Sandbox_EN = {
	note_to_LANGUAGE_translators = "Make sure file is saved in <ENCODING> encoding, so game display correct characters"

	Sandbox_ETWSettings = "Evolving Traits World - Global Settings",
	Sandbox_ETWSimplePerks = "Evolving Traits World - Simple Perks",
	Sandbox_ETWComplexPerks = "Evolving Traits World - Complex Perks",
	Sandbox_ETWSystems = "Evolving Traits World - Systems",
	Sandbox_ETWTraitsSettings = "Evolving Traits World - Traits",
	Sandbox_ETWMoodles = "Evolving Traits World - Moodles",

	Sandbox_ETW_AffinitySystem = "Affinity System",
	Sandbox_ETW_AffinitySystem_tooltip = "Defines if the Affinity System is enabled for some traits tied to systems and some complex ones (for example, weight Fear of Locations system, Herbalist, or Sleep System. Check which Systems and Traits are subject to the Affinity system in Google Sheets).<br>The Affinity system makes it easier to hold onto traits you picked during character creation, both negative and positive. With it enabled, you halve (modifiable) the speed at which you lose these traits, and double (also modifiable) the speed at which you earn these traits",
	Sandbox_ETW_AffinitySystemLoseDivider = "Affinity System Divider",
	Sandbox_ETW_AffinitySystemLoseDivider_tooltip = "How much harder it is to lose perks that have Affinity System functionality (only affects perks you started with!). Setting it to 1 would mean that it doesn't make it harder to lose. Setting it to 2 means you'll be twice as slow to lose them. Setting it to 1.5 would make it 50% slower, and so on. So if you start with a positive trait that you can lose, it'll be much harder to lose it. But it also affects negative traits!",
	Sandbox_ETW_AffinitySystemGainMultiplier = "Affinity System Multiplier",
	Sandbox_ETW_AffinitySystemGainMultiplier_tooltip = "How much easier it is to gain perks that have Affinity System functionality (only affects perks you started with!). Setting it to 1 would mean that it doesn't make it easier to gain. Setting it to 2 means it'll take twice as fast to gain them. Setting it to 1.5 would make it 50% faster, and so on. So if you start with a positive dynamic trait and later lose it, you'll get it back much faster. But it also affects negative traits!",

	Sandbox_ETW_Mechanics = "Amateur Mechanic",
	Sandbox_ETW_MechanicsSkill = "Amateur Mechanic Mechanics Skill requirement",
	Sandbox_ETW_MechanicsRepairs = "Repairs requirement",
	Sandbox_ETW_MechanicsRepairs_tooltip = "The percentage of car condition you have to repair to qualify for the perk. Works on every part of a car and is saved between all cars",

	Sandbox_ETW_Fishing = "Angler",
	Sandbox_ETW_FishingSkill = "Angler Fishing Skill requirement",

	Sandbox_ETW_Asthmatic = "Asthmatic",
	Sandbox_ETW_AsthmaticCounter = "Asthmatic counter",
	Sandbox_ETW_AsthmaticCounter_tooltip = "The value on the counter you should reach to lose the asthmatic trait. Running or exercising in cold temperatures decreases the counter; the colder it is, the faster the decrease. If you're outside, it decreases even faster. If you are a smoker, it decreases even faster. Additionally, being a smoker slowly decreases the counter when you run, even if the weather is fine. Reaching the counter removes the trait. The counter slowly increases by itself as long as you're not running or sprinting and breathing air warmer than 0 degrees Celsius. On top of that, it increases based on your Fitness level and current endurance level. Being a smoker halves the increase rate. Having the asthmatic trait halves it again",

	Sandbox_ETW_AVClub = "AV Club Member",
	Sandbox_ETW_AVClubSkill = "AV Club Member Electrical Skill Requirement",

	Sandbox_ETW_Axeman = "Axeman",
	Sandbox_ETW_AxemanTrees = "Axeman Axe Trees Requirement",
	Sandbox_ETW_AxemanTrees_tooltip = "The number of trees you have to cut down to get the Axeman trait",

	Sandbox_ETW_AxeThrower = "Axe Thrower",
	Sandbox_ETW_AxeThrowerSkill = "Axe Thrower Axe Skill requirement",
	Sandbox_ETW_AxeThrowerKills = "Axe Thrower Kills with Axes requirement",

	Sandbox_ETW_BaseballPlayer = "Baseball Player",
	Sandbox_ETW_BaseballPlayerSkill = "Baseball Player Long Blunt Skill requirement",
	Sandbox_ETW_BaseballPlayerKills = "Baseball Player Kills with Long Blunt requirement",

	Sandbox_ETW_Bloodlust = "Bloodlust",
	Sandbox_ETW_Bloodlust_tooltip = "This allows you to gain a benefit by filling and maintaining a bloodlust meter. The bloodlust meter is soft-capped at 72 hours and can be filled by killing zombies. The closer the zombies are, the more quickly the meter will fill. When you're above half of the meter, every hour it will give you progress towards the bloodlust perk; when it's below, it'll remove progress. The bloodlust meter naturally decays by 1 every hour. Having bloodied clothes helps the process",
	Sandbox_ETW_BloodlustMeterFillMultiplier = "Bloodlust Meter Fill Multiplier",
	Sandbox_ETW_BloodlustMeterFillMultiplier_tooltip = "How fast you fill your bloodlust meter",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier = "Bloodlust Meter Max Cap Multiplier",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier_tooltip = "By how much you can overfill your Bloodlust Meter. This is a multiplier. 2 means you can fill your Bloodlust Meter to 200%, for example",
	Sandbox_ETW_BloodlustProgress = "Bloodlust Progress",
	Sandbox_ETW_BloodlustProgress_tooltip = "How much total bloodlust progress you need to get the trait. Be aware that you also lose bloodlust if this meter ever falls below 50%. So if you set it low, it's going to be easy to earn but also easy to lose the perk. Progress is capped at 2x the Bloodlust Progress value",
	Sandbox_ETW_BloodlustMoodle = "Enable Bloodlust Moodle",
	Sandbox_ETW_BloodlustMoodle_tooltip = "If this option is disabled, the moodle won't show up. For single-player, leave this on and change moodles you see with Mod Options. If it's a server setting, players won't be able to enable the moodle client-sided",
	Sandbox_ETW_BloodlustMoodleVisibilityHours = "Bloodlust Moodle Visibility Hours",
	Sandbox_ETW_BloodlustMoodleVisibilityHours_tooltip = "For how many hours the bloodlust moodle is visible after a nearby kill on a zombie",
	Sandbox_ETW_BloodlustMultiplier = "Bloodlust Effect Multiplier",
	Sandbox_ETW_BloodlustMultiplier_tooltip = "Multiplies the effect of bloodlust by this value. By default, unhappiness, stress, and panic are each reduced by 4% for each kill. This multiplier is applied to those 4%. So setting this to 0.5 would make those stats reduced by 2% instead",


	Sandbox_ETW_BodyworkEnthusiast = "Bodywork Enthusiast",
	Sandbox_ETW_BodyworkEnthusiastSkill = "Bodywork Enthusiast Skill Requirement",
	Sandbox_ETW_BodyworkEnthusiastSkill_tooltip = "Metalworking + Mechanics",
	Sandbox_ETW_BodyworkEnthusiastRepairs = "Repairs Requirement",
	Sandbox_ETW_BodyworkEnthusiastRepairs_tooltip = "The percentage of car condition you have to repair to qualify for the perk. Works on every part of a car and is saved between all cars",

	Sandbox_ETW_BraverySystem = "Bravery System",
	Sandbox_ETW_BraverySystemKills = "Kills to Max Bravery Perks",
	Sandbox_ETW_BraverySystemKills_tooltip = "Here you set up how many kills you need to get to max out your bravery system. Melee kills count twice for progress. Progression is as follows: Cowardly -> Fear of Blood -> Pacifist -> Adrenaline Junkie -> Brave -> Desensitized<br>You need to have previous trait gone (if it's negative) or present (if it's positive) to earn/lose next trait In progression.<br>Amounts to reach each stage are as follows:<br>Cowardly: 10% of max kills<br>Fear of Blood: 20% of max kills<br>Pacifist: 30% of max kills<br>Adrenaline Junkie: 40% of max kills<br>Brave: 60% of max kills<br>Desensitized: 100% of max kills<br>Example: Max kills is set to 1000. You start with Cowardly. You need 100 kills to remove it. If you get 50 melee kills, it'll be removed. The same is true if you get 40 melee kills (x2 = 80 kills for the counter) and 20 firearms kills",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks = "Bravery System Removes Other Fear Perks",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks_tooltip = "If enabled, getting desensitized through the Bravery system will also remove other fear perks like Pluviophile, Homichlophobia, Agoraphobic, and Claustrophobic, and prevent you from gaining them",

	Sandbox_ETW_Brawler = "Brawler",
	Sandbox_ETW_BrawlerSkill = "Brawler Skill requirement",
	Sandbox_ETW_BrawlerSkill_tooltip = "Axe + Long Blunt",
	Sandbox_ETW_BrawlerKills = "Brawler Kills requirement",
	Sandbox_ETW_BrawlerKills_tooltip = "Axe + Long Blunt",

	Sandbox_ETW_Burglar = "Burglar",
	Sandbox_ETW_BurglarSkill = "Burglar Skill Requirement",
	Sandbox_ETW_BurglarSkill_tooltip = "Mechanics + Electrical + Nimble. Please note that you need to have at least 2 levels in both Mechanics and Electrical",

	Sandbox_ETW_CatEyes = "Cat Eyes",
	Sandbox_ETW_CatEyesCounter = "Cat Eyes Counter",
	Sandbox_ETW_CatEyesCounter_tooltip = "This allows you to gain points by seeing and observing squares within a certain radius of your character. The number of points you earn is influenced by factors such as the time of day, the darkness of the square, and whether you and the square are inside or outside. The more squares you see and the darker they are, the more points you will earn. Having Eagle Eyed doubles the gain. Making a kill at night triggers extra execution of function responsible for gaining progress (so instead of getting progress 1 time / minute you can get progress 3 times per minute, for example)",

	Sandbox_ETW_Clumsy = "Clumsy",
	Sandbox_ETW_ClumsySkill = "Clumsy Skill requirement",
	Sandbox_ETW_ClumsySkill_tooltip = "Sneak + Lightfooted",

	Sandbox_ETW_Conspicuous = "Conspicuous",
	Sandbox_ETW_ConspicuousSkill = "Conspicuous Sneaking Skill requirement",

	Sandbox_ETW_Cook = "Cook",
	Sandbox_ETW_CookSkill = "Cook Cooking Skill requirement",

	Sandbox_ETW_DelayedTraitsSystem = "Delayed Traits System",
	Sandbox_ETW_DelayedTraitsSystem_tooltip = "This system allows you to gain/lose traits in a more random and less predictable way. When you qualify to add/remove a trait (list of affected traits can be found in the Google Sheets linked in the workshop description), it doesn't happen instantly. Instead, it's added to a table with a delay in hours (based on sandbox settings below). Every hour, the game rolls to determine if you gain/lose each trait in this table (each trait is rolled separately). You have a 1 in X chance to gain/lose the trait every hour. If the roll fails, X is reduced by 1. So the longer you go, the higher the chances that the trait you earned will manifest.<br>IMPORTANT: Traits that rely on skill levels will be unlocked as described above. However, traits that rely on internal counters added by this mod (e.g., Prone To Illness, Weak Stomach, Outdoorsman, Cat Eyes, etc.) will unlock the next time their internal counters increase. This is because coding a separate unlock mechanism for these specific traits would be complex and unnecessary. For example, if you qualify for Cat Eyes and it's added to the Delayed Traits Table, you won't get it immediately. Instead, you'll get it as soon as the Cat Eyes counter increases next time (e.g., the closest evening/night). Specific cases are noted on the Google Sheets",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay = "Default Delay",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay_tooltip = "Default delay (in hours) for traits to appear/disappear. For example, if set to 240, when you qualify for a new trait, you'll have a 1 in 240 chance to gain/lose it in the first hour. If it fails, the chance becomes 1 in 239 the next hour, and so on",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay = "Additional Delay for Starting Traits",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay_tooltip = "Additional delay (in hours) stacked on top of the default delay for 'free' traits obtained at the start of the game. For example, starting with 9 Strength would usually grant Hoarder for free. If the Delayed Traits system is enabled, with a Default Delay of 240 and Additional Delay for Starting Traits of 480, you won't get Hoarder at the start. Instead, it goes into the table with a maximum delay of 720 hours. So, you'll have a 1 in 720 chance to get it in the first hour, and so on",

	Sandbox_ETW_EagleEyed = "Eagle Eyed",
	Sandbox_ETW_EagleEyedDistance = "Eagle Eyed Distance",
	Sandbox_ETW_EagleEyedDistance_tooltip = "At what distance must a zombie be to count this as a kill to Eagle-Eyed kill counter. For vanilla would recommend leaving at 20, for mods that add good firearms (Gunfighter + Brita for example), would recommend setting to 25 or so",
	Sandbox_ETW_EagleEyedKills = "Eagle Eyed Kills",

	Sandbox_ETW_FearOfLocationsSystem = "Fear Of Locations System",
	Sandbox_ETW_FearOfLocationsExclusiveFears = "Claustrophobic and Agoraphobic are Exclusive",
	Sandbox_ETW_FearOfLocationsExclusiveFears_tooltip = "If enabled, you will only ever have Claustrophobic OR Agoraphobic, whichever has the lower counter",
	Sandbox_ETW_FearOfLocationsSystemCounter = "Fear Of Locations System Counter",
	Sandbox_ETW_FearOfLocationsSystemCounter_tooltip = "Counter = amount of minutes you need to spend outside/inside to lose the respective trait, Agoraphobic or Claustrophobic. Being outside/inside when stressed or unhappy will decrease the counter. Reaching a negative counter value will GAIN you the appropriate trait. Reaching a positive counter value will get rid of the appropriate trait, being in between -counter and +counter will result in no change. The lower boundary is -2x of the counter, and the upper boundary is 2x of the set value here",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier = "Fear Of Locations Counter Decrease Multiplier",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier_tooltip = "Controls how fast the counter decreases when you are unhappy (50%+) or stressed (50%+). Since you are more often normal than unhappy or stressed, it's recommended not to set this value too low. The formula for how much the counter decreases every minute is: 1 * (1 + unhappiness(0-1)) + (1 * stress(0-1)) * multiplier. At minimum, you lose 0 * multiplier; at maximum, you lose 4 * multiplier",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay = "Fear of Locations Passive Counter Decay",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay_tooltip = "If you have an issue managing both Agoraphobic and Claustrophobic traits simultaneously, you can set up passive decay using this option. This slowly decays the opposite counter based on whether you're outside/inside every minute, regardless of your mental state. For example, setting this to 0.1 and being inside will gradually reduce your fear of outside by adding 0.1 to the outside counter every minute. Setting it to 0 will have no effect on counters. Recommended values range from 0.1 to 0.5"

	Sandbox_ETW_FirstAid = "First Aider",
	Sandbox_ETW_FirstAidSkill = "First Aider First Aid Skill requirement",

	Sandbox_ETW_FogSystem = "Fog System",
	Sandbox_ETW_FogSystemCounter = "Fog System Counter",
	Sandbox_ETW_FogSystemCounter_tooltip = "You gain progress every minute you spend in fog. Being panicked can slow down the process or even revert it. If the counter is below -counter, you gain Homichlophobia; when reaching counter, you gain Homichlophile. If the counter is between these values, there is no effect. Making a kill at during fog triggers extra execution of function responsible for gaining/losing progress (so instead of getting progress 1 time / minute you can get progress 3 times per minute, for example)",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier = "Fog Counter Increase Multiplier",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier_tooltip = "Adjusts the rate at which your counter increases. See tooltip for details in Fog System Counter",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier = "Fog Counter Decrease Multiplier",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier_tooltip = "Adjusts the rate at which your counter decreases. See tooltip for details in Fog System Counter"

	Sandbox_ETW_FoodSicknessSystem = "Food Sickness System",
	Sandbox_ETW_FoodSicknessSystemCounter = "Food Sickness Counter",
	Sandbox_ETW_FoodSicknessSystemCounter_tooltip = "Determines how much food sickness you need to accumulate to lose/gain Food Sickness-related traits, Weak Stomach and Iron Gut. Sickness can range from 0 to 1, where 1 can lead to death. Each minute, your current food sickness level is added to the counter.",
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier = "Normal Sickness Contribution",
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier_tooltip = "Sickness gained specifically from food and general sickness are different things in the game. This multiplier allows normal sickness to count for gaining the Food Sickness System traits."

	Sandbox_ETW_FurnitureAssembler = "Furniture Assembler",
	Sandbox_ETW_FurnitureAssemblerSkill = "Furniture Assembler Carpentry Skill requirement",

	Sandbox_ETW_Runner = "Runner",
	Sandbox_ETW_RunnerSkill = "Runner Sprinting Skill requirement",

	Sandbox_ETW_Gardener = "Gardener",
	Sandbox_ETW_GardenerSkill = "Gardener Farming Skill requirement",

	Sandbox_ETW_Graceful = "Graceful",
	Sandbox_ETW_GracefulSkill = "Graceful Skill requirement",
	Sandbox_ETW_GracefulSkill_tooltip = "Nimble + Sneaking + Lightfooted",

	Sandbox_ETW_GunEnthusiast = "Gun Enthusiast",
	Sandbox_ETW_GunEnthusiastSkill = "Gun Enthusiast Skill requirement",
	Sandbox_ETW_GunEnthusiastSkill_tooltip = "Aiming + Reloading",
	Sandbox_ETW_GunEnthusiastKills = "Gun Enthusiast Firearm Kills requirement",

	Sandbox_ETW_Gymnast = "Gymnast",
	Sandbox_ETW_GymnastSkill = "Gymnast Skill requirement",
	Sandbox_ETW_GymnastSkill_tooltip = "Lightfooted + Nimble",

	Sandbox_ETW_GymRat = "Gym Rat",
	Sandbox_ETW_GymRatSkill = "Gym Rat Skill requirement",
	Sandbox_ETW_GymRatSkill_tooltip = "Strength + Fitness",

	Sandbox_ETW_Handy = "Handy",
	Sandbox_ETW_HandySkill = "Handy Skill requirement",
	Sandbox_ETW_HandySkill_tooltip = "Maintenance + Carpentry",

	Sandbox_ETW_HearingSystem = "Hearing System",
	Sandbox_ETW_HearingSystemSkill = "Hearing System Skill Requirement",
	Sandbox_ETW_HearingSystemSkill_tooltip = "Determines how many levels in Agility + Combat (excluding Maintenance) you need to obtain/lose hearing-related perks (Hard Of Hearing and Keen Hearing). You lose Hard of Hearing when you surpass half of the required levels and gain Keen Hearing upon reaching the specified number"

	Sandbox_ETW_Herbalist = "Herbalist",
	Sandbox_ETW_HerbalistHerbsDecay = "Herbalist Herbs Decay",
	Sandbox_ETW_HerbalistHerbsDecay_tooltip = "Determines how many herbs are removed from the counter each day. Dropping below half the counter removes the trait, requiring you to earn it again",
	Sandbox_ETW_HerbalistHerbsPicked = "Herbalist Herbs Picked",
	Sandbox_ETW_HerbalistHerbsPicked_tooltip = "Specifies how many herbs you need to pick up (from foraging) to gain the trait"

	Sandbox_ETW_Hiker = "Hiker",
	Sandbox_ETW_HikerSkill = "Hiker Skill requirement",
	Sandbox_ETW_HikerSkill_tooltip = "Foraging + Trapping",

	Sandbox_ETW_Hoarder = "Hoarder",
	Sandbox_ETW_HoarderSkill = "Hoarder Strength Skill requirement",
	Sandbox_ETW_HoarderWeight = "Hoarder Bonus weight per point of Strength",

	Sandbox_ETW_HomeCook = "Home Cook",
	Sandbox_ETW_HomeCookSkill = "Home Cook Skill requirement",

	Sandbox_ETW_HomichlophileMultiplier = "Homichlophile Effect Multiplier",
	Sandbox_ETW_HomichlophileMultiplier_multiplier = "Determines how much Homichlophile affects the player. The formula for stress and panic decrease every minute you're in fog is: 4% * fogIntensity * Homichlophile Multiplier. Fog intensity ranges from 0 to 1, so the full 4% decrease is rare",
	Sandbox_ETW_HomichlophobiaMultiplier = "Homichlophobia Effect Multiplier",
	Sandbox_ETW_HomichlophobiaMultiplier_multiplier = "Determines how much Homichlophobia affects the player. The formula for stress and panic increase every minute you're in fog is: 4% * fogIntensity * Homichlophobia Multiplier. Fog intensity ranges from 0 to 1, so the full 4% increase is rare"

	Sandbox_ETW_Hunter = "Hunter",
	Sandbox_ETW_HunterSkill = "Hunter Skill requirement",
	Sandbox_ETW_HunterSkill_tooltip = "Sneaking + Aiming + Small Blade + Trapping",
	Sandbox_ETW_HunterKills = "Hunter Kills requirement",
	Sandbox_ETW_HunterKills_tooltip = "Firearm + Small Blade",

	Sandbox_ETW_ImmunitySystem = "Immunity System",
	Sandbox_ETW_ImmunitySystemCounter = "Immunity System counter",
	Sandbox_ETW_ImmunitySystemCounter_tooltip = "Upon reaching the half of value on this counter you lose Prone to Illness, upon reaching the value you gain Resilient. Every minute current cold strength is added to the counter. Being infected with Knox Infection also contributes to counter (so if you run mods that can help you fight infection, like Antibodies, it will help with Immunity System)",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier = "Knox Infection Multiplier",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier_tooltip = "This is multiplier how much Knox infection level contributes to Immunity System progress.",

	Sandbox_ETW_Inconspicuous = "Inconspicuous",
	Sandbox_ETW_InconspicuousSkill = "Inconspicuous Sneak Skill requirement",

	Sandbox_ETW_InventoryTransferSystem = "Inventory Transfer System",
	Sandbox_ETW_InventoryTransferSystemItems = "Items Counter",
	Sandbox_ETW_InventoryTransferSystemItems_tooltip = "Specifies how many items (and their weight) you need to transfer to earn/lose traits related to item transfer: Disorganized, Organized, All Thumbs, Dexterous, Butterfingers (More Traits).<br>Disorganized: 66% of Weight counter and 33% of Items counter<br>Organized: 100% of Weight counter and 66% of Items counter<br>All Thumbs: 33% of Weight counter and 66% of Items counter<br>Dexterous: 66% of Weight counter and 100% of Items counter<br>Butterfingers (More Traits): 150% of Weight counter and 150% of Items counter",
	Sandbox_ETW_InventoryTransferSystemWeight = "Weight Counter",
	Sandbox_ETW_InventoryTransferSystemWeight_tooltip = "Specifies how much weight (and how many items) you need to transfer to earn/lose traits related to item transfer: Disorganized, Organized, All Thumbs, Dexterous, Butterfingers (More Traits).<br>Disorganized: 66% of Weight counter and 33% of Items counter<br>Organized: 100% of Weight counter and 66% of Items counter<br>All Thumbs: 33% of Weight counter and 66% of Items counter<br>Dexterous: 66% of Weight counter and 100% of Items counter<br>Butterfingers (More Traits): 150% of Weight counter and 150% of Items counter"

	Sandbox_ETW_Kenshi = "Kenshi",
	Sandbox_ETW_KenshiSkill = "Kenshi Long Blade Skill requirement",
	Sandbox_ETW_KenshiKills = "Kenshi Long Blade Kills requirement",

	Sandbox_ETW_KnifeFighter = "Knife Fighter",
	Sandbox_ETW_KnifeFighterSkill = "Knife Fighter Short Blade Skill requirement",
	Sandbox_ETW_KnifeFighterKills = "Knife Fighter Short Blade Kills requirement",

	Sandbox_ETW_LearnerSystem = "Learner System",
	Sandbox_ETW_LearnerSystemSkill = "Learner System Skill Requirement",
	Sandbox_ETW_LearnerSystemSkill_tooltip = "Specifies the skill levels required to lose Slow Learner and gain Fast Learner. Slow Learner is lost upon reaching half of the required levels, while Fast Learner is gained upon reaching the specified number of levels. Skills included: Maintenance, Carpentry, Cooking, Farming, First Aid, Electrical, Metalworking, Mechanics, Tailoring"

	Sandbox_ETW_LightStep = "Light Step",
	Sandbox_ETW_LightStepSkill = "Light Step Lightfooted Skill requirement",

	Sandbox_ETW_LowProfile = "Low Profile",
	Sandbox_ETW_LowProfileSkill = "Low Profile Sneak Skill requirement",

	Sandbox_ETW_LuckSystem = "Luck System",
	Sandbox_ETW_LuckSystemSkill = "% of Skill Levels to Max Luck System",
	Sandbox_ETW_LuckSystemSkill_tooltip = "Specifies the percentage of total skill levels required to reach maximum Luck system benefits. The code counts all your skill levels, including those added by mods and passives, to determine when you lose Unlucky and gain Lucky traits. Unlucky is lost when you reach half of the percentage you set. For example, with default settings, Unlucky is lost when the sum of your skill levels is 33% or higher from the maximum, and Lucky is gained when you reach 66%"

	Sandbox_ETW_Outdoorsman = "Outdoorsman",
	Sandbox_ETW_OutdoorsmanCounter = "Outdoorsman Counter",
	Sandbox_ETW_OutdoorsmanCounter_tooltip = "This allows you to earn/lose by spending time outdoors and being exposed to various weather conditions. The harsher the weather, the faster you'll accumulate points towards gaining the trait. Conversely, staying indoors gradually reduces progress. You gain the trait when the counter reaches its specified threshold, and lose it when dropping below the opposite threshold. Being inside will slowly start to decrease the counter, with maximum decrease being reached after being indoors/in-car for 900 min. Killing while outside will also progress the counter based on weather.",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier = "Outdoorsman Counter Increase Multiplier",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier_tooltip = "Adjusts the rate at which you gain points in outdoorsman counter. For example, multiplier of 2.5 means you'd be gaining 250% of points'."
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier = "Outdoorsman Counter Decrease Multiplier",
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier_tooltip = "Adjusts the rate at which you lose points from the outdoorsman counter. For example, multiplier of 0.25 means you'd be losing 25% of points."

	Sandbox_ETW_PainTolerance = "Pain Tolerance",
	Sandbox_ETW_PainToleranceThreshold = "Pain Tolerance Threshold",
	Sandbox_ETW_PainToleranceThreshold_tooltip = "Sets the maximum pain level your character can reach while benefiting from this perk",
	Sandbox_ETW_PainToleranceCounter = "Pain Tolerance Counter",
	Sandbox_ETW_PainToleranceCounter_tooltip = "Every 10 minutes your pain (0-100) is added to counter. Upon reaching counter you'll get Pain Tolerance trait",

	Sandbox_ETW_RainSystem = "Rain System",
	Sandbox_ETW_RainSystemCounter = "Rain System Counter",
	Sandbox_ETW_RainSystemCounter_tooltip = "You gain progress every minute you spend in rain while outside. Being panicked can slow down the process or even revert it. If the counter is below -counter, you gain Pluviophobia; when reaching counter, you gain Pluviophile. If the counter is between these values, there is no effect. Making a kill at during rain triggers extra execution of function responsible for gaining/losing progress (so instead of getting progress 1 time / minute you can get progress 3 times per minute, for example)",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier = "Rain System Increase Multiplier",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier_tooltip = "Adjusts the rate at which your Rain System Counter increases, detailed in Rain System Counter tooltip",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier = "Rain System Decrease Multiplier",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier_tooltip = "Adjusts the rate at which your Rain System Counter decreases, detailed in Rain System Counter tooltip",
	Sandbox_ETW_PluviophileMultiplier = "Pluviophile effect multiplier",
	Sandbox_ETW_PluviophileMultiplier_tooltip = "Multiplies the effects of Unhappiness, Stress, and Boredom decreases",
	Sandbox_ETW_PluviophobiaMultiplier = "Pluviophobia effect multiplier",
	Sandbox_ETW_PluviophobiaMultiplier_tooltip = "Multiplies the effects of Unhappiness, Stress, and Boredom increases",

	Sandbox_ETW_RestorationExpert = "Restoration Expert",
	Sandbox_ETW_RestorationExpertSkill = "Restoration Expert Maintenance Skill requirement",
	Sandbox_ETW_RestorationExpertChance = "Restoration Expert %",
	Sandbox_ETW_RestorationExpertChance_tooltip = "% chance to not increase the number of times an item was repaired after a repair",

	Sandbox_ETW_Sewer = "Sewer",
	Sandbox_ETW_SewerSkill = "Sewer Tailoring Skill requirement",
	Sandbox_ETW_SewerUniqueClothesRipped = "Sewer Unique Clothes Ripped",
	Sandbox_ETW_SewerUniqueClothesRipped_tooltip = "Amount of unique clothing you need to rip to qualify for Sewer. If you are running with modded clothes, increase this respectively. AuthenticZ or Brita Armor Pack all add A LOT of clothing to rip, as an example.",

	Sandbox_ETW_SleepSystem = "Sleep System",
	Sandbox_ETW_SleepSystem_tooltip = "Enables obtaining/losing sleep-related traits, Wakeful and Sleepyhead. <br>---General description---<br>Mod tracks at which hours you like to sleep, and as long as you sleep within around those hours, you reinforce your healthy sleep schedule. If you sleep outside of it, you lose some schedule integrity. Not sleeping for more than 24 hours also starts to damage your sleep schedule. Mod tracks at which hours you like to sleep by checking the midpoint of your last sleep, so it's possible to shift your schedule to different hours.<br>---Technical description, don't read this if you don't want to meta-game much---<br>Every time you sleep, the mod tracks the midpoint of your sleep. For example, if you sleep between 23:00 and 05:30, the midpoint would be 03:45, and it would be your optimal sleeping hour. If you sleep within +-6 hours of this time, you gain progress to your SleepHealthiness bar, which ranges from -200 to 200. A check is made every 10 minutes, adding +0.167 to the bar if sleeping within the correct schedule, essentially giving +1 for every hour of correct sleep. Sleeping outside this schedule removes 0.167 from the bar every 10 minutes. After not sleeping for more than 24 hours, you start losing -0.167 every ten minutes. If your bar falls below -100, you get Sleepyhead. If it's above 100, you get Wakeful. Starting with either trait sets the starting value of the bar to its maximum or minimum point: +200 for Wakeful and -200 for Sleepyhead",
	Sandbox_ETW_SleepSystemMultiplier = "Sleep System Multiplier",
	Sandbox_ETW_SleepSystemMultiplier_tooltip = "Determines how fast you increase/decrease the SleepHealthiness counter, which dictates if you get/lose Wakeful and Sleepyhead. Higher values mean faster gain and loss. Lower values mean slower gain and loss",
	Sandbox_ETW_SleepMoodle = "Sleep System Moodle",
	Sandbox_ETW_SleepMoodle_tooltip = "If this option is disabled, the moodle won't show up. For single-player, leave this on and change moodles you see with Mod Options. If it's a server setting, players won't be able to enable the moodle client-sided",

	Sandbox_ETW_Smoker = "Smoker",
	Sandbox_ETW_SmokerCounter = "Smoking addiction counter",
	Sandbox_ETW_SmokerCounter_tooltip = "Upon reaching this value on the counter, you'll get the Smoker trait. When dropping to the opposite of it, you'll lose it. Counter boundaries are -2x the counter to 2x the counter.<br><br> How it works: Every smoke you take increases your addiction counter. The longer breaks you take between smokes, the less the increase. Smoking while being panicked or stressed increases the counter much faster, based on the level of panic and stress. Not smoking slowly decays the counter. Being panicked or stressed slows the decay rate",
	Sandbox_ETW_SmokingAddictionDecay = "Smoker Addiction Decay Multiplier",
	Sandbox_ETW_SmokingAddictionDecay_tooltip = "Determines how fast your addiction decays",
	Sandbox_ETW_SmokingAddictionMultiplier = "Smoker Addiction Increase Multiplier",
	Sandbox_ETW_SmokingAddictionMultiplier_tooltip = "Determines how fast your addiction increases",

	Sandbox_ETW_Sojutsu = "Sojutsu Martial Artist",
	Sandbox_ETW_SojutsuSkill = "Sojutsu Martial Artist Spear Skill requirement",
	Sandbox_ETW_SojutsuKills = "Sojutsu Martial Artist Spear Kills requirement",

	Sandbox_ETW_StickFighter = "Stick Fighter",
	Sandbox_ETW_StickFighterSkill = "Stick Fighter Short Blunt Skill requirement",
	Sandbox_ETW_StickFighterKills = "Stick Fighter Short Blunt Kills requirement",

	Sandbox_ETW_TraitsLockSystemCanLosePositive = "Traits Lock: Can Lose Positive",
	Sandbox_ETW_TraitsLockSystemCanLosePositive_tooltip = "If this is enabled, you can lose positive traits during gameplay. This mostly applies to trait systems like love/fear of weather/locations or weight system as not a lot of positive traits can be lost",
	Sandbox_ETW_TraitsLockSystemCanGainPositive = "Traits Lock: Can Gain Positive",
	Sandbox_ETW_TraitsLockSystemCanGainPositive_tooltip = "If this is enabled, you can gain positive traits during gameplay. This applies to a lot of traits; you DO NOT want to have this disabled",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative = "Traits Lock: Can Lose Negative",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative_tooltip = "If this is enabled, you can lose negative traits during gameplay. This mostly applies to trait systems like love/fear of weather/locations or weight system and also a bunch of simple traits",
	Sandbox_ETW_TraitsLockSystemCanGainNegative = "Traits Lock: Can Gain Negative",
	Sandbox_ETW_TraitsLockSystemCanGainNegative_tooltip = "If this is enabled, you can gain negative traits during gameplay. This mostly applies to trait systems like love/fear of weather/locations or weight system as not a lot of negative traits can be earned",

	Sandbox_ETW_UIPage = "UI Page with Stats",
	Sandbox_ETW_UIPage_tooltip = "This will enable a page in the character screen with detailed information on your progress in losing/gaining traits",

	Sandbox_ETW_WeightSystem = "Weight System",
	Sandbox_ETW_WeightSystem_tooltip = "Describing conditions on which you lose/gain traits in here would take a lot of text, so just check Google Sheets for details (link in mod workshop page description). Affected traits that can be gained/lost dynamically: High/Low Thirst, Light Eater/Hearty Appetite, Thick/Thin Skinned, Slow/Fast Healer.<br>IMPORTANT: if you pick any of these traits in character creation they will be permanent on your character, both negative and positive",
	Sandbox_ETW_WeightSystemSkill = "Weight System Passives requirement",
	Sandbox_ETW_WeightSystemSkill_tooltip = "How many levels in Strength + Fitness you need to have to gain Thick Skinned and Fast Healer (this is not only condition, once again check Google Sheets)",
	Sandbox_ETW_WeightSystemLowerMentalThreshold = "Weight System Lower Mental Threshold",
	Sandbox_ETW_WeightSystemLowerMentalThreshold_tooltip = "What your average mental (average from panic + unhappiness + fear + stress) health should be in last 31 survived days to obtain Thick Skinned and Fast Healer (this is not only condition, once again check Google Sheets)",
	Sandbox_ETW_WeightSystemUpperMentalThreshold = "Weight System Upper Mental Threshold",
	Sandbox_ETW_WeightSystemUpperMentalThreshold_tooltip = "What your average mental (average from panic + unhappiness + fear + stress) health should be in last 31 survived days to obtain Light Eater and Low Thirst (this is not only condition, once again check Google Sheets)",
}