201 lines
25 KiBLFS
XML
Executable File
201 lines
25 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<infotexts language="English" nowhitespace="false" translatedname="English">
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<!-- Location Defs -->
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<ilo_PirateOutpost>Pirate Outpost</ilo_PirateOutpost>
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<mlc_BeaconConstruction>Beacon Construction</mlc_BeaconConstruction>
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<!-- Map UI -->
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<mlc.beaconconsttooltip>Construction has halted on a ‖color:gui.orange‖beacon station‖end‖ in this passageway pending a delivery of [requestedsupplies]. Once constructed, it will make it easier for human habitation to spread into nearby locations.</mlc.beaconconsttooltip>
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<mlc.distresstooltip>Someone has activated a distress beacon in this passage. A lost crew, free salvage or something else?</mlc.distresstooltip>
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<mlc.distresstooltipfaint>The signal from the distress beacon in this passage is growing weak. Whatever is here isn't going to be detectable much longer.</mlc.distresstooltipfaint>
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<mlc.pirateactivitytooltip>There have been reports of pirate activity near this area. Crews should exercise caution.</mlc.pirateactivitytooltip>
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<mlc.navigationannouce>Signal Update</mlc.navigationannouce>
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<mlc.distress.new>A new distress beacon has been picked up between [location1] and [location2]</mlc.distress.new>
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<mlc.distress.faint>The signal from the distress beacon between [location1] and [location2] is growing faint.</mlc.distress.faint>
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<mlc.distress.lost>The distress signal between [location1] and [location2] can no longer be detected over background noise.</mlc.distress.lost>
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<mlc.beaconconstone>[supply1]</mlc.beaconconstone>
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<mlc.beaconconsttwo>[supply1] and [supply2]</mlc.beaconconsttwo>
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<mlc.beaconconstthree>[supply1], [supply2] and [supply3]</mlc.beaconconstthree>
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<mlc.beaconconstutility>‖color:gui.Green‖[count] Beacon Utility Supplies‖end‖</mlc.beaconconstutility>
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<mlc.beaconconststructural>‖color:gui.Orange‖[count] Beacon Structural Supplies‖end‖</mlc.beaconconststructural>
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<mlc.beaconconstelectrical>‖color:gui.Yellow‖[count] Beacon Electrical Supplies‖end‖</mlc.beaconconstelectrical>
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<!-- Level Stuff -->
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<mlc.distresscall>Distress Beacon</mlc.distresscall>
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<!-- Mission Items -->
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<entityname.distressbeacon>Distress Beacon</entityname.distressbeacon>
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<entitydescription.distressbeacon>Produces a long range signal that can be detected by a sonar monitor, handheld sonar, or navigation terminal.</entitydescription.distressbeacon>
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<entityname.jumpstarter>Jump Starter</entityname.jumpstarter>
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<itemmsgdetachcrowbar>[[use]] Detach (Crowbar)</itemmsgdetachcrowbar>
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<entityname.captains_notebook>Captain's Notebook</entityname.captains_notebook>
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<entitydescription.captains_notebook>A small, wellworn paper book. Typically used by sub captains to record their travels. Can be sold for a high price at stations or read to garner some experience.</entitydescription.captains_notebook>
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<!-- Beacon Construction -->
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<entityname.mlc_beaconutilitysupplies>Beacon Utility Supplies</entityname.mlc_beaconutilitysupplies>
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<entitydescription.mlc_beaconutilitysupplies>A box of various utility supplies for use in constructing beacons. Degrades when in water. Store on a shelf for safe keeping.</entitydescription.mlc_beaconutilitysupplies>
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<entityname.mlc_beaconstructuralsupplies>Beacon Structural Supplies</entityname.mlc_beaconstructuralsupplies>
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<entitydescription.mlc_beaconstructuralsupplies>A box of various structural supplies for use in constructing beacons. May cause injury when sliding. Store on a shelf for safe keeping.</entitydescription.mlc_beaconstructuralsupplies>
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<entityname.mlc_beaconelectrialsupplies>Beacon Electrical Supplies</entityname.mlc_beaconelectrialsupplies>
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<entitydescription.mlc_beaconelectrialsupplies>A box of various electrical supplies for use in constructing beacons. Degrades when in water. Store on a shelf for safe keeping.</entitydescription.mlc_beaconelectrialsupplies>
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<!-- Structural Crafting Items -->
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<entityname.mlc_beaconsmat1>Beacon Exterior Plating</entityname.mlc_beaconsmat1>
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<entitydescription.mlc_beaconsmat1>Heavy plating used to make the exterior of beacon stations. Built to resist the crushing pressure as well as various wildlife.</entitydescription.mlc_beaconsmat1>
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<entityname.mlc_beaconsmat2>Beacon Interior Plating</entityname.mlc_beaconsmat2>
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<entitydescription.mlc_beaconsmat2>Lightweight metal sheets used to line the interior of beacon stations.</entitydescription.mlc_beaconsmat2>
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<entityname.mlc_beaconsmat3>Beacon Support Truss Bundle</entityname.mlc_beaconsmat3>
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<entitydescription.mlc_beaconsmat3>Heavy duty trusses and anchors used to secure a beacon station to the walls of a cavern.</entitydescription.mlc_beaconsmat3>
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<!-- Electrical Crafting Items -->
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<entityname.mlc_beaconemat1>Beacon Logic Circuits</entityname.mlc_beaconemat1>
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<entitydescription.mlc_beaconemat1>Assorted circuits used in the construction of beacon sonar systems. Will break if exposed to water.</entitydescription.mlc_beaconemat1>
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<entityname.mlc_beaconemat2>Beacon Wiring</entityname.mlc_beaconemat2>
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<entitydescription.mlc_beaconemat2>Large and small cabling used to supply power and connect circuitry on beacon stations. Will break if exposed to water.</entitydescription.mlc_beaconemat2>
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<entityname.mlc_beaconemat3>Beacon Electrical Components</entityname.mlc_beaconemat3>
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<entitydescription.mlc_beaconemat3>Various fuses, switches and breakers used in a beacon stations electrical system. Will break if exposed to water.</entitydescription.mlc_beaconemat3>
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<!-- Utility Crafting Items -->
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<entityname.mlc_beaconumat1>Beacon Plumbing Components</entityname.mlc_beaconumat1>
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<entitydescription.mlc_beaconumat1>Pipes, valves and other flow control systems used to keep water out and air inside a beacon station.</entitydescription.mlc_beaconumat1>
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<entityname.mlc_beaconumat2>Beacon Reactor Components</entityname.mlc_beaconumat2>
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<entitydescription.mlc_beaconumat2>Shielding, control rods and steam exchange systems used in the construction of a beacon stations reactor. Will break if exposed to water.</entitydescription.mlc_beaconumat2>
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<entityname.mlc_beaconumat3>Beacon Sealing Components</entityname.mlc_beaconumat3>
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<entitydescription.mlc_beaconumat3>Welding flux, rubber patches and other products used to seal gaps in a beacon station.</entitydescription.mlc_beaconumat3>
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<!-- Blackmarket -->
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<npctitle.blackmarketmerchant>Blackmarket Merchant</npctitle.blackmarketmerchant>
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<!-- Outpost Name -->
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<mlc.pirateoutpost>Pirate Base</mlc.pirateoutpost>
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<!-- Pirate Titles -->
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<npctitle.piratemedicrecruit>Pirate Medic Recruit</npctitle.piratemedicrecruit>
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<npctitle.piratemedic>Pirate Medic</npctitle.piratemedic>
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<npctitle.pirateflamer>Pirate Flamer</npctitle.pirateflamer>
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<npctitle.piratedeadeye>Pirate Deadeye</npctitle.piratedeadeye>
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<npctitle.pirateberserker>Pirate Berserker</npctitle.pirateberserker>
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<npctitle.piratefanatic>Pirate Fanatic</npctitle.piratefanatic>
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<npctitle.piratetank>Pirate Juggernaut</npctitle.piratetank>
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<npctitle.piratevolitile>Volitile Pirate</npctitle.piratevolitile>
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<!-- Server Messages -->
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<mlc.server.wrongversionclient>Your client is using the wrong version!\nClient: v[clientversion] Server: v[serverversion]</mlc.server.wrongversionclient>
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<mlc.server.wrongversion>Client [client] is using the wrong version!\nClient: v[clientversion] Server: v[serverversion]</mlc.server.wrongversion>
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<mlc.server.installed>Client [client] has More Level Content installed correctly!</mlc.server.installed>
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<!-- Patch Notes -->
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<mlc.patchnote>More Level Content Patch Notes v[version]</mlc.patchnote>
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<!-- Config -->
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<mlc.config>More Level Content Settings</mlc.config>
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<mlc.configshort>MLC Settings</mlc.configshort>
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<!-- General Config -->
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<SettingsTab.General>General</SettingsTab.General>
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<mlc.settings.enablethalamuscave>Enable Thalamus Cave</mlc.settings.enablethalamuscave>
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<mlc.settings.enablethalamuscavetooltip>If thalamus caves should spawn</mlc.settings.enablethalamuscavetooltip>
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<mlc.settings.moveruins>Abyssal Ruins</mlc.settings.moveruins>
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<mlc.settings.moveruinstooltip>The chance for alien ruins to spawn in the abyss area</mlc.settings.moveruinstooltip>
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<mlc.settings.maxdistresscount>Max Active Distress Beacons</mlc.settings.maxdistresscount>
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<mlc.settings.maxdistresscounttooltip>How many distress beacons can be active at the same time</mlc.settings.maxdistresscounttooltip>
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<mlc.settings.spawndistresschance>Distress Beacon Chance</mlc.settings.spawndistresschance>
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<mlc.settings.spawndistresschancetooltip>Percentage chance for a new distress beacon to spawn</mlc.settings.spawndistresschancetooltip>
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<mlc.settings.spawnchance>[chance]% chance</mlc.settings.spawnchance>
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<mlc.settings.maxactive>[max] max</mlc.settings.maxactive>
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<!-- Pirate Config -->
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<SettingsTab.PirateOutpost>Pirate Outposts</SettingsTab.PirateOutpost>
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<mlc.config.piratespawnchance>Bonus Spawn Chance</mlc.config.piratespawnchance>
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<mlc.config.piratespawnchancetooltip>Increasing this value above 0 will result in a LOT more pirate outposts spawning, potentially upsetting the game balance.</mlc.config.piratespawnchancetooltip>
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<mlc.config.piratehuskchance>Husk Chance</mlc.config.piratehuskchance>
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<mlc.config.piratehuskchancetooltip>The chance for pirate outposts to spawn with everyone on board husked. Default is 1.</mlc.config.piratehuskchancetooltip>
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<mlc.config.piratespawnnoise>Spawn Noise</mlc.config.piratespawnnoise>
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<mlc.config.piratediffnoise>Difficulty Noise, this value affects how much noise is added to the difficulty. For example a value of 25 can result in pirates 25% harder than the current difficulty spawning.</mlc.config.piratediffnoise>
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<mlc.config.piratedisplaysonar>Display On Sonar</mlc.config.piratedisplaysonar>
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<mlc.config.piratedisplaysonartooltip>If a marker for the pirate base should appear on sonar.</mlc.config.piratedisplaysonartooltip>
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<mlc.config.piratescalediff>Scale Difficulty</mlc.config.piratescalediff>
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<mlc.config.piratescaledifftooltip>If the difficulty of the pirates should scale with server members.</mlc.config.piratescaledifftooltip>
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<!-- Debug Config -->
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<SettingsTab.Debug>Debug</SettingsTab.Debug>
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<mlc.config.debugverbose>Verbose Logging</mlc.config.debugverbose>
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<mlc.config.debugverbosetooltip>Enable verbose logging, provides detailed (but longer) logs</mlc.config.debugverbosetooltip>
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<mlc.config.debuginternal>Internal Logging</mlc.config.debuginternal>
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<mlc.config.debuginternaltooltip>Enable internal logging, which logs internal debugging messages to console</mlc.config.debuginternaltooltip>
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<!-- Talents -->
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<!-- Hints -->
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<mlc.hint.jumpstarter>A ‖color:gui.orange‖Jump Starter‖end‖ can be used to temporarily power dead electrical devices, such as shuttle batteries. They can be crafted or bought at outposts.</mlc.hint.jumpstarter>
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<mlc.title>More Level Content</mlc.title>
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<!-- Distress Missions -->
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<distress.new0>Listening stations have detected a ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2]</distress.new0>
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<distress.new1>A ‖color:gui.Red‖distress beacon‖end‖ has been reported between [location1] and [location2]</distress.new1>
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<distress.new2>[location1] has reported a new ‖color:gui.Red‖distress beacon‖end‖ in the caves leading to [location2]</distress.new2>
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<distress.faint0>Listening stations report the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] is growing faint</distress.faint0>
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<distress.faint1>Projected ice movement will soon leave the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] unaccessable</distress.faint1>
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<distress.lost0>The ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] can no longer be detected</distress.lost0>
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<distress.lost1>Ice drift has rendered the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] inaccessible</distress.lost1>
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<distress.lost2>A submarine crew passing through [location1] to [location2] report there were no survivors at the ‖color:gui.Red‖distress beacon‖end‖</distress.lost2>
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<!-- Distress Events -->
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<charactername.captain_dakota>Captain Dakota</charactername.captain_dakota>
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<charactername.clowncorpse>Clown Corpse</charactername.clowncorpse>
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<charactername.pagliacci>Pagliacci</charactername.pagliacci>
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<!-- Lost Cargo -->
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<mlc.cargopodhidden>Cargo Pod?</mlc.cargopodhidden>
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<mlc.cargopod>Cargo Pod</mlc.cargopod>
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<mlc.lostcargonew0>Lost cargo has been reported between [location1] and [location2].</mlc.lostcargonew0>
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<mlc.lostcargotooltip>A freighter submarine has ditched some of it's cargo due to 'complications' in this passage.</mlc.lostcargotooltip>
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<mlc.lostcargo.tooslow0>The lost cargo between [location1] and [location2] has been claimed by another crew.</mlc.lostcargo.tooslow0>
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<mlc.lostcargo.tooslow1>Long range listening stations can no longer detect the lost cargo between [location1] and [location2].</mlc.lostcargo.tooslow1>
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<mlc.lostcargo.tooslow2>Based on projected currents and ice movement, the lost cargo between [location1] and [location2] is no longer recoverable.</mlc.lostcargo.tooslow2>
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<!-- Relay Repair -->
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<mlc.relaystationtooltip.inactive>An old ‖color:gui.Orange‖relay station‖end‖ in this passage has stopped transmitting signals. Bringing it back online will help local communication.</mlc.relaystationtooltip.inactive>
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<mlc.relaystationtooltip.active>There's an active ‖color:gui.Orange‖relay station‖end‖ in this passage.</mlc.relaystationtooltip.active>
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<!-- Hint -->
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<relayrepair.terminal>KELETCO RELAY v[version]\nStation [station]\n------------------------\n\nCalibration Table\nIN → OPERATION 1 → OPERATION 2 → OPERATION 3 → OUT\nIN [input0] → [step10] → [step20] → [step30] → OUT [output0]\nIN [input1] → [step11] → [step21] → [step31] → OUT [output1]\nIN [input2] → [step12] → [step22] → [step32] → OUT [output2]</relayrepair.terminal>
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<!-- Config -->
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<mlc.config.pirate.peakspawnchance>Peak spawn chance</mlc.config.pirate.peakspawnchance>
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<mlc.config.pirate.peakspawnchance.tooltip>The peak percentage chance for a pirate base to be generated. Bases are most common at 50% level difficulty. For instance if this is set to 100%, if the level difficulty is exactly 50% a pirate base will be guaranteed to be generated.</mlc.config.pirate.peakspawnchance.tooltip>
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<!-- Pirate -->
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<piratebase.active>There's an active pirate base in this passage, be careful!</piratebase.active>
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<piratebase.husked>The unlucky pirates in this passage have been turned into husks.</piratebase.husked>
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<piratebase.destroyed>The pirate base in this passage has been destroyed.</piratebase.destroyed>
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<entityname.sonarjammer>Sonar Jammer</entityname.sonarjammer>
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<entitydescription.sonarjammer>Produces powerful, high amplitude frequences that disrupt sonar.</entitydescription.sonarjammer>
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<!-- Machines -->
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<entityname.autotrader_weapons>Auto-Trader (Weapons)</entityname.autotrader_weapons>
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<entityname.autotrader_supplies>Auto-Trader (Supplies)</entityname.autotrader_supplies>
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<autotrader.instock>[count] in stock</autotrader.instock>
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<entityname.sonarguide>Sonar Guide</entityname.sonarguide>
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<entitydescription.sonarguide>A device that produces sonar pings detectable over long distances, used to guide passing submarines to points of interest.</entitydescription.sonarguide>
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<!-- Map Feature Tooltips -->
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<mapfeature.autotrader_weapons>There's an automatic weapons trader in this passage.</mapfeature.autotrader_weapons>
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<mapfeature.autotrader_supplies>There's an automatic supplies trader in this passage.</mapfeature.autotrader_supplies>
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<mapfeature.waystation>There's a waystation in this passage.</mapfeature.waystation>
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<mapfeature.clownstation>There's a clown theatre in this passage.</mapfeature.clownstation>
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<mapfeature.abyssresearch>There's an abyssal research facility somewhere under this passage.</mapfeature.abyssresearch>
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<mapfeature.huskchurch>There's a husk church in this passage.</mapfeature.huskchurch>
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<mapfeature.huskchurch.name>Husk Church</mapfeature.huskchurch.name>
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<mapfeature.autotrader_weapons.name>Automatic Weapons Trader</mapfeature.autotrader_weapons.name>
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<mapfeature.autotrader_supplies.name>Automatic Supplies Trader</mapfeature.autotrader_supplies.name>
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<mapfeature.waystation.name>Waystation</mapfeature.waystation.name>
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<mapfeature.clownstation.name>Clown Theatre</mapfeature.clownstation.name>
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<mapfeature.abyssresearch.name>Abyssal Research Facility</mapfeature.abyssresearch.name>
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<mapfeature.revealed.header>[feature] Revealed</mapfeature.revealed.header>
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<mapfeature.revealed.description>Check the campaign map for more information.</mapfeature.revealed.description>
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<!-- Misc -->
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<entityname.mailman_researchdata>Research Data</entityname.mailman_researchdata>
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<entitydescription.mailman_researchdata>Some kind of important research data pertaining to the abyssal depths of Europa. You can't make much sense of it.</entitydescription.mailman_researchdata>
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<entityname.abyssresearch_alienobject>Strange Alien Object</entityname.abyssresearch_alienobject>
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<entitydescription.abyssresearch_alienobject>An alien object of unknown function. It seems to have transported the researchers here. You could probably sell this for a lot to the right people.</entitydescription.abyssresearch_alienobject>
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<sonarbeacon.researcher>Researcher</sonarbeacon.researcher>
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<abyssresearch.findbodies>Locate the missing researchers</abyssresearch.findbodies>
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<abyssresearch.returnitem>Return the alien device</abyssresearch.returnitem>
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<mlc.gamemodewarning.header>Invalid Gamemode!</mlc.gamemodewarning.header>
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<mlc.gamemodewarning.description>More Level Content does not support multiplayer gamemodes other than campaign! Using it in other gamemodes will cause issues and may even crash your game.</mlc.gamemodewarning.description>
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<!-- Loading Tips -->
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Distress beacons won't last forever, they will disapear from the map after some time.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Jump starters can be used to restart shuttles that have run out of power. Some systems (Oxygen generators) should be turned off when jump starting a shuttle, as they use an excessive amount of power.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖If you take your time on a distress mission, whoever activated it might be dead by the time you show up.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖There have been reports of pirate bases using sonar jammers to mask their presence.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Following stange sonar pings may lead to automatic traders, waystations or other structures. Who knows what you could find!</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖When responding to a distress beacon, submariners may find whoever activated it dead on arrival. All is not lost, however, as if they had a sub it can be salvaged.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Visiting a waystation will often reveal another location on the map.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Relay Stations require basic knowledge of math and the wiring system to complete. When in doubt, ask your nearest engineer.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Created by the Keletco conglomerate, Relay Stations are one of the few remaining creations of it's brief stint on Europa.</loadingscreentip>
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<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Relay stations were superseded by beacon stations, however some outposts still rely on the outdated system. In recent years, many of these stations have broken down due to lack of maintence.</loadingscreentip>
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<!-- Distress Ghostship Objective -->
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<dgs.obj.exploreship>Explore at least 50% of the ship.</dgs.obj.exploreship>
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<dgs.obj.optionalsalvage>(OPTIONAL) Salvage the ghostship by bringing it to the end of the level.</dgs.obj.optionalsalvage>
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<dgs.inrageforsalvage>The drifting ghostship is in range for salvage.</dgs.inrageforsalvage>
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<entityname.stomach_acid_vent>Stomach Acid Vent</entityname.stomach_acid_vent>
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<entityname.relaystationsmaintenceguide>Keletco Relay Station Service Manual</entityname.relaystationsmaintenceguide>
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<entitydescription.relaystationsmaintenceguide>A service manual detailing the service and maintence of Keletco brand relay stations, it's well worn and barely held together.</entitydescription.relaystationsmaintenceguide>
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<relaystation.maintenceguide>KELETCO RELAY MAINTENCE GUIDE\n\nGreetings and congratulations on your new employment as a Keletco Service Technician! In your new role as a KST, you'll both be representing the Keletco brand as well as maintaining multiple relay stations on Europa. This is an important role as relay stations are the back bone of Europa's growing trade network. As a KST, you will be exp[???]\n[The rest of the page is too water damaged to read]\n\nTOOLS OF THE TRADE\nIncluded in each Keletco Relay Station is a basic repair kit, consisting of:\n - 1x Keletco Relay Station Service Manual\n - 1x Screwdriver\n - 5x Standard Electrical Wire\n - 1x Oxygen Mask\n - 1x Oxygen Tank\n\nIt is expected of each KST to return these supplies to the repair kit after completion of the repair and to restock any used or damaged supplies. Reme[???]\n\nRELAY STATION COMPONENTS\n[???]orking with the relay station it's important to know what each part of t[???]\n\nINPUT RELAY\nLocated by the IN junction box supplies the input voltage of a message. This is then fed into the MODULATION COMPONENTS located throughout the relay station. \n\nMODULATION COMPONENTS\nThese come in sets of 4. Each component in the same set will do the same operation but with a different value. The value they will preform the operation with is displayed on the screen above them. \n\nOUTPUT RELAY\nLocated by the OUT junction box, this relay is what sends the end result of the MODULATION COMPONENTS to the VALIDATION CIRCUIT\n\nVALIDATION CIRCUIT\nLocated by the OUT junction box, the validation circuit will predict what the expected output is and display it on the TRGT screen. It will then set the display light to either red or green, dependingon if the expected voltage was given to it.\n\nREPAIRING A RELAY STATION\n\n[???]nter a damaged relay station, it is important to first go over the calibration terminal. The calibration terminal will display the example inputs and their respective outputs of the damagedsection. Relay stat[???]ration terminal will give you an example of an input voltage, then three values showing the inputs voltage after each modulation step, then finally the output voltage. Each stepmust be done in sequence to assure the correct[???]\n\nYOUR TYPICAL REPAIR\n\n - Read the calibration terminal\n - Retrieve the screwdriver, wires and oxygen mask from the Repair Kit\n - Equip the oxygen mask\n - Locate the "INPUT" relay, this should be near the "IN" label\n - Connect one end of a wire to the "SIGNAL_OUT_1" pin of the INPUT relay\n - Connect the other end of the wire to the "SIGNAL_IN_1" pin of the first\n modulation component (Use your Keletco Kalculator and the calibration terminal to\n determine thefirst modulation component)\n - Connect another wire to the output pin of the first modulation component\n - Connect the other end of the wire to the input of the second modulation component\n - Continue until you've completed all 4 steps in the sequence\n - Wire the output of the final modulation component to the "SIGNAL_IN_1" pin of the\n OUT relay\n\nIf you have followed the above steps correctly, the validation circuit should now be flashing green. A hearty Keletco congratulations on completing your first of many relay repairs! \n\n(If the validation circuit is NOT flashing green, consult the calibration terminal and repeat these steps. You have made an error somewhere)\n\nSAFTY AND YOU\n\nEuropa is a dangerous place! While Keletco has taken steps to ensure your safety while repairing a relay station, some of the burden rests on yourself. Thus it is important for any Keletco ServiceTechnician to follo[???]\n[The rest of the pages are stuck together]</relaystation.maintenceguide>
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<talentname.mlcaddict>Addict</talentname.mlcaddict>
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<talentdescription.mlcaddict>Every so often gains a... craving.. for opiates.</talentdescription.mlcaddict>
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