity across languages, and retained the short header abbreviations because they’re clear and space-efficient. I'll update the new version soon. Really appreciate your help—feel free to share any further feedback!
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