<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>

  <!-- EN: Sieging {0} from {1} are assaulting the colony. -->
  <MessageSiegersAssaulting>来自{1}的{0}围攻部队开始突击殖民地。</MessageSiegersAssaulting>

  <!-- EN: {0} from {1} are beginning their assault. -->
  <MessageRaidersBeginningAssault>来自{1}的{0}开始突击殖民地。</MessageRaidersBeginningAssault>
  <!-- EN: {0} from {1} have detected you and begun their assault early. -->
  <MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始突击殖民地。</MessageRaidersDetectedEarlyAssault>
  <!-- EN: {0} from {1} have decided to kidnap who they can and leave. -->
  <MessageRaidersKidnapping>来自{1}的{0}准备绑架他们能带走的殖民者并离开。</MessageRaidersKidnapping>
  <!-- EN: {0} from {1} have decided to steal what they can and leave. -->
  <MessageRaidersStealing>来自{1}的{0}准备带走他们能带走的战利品并离开。</MessageRaidersStealing>

  <!-- EN: {0} from {1} have arrived and are attacking! More are on the way and will arrive in {2}. -->
  <MessageCaravanDetectedRaidArrived>来自{1}的{0}已抵达并正在攻击。更多的袭击将在{2}抵达。</MessageCaravanDetectedRaidArrived>

  <!-- EN: {0} from {1} are leaving. -->
  <MessageRaidersLeaving>来自{1}的{0}准备离开了。</MessageRaidersLeaving>
  <!-- EN: {0} from {1} have given up and are leaving. -->
  <MessageRaidersGivenUpLeaving>来自{1}的{0}准备放弃并离开了。</MessageRaidersGivenUpLeaving>
  <!-- EN: {0} from {1} are satisfied with the damage done and are leaving. -->
  <MessageRaidersSatisfiedLeaving>来自{1}的{0}在造成破坏后满足地准备离开了。</MessageRaidersSatisfiedLeaving>

  <!-- EN: {0} from {1} are fleeing. -->
  <MessageFightersFleeing>来自{1}的{0}准备逃跑了。</MessageFightersFleeing>
  <!-- EN: Friendly {0} from {1} are leaving. -->
  <MessageFriendlyFightersLeaving>来自{1}的{0}友军准备离开了。</MessageFriendlyFightersLeaving>

  <!-- EN: {0} from {1} are taking a wounded guest. -->
  <MessageVisitorsTakingWounded>来自{1}的{0}正准备带走一名受伤的访客。</MessageVisitorsTakingWounded>
  <!-- EN: {0} from {1} have been trapped and are digging out to escape. -->
  <MessageVisitorsTrappedLeaving>来自{1}的{0}被困住了并准备挖隧道逃跑。</MessageVisitorsTrappedLeaving>
  <!-- EN: {0} from {1} are leaving the map because of dangerous temperature. -->
  <MessageVisitorsDangerousTemperature>来自{1}的{0}由于温度危险正在离开地图。</MessageVisitorsDangerousTemperature>

  <!-- EN: {0} worn by {1_nameFull} deteriorated away to nothing. -->
  <MessageWornApparelDeterioratedAway>{1_nameFull}穿着的{0}完全磨损烂掉了。</MessageWornApparelDeterioratedAway>
  <!-- EN: {0} has deteriorated away in storage. -->
  <MessageDeterioratedAway>{0}在存储区中因老化而损毁。</MessageDeterioratedAway>

  <!-- EN: {0} has begun. -->
  <MessageSeasonBegun>{0}到了。</MessageSeasonBegun>

  <!-- EN: {0} has left comms range. -->
  <MessageShipHasLeftCommsRange>{0}离开了我们的通讯范围。</MessageShipHasLeftCommsRange>

  <!-- EN: You need a powered orbital trade beacon to trade with a ship. -->
  <MessageNeedBeaconToTradeWithShip>你需要一个通电的轨道交易信标才能和轨道贸易商交易。</MessageNeedBeaconToTradeWithShip>
  <!-- EN: Caller must have the title of {0_label} or higher. -->
  <MessageNeedRoyalTitleToCallWithShip>呼叫者至少要有一个{0_label}头衔。</MessageNeedRoyalTitleToCallWithShip>

  <!-- EN: {0} has been destroyed. -->
  <MessageConditionCauserDespawned>{0}已被摧毁。</MessageConditionCauserDespawned>
  
  <!-- EN: Bill complete: {0}. -->
  <MessageBillComplete>清单已完成：{0}。</MessageBillComplete>

  <!-- EN: {1_label} is fully healed. -->
  <MessageFullyHealed>{1_label}已经完全康复了。</MessageFullyHealed>

  <!-- EN: Prisoner {1_labelShort} is escaping. -->
  <MessagePrisonerIsEscaping>囚犯{1_labelShort}准备逃跑了。</MessagePrisonerIsEscaping>

  <!-- EN: {PAWN_labelShort} found no nearby unreserved shells for {GUN_label}. -->
  <MessageOutOfNearbyShellsFor>{PAWN_labelShort}在附近找不到可供{GUN_label}使用的未分配炮弹。</MessageOutOfNearbyShellsFor>
  <!-- EN: {PAWN_labelShort} found no nearby unreserved {FUEL} for {GUN_label}. -->
  <MessageOutOfNearbyFuelFor>{PAWN_labelShort}在附近找不到为{GUN_label}保留的{FUEL}。</MessageOutOfNearbyFuelFor>

  <!-- EN: Warning: {ANIMAL_kindBasePlural} have a {1} base chance to attack when harmed. Chance depends on range and hunter stealth stat. -->
  <MessageAnimalsGoPsychoHunted>警告：{ANIMAL_kindBasePlural}在受到伤害后通常会发动攻击，步枪射程距离下{1}几率，越近则越高，狩猎隐蔽率可有效降低被攻击的几率。</MessageAnimalsGoPsychoHunted>
  <!-- EN: Warning: {ANIMAL_kindBasePlural} may attack upon failed taming attempts ({1} chance). -->
  <MessageAnimalManhuntsOnTameFailed>警告：{ANIMAL_kindBasePlural}在驯服失败后通常会发动攻击（{1}几率）。</MessageAnimalManhuntsOnTameFailed>
  <!-- EN: Only those with the insect sympathy trait can tame {INSECT_indefinite}. -->
  <MessageInsectTameDesignated>只有那些具有昆虫同情特性的人才能驯服{INSECT_indefinite}。</MessageInsectTameDesignated>

  <!-- EN: Warning: The {PAWN_labelShort} is hostile and will attack while your colonist tries to tame it. -->
  <MessageInsectsHostileOnTaming>警告：{PAWN_labelShort}变得敌对，将会在你的殖民者试图驯服时进行攻击。</MessageInsectsHostileOnTaming>
  
  <!-- EN: New recruit -->
  <LetterLabelMessageRecruitSuccess>新人加入</LetterLabelMessageRecruitSuccess>
  <!-- EN: {RECRUITER_nameFull} successfully recruited {RECRUITEE_nameFull}. -->
  <MessageRecruitSuccess>{RECRUITER_nameFull}成功招募了{RECRUITEE_nameFull}。</MessageRecruitSuccess>
  <!-- EN: {RECRUITER_labelShort} successfully tamed {1}. -->
  <MessageTameSuccess>{RECRUITER_labelShort}成功驯服了{1}。</MessageTameSuccess>
  <!-- EN: {RECRUITER_labelShort} successfully tamed {1}. It is now called {RECRUITEE_nameFull}. -->
  <MessageTameAndNameSuccess>{RECRUITER_labelShort}成功驯服了{1}，并将{RECRUITEE_objective}起名为{RECRUITEE_nameFull}。</MessageTameAndNameSuccess>
  <!-- EN: There is no suitable animal pen for {ANIMAL_labelShort}. It will eventually roam away. -->
  <MessageTameNoSuitablePens>没有适用于{ANIMAL_labelShort}的畜栏。它最终会迁徙走。</MessageTameNoSuitablePens>
  <!-- EN: {RECRUITEE} has joined your colony. -->
  <MessageRecruitJoinOfferAccepted>{RECRUITEE}加入了你的殖民地。</MessageRecruitJoinOfferAccepted>

  <!-- EN: The colony cannot afford this deal. -->
  <MessageColonyCannotAfford>殖民地无法支付此次交易。</MessageColonyCannotAfford>
  <!-- EN: You do not have enough silver ready to trade. -->
  <MessageColonyNotEnoughSilver>你没有足够的白银用于交易。</MessageColonyNotEnoughSilver>

  <!-- EN: Critical alert: {0} -->
  <MessageCriticalAlert>严重警报：{0}</MessageCriticalAlert>

  <!-- EN: Must designate harvestable sufficiently-grown plants. -->
  <MessageMustDesignateHarvestable>必须指定可收获资源并且足够成熟的植物。</MessageMustDesignateHarvestable>
  <!-- EN: Must designate wood-yielding, sufficiently-grown plants. -->
  <MessageMustDesignateHarvestableWood>必须指定可收获木材并且足够成熟的树木。</MessageMustDesignateHarvestableWood>
  <!-- EN: Must designate plants. -->
  <MessageMustDesignatePlants>必须指定植物。</MessageMustDesignatePlants>
  <!-- EN: Must designate haulable items. Some items are always haulable and can't be designated. -->
  <MessageMustDesignateHaulable>必须指定可以搬运的物品。</MessageMustDesignateHaulable>
  <!-- EN: Must designate impassable mineable rocks. -->
  <MessageMustDesignateMineable>必须指定不可通过的可开采岩石。</MessageMustDesignateMineable>
  <!-- EN: Must designate huntable animals. -->
  <MessageMustDesignateHuntable>必须指定可以猎杀的动物。</MessageMustDesignateHuntable>
  <!-- EN: Must designate tameable animals. -->
  <MessageMustDesignateTameable>必须指定可以驯服的动物。</MessageMustDesignateTameable>
  <!-- EN: Must designate abandoned artificial structures. -->
  <MessageMustDesignateClaimable>必须指定已废弃的人工建筑。</MessageMustDesignateClaimable>
  <!-- EN: You must defeat a mech cluster before you can deconstruct it. -->
  <MessageMustDesignateDeconstructibleMechCluster>在拆除它之前必须先击败一个机械集群。</MessageMustDesignateDeconstructibleMechCluster>
  <!-- EN: Must designate rough stone surfaces. -->
  <MessageMustDesignateSmoothableSurface>必须指定粗糙的石质表面。</MessageMustDesignateSmoothableSurface>
  <!-- EN: Nothing can remove thick roofs. -->
  <MessageNothingCanRemoveThickRoofs>无法移除厚山岩顶。</MessageNothingCanRemoveThickRoofs>
  <!-- EN: This is already in storage and will be moved to high-priority storage as necessary. -->
  <MessageAlreadyInStorage>该物品已在储存区内，将会在必要时被搬运至更高优先级的储存区内。</MessageAlreadyInStorage>
  <!-- EN: Must designate corpse or downed character with strippable apparel. -->
  <MessageMustDesignateStrippable>必须指定穿有衣物的尸体、倒地角色，或者囚犯。</MessageMustDesignateStrippable>
  <!-- EN: Must designate tame animal that belongs to the colony. -->
  <MessageMustDesignateSlaughterable>必须指定属于殖民地的已驯服的动物。</MessageMustDesignateSlaughterable>
  <!-- EN: Must designate full graves or containers. -->
  <MessageMustDesignateOpenable>必须指定完整的坟墓或容器。</MessageMustDesignateOpenable>
  <!-- EN: Must designate unforbidden items. -->
  <MessageMustDesignateForbiddable>必须指定未禁用的道具。</MessageMustDesignateForbiddable>
  <!-- EN: Must designate forbidden items. -->
  <MessageMustDesignateUnforbiddable>必须指定已禁用的道具。</MessageMustDesignateUnforbiddable>

  <!-- EN: {1_labelShort} has refused to be arrested! -->
  <MessageRefusedArrest>{1_labelShort}拒绝被逮捕。</MessageRefusedArrest>
  
  <!-- EN: There are no medical beds available. -->
  <MessageNoMedicalBeds>没有可用的医疗床。</MessageNoMedicalBeds>
  <!-- EN: There are no animal beds available. -->
  <MessageNoAnimalBeds>没有可用的动物睡眠点或床铺。</MessageNoAnimalBeds>
  <!-- EN: Operation requires {0} or better, but {PAWN_labelShort}'s current medical care mode is "{2}". -->
  <MessageTooLowMedCare>该手术要求医疗供应为{0}或更好，但{PAWN_labelShort}的当前医疗供应是「{2}」。</MessageTooLowMedCare>
  
  <!-- EN: {PAWN_labelShort} has died. Cause: {1}. -->
  <PawnDiedBecauseOf>{PAWN_labelShort}已死亡。原因：{1}。</PawnDiedBecauseOf>
  <!-- EN: {1_labelShort} has died. -->
  <PawnDied>{1_labelShort}已死亡。</PawnDied>

  <!-- EN: {1_label} is no longer incapable of walking. -->
  <MessageNoLongerDowned>{1_label}恢复了行走能力。</MessageNoLongerDowned>

  <!-- EN: {1_labelShort} has collapsed due to extreme exhaustion. -->
  <MessageInvoluntarySleep>{1_labelShort}由于极度疲劳而昏倒了。</MessageInvoluntarySleep>

  <!-- EN: This operation will anger {0}. -->
  <MessageMedicalOperationWillAngerFaction>这次手术将激怒{0}。</MessageMedicalOperationWillAngerFaction>

  <!-- EN: {PAWN_nameDef} is pregnant! -->
  <MessageAnimalIsPregnant>{PAWN_nameDef}怀孕了！</MessageAnimalIsPregnant>
  <!-- EN: {0} has miscarried due to starvation. -->
  <MessageMiscarriedStarvation>{0}由于饥饿而流产。</MessageMiscarriedStarvation>
  <!-- EN: {0} has miscarried due to poor health. -->
  <MessageMiscarriedPoorHealth>{0}由于健康不佳而流产。</MessageMiscarriedPoorHealth>
  <!-- EN: {0} has given birth. -->
  <MessageGaveBirth>{0}已经产子。</MessageGaveBirth>
  
  <!-- EN: {PAWN_labelShort} won't be able to use the psylink while {PAWN_pronoun} has zero psychic sensitivity. -->
  <MessagePsylinkNoSensitivity>当{PAWN_labelShort}的心灵敏感度为零时无法使用启灵神经。</MessagePsylinkNoSensitivity>
  <!-- EN: {PAWN_labelShort} has lost a {1} implant level due to {2}. -->
  <MessageLostImplantLevelFromHediff>{PAWN_labelShort}由于{2}而丧失了{1}的级别。</MessageLostImplantLevelFromHediff>
  <!-- EN: {PAWN_labelShort} has suffered {1} points of brain damage due to {2}. -->
  <MessageReceivedBrainDamageFromHediff>{PAWN_labelShort}因{2}而遭受{1}点脑损伤。</MessageReceivedBrainDamageFromHediff>
  <!-- EN: {PAWN_labelShort} has exceeded the normal limit of neural heat. -->
  <MessageWentOverPsychicEntropyLimit>{PAWN_labelShort}已经超过了心灵熵值的常规限制。</MessageWentOverPsychicEntropyLimit>

  <!-- EN: No handler can tame {ANIMAL_kindBase} (requires level {1} in {2}, best handler {HANDLER_labelShort} has {4}). -->
  <MessageNoHandlerSkilledEnough>无人可以驯服{ANIMAL_kindBase}（要求{2}{1}级，技能最高的驯兽师{HANDLER_labelShort}为{4}级）。</MessageNoHandlerSkilledEnough>
  
  <!-- EN: {EATEN_labelShort} has been eaten by {PREDATOR}. -->
  <MessageEatenByPredator>{EATEN_labelShort}被{PREDATOR}吃掉了。</MessageEatenByPredator>
  <!-- EN: {PREY_labelShort} is being attacked by {PREDATOR}! -->
  <MessageAttackedByPredator>{PREY_labelShort}正被{PREDATOR}攻击！</MessageAttackedByPredator>

  <!-- EN: {PAWN_labelShort} has started to roam away! {PAWN_pronoun} will leave the map unless an animal handler ropes {PAWN_objective} back to a pen. -->
  <MessageRoamerLeaving>{PAWN_labelShort}已经开始迁徙了！ {PAWN_pronoun}会离开地图，除非有驯兽师将{PAWN_objective}牵引回畜栏内。</MessageRoamerLeaving>

  <!-- EN: A bug hive has reproduced itself. -->
  <MessageHiveReproduced>一个虫巢繁殖出了一个新虫巢。</MessageHiveReproduced>
  
  <!-- EN: The trade caravan from {0} is leaving. -->
  <MessageTraderCaravanLeaving>来自{0}的商队准备离开了。</MessageTraderCaravanLeaving>
  
  <!-- EN: {1_labelShort} is dead. -->
  <MessageCantSelectDeadPawn>{1_labelShort}已死亡。</MessageCantSelectDeadPawn>
  <!-- EN: {1_labelShort} is off the map. -->
  <MessageCantSelectOffMapPawn>{1_labelShort}已离开地图了。</MessageCantSelectOffMapPawn>
  
  <!-- EN: {PAWN1_labelShort} started a social fight with {PAWN2_labelShort}. -->
  <MessageSocialFight>{PAWN1_labelShort}和{PAWN2_labelShort}打起来了。</MessageSocialFight>
  
  <!-- EN: Colonists are gathering to celebrate {PAWN1_labelShort} and {PAWN2_labelShort}'s marriage. -->
  <MessageNewMarriageCeremony>殖民者们聚集一堂，准备参加{PAWN1_labelShort}和{PAWN2_labelShort}的婚礼。</MessageNewMarriageCeremony>
  <!-- EN: {PAWN1_labelShort} and {PAWN2_labelShort} are beginning their marriage ceremony! -->
  <MessageMarriageCeremonyStarts>{PAWN1_labelShort}和{PAWN2_labelShort}开始举行婚礼庆典！</MessageMarriageCeremonyStarts>
  <!-- EN: The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has been called off. -->
  <MessageMarriageCeremonyCalledOff>{PAWN1_labelShort}和{PAWN2_labelShort}的婚礼取消了。</MessageMarriageCeremonyCalledOff>
  <!-- EN: {PAWN1_labelShort} and {PAWN2_labelShort} have married. Colonists are now celebrating the occasion. -->
  <MessageNewlyMarried>{PAWN1_labelShort}和{PAWN2_labelShort}结婚了。殖民者们正在庆祝。</MessageNewlyMarried>
  <!-- EN: The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has finished. -->
  <MessageMarriageCeremonyAfterPartyFinished>{PAWN1_labelShort}和{PAWN2_labelShort}的婚礼庆典结束了。</MessageMarriageCeremonyAfterPartyFinished>
  
  <!-- EN: {HUMAN_labelShort} and {ANIMAL_labelShort} have formed a bond. -->
  <MessageNewBondRelation>{HUMAN_labelShort}和{ANIMAL_labelShort}感情深厚达成牵绊。</MessageNewBondRelation>
  <!-- EN: {HUMAN_labelShort} and {1} have formed a bond. {HUMAN_labelShort} has named {ANIMAL_objective} {ANIMAL_nameFull}. -->
  <MessageNewBondRelationNewName>{HUMAN_labelShort}和{1}感情深厚达成牵绊。{HUMAN_labelShort}给{ANIMAL_objective} 起名{ANIMAL_nameFull}。</MessageNewBondRelationNewName>
  
  <!-- EN: {ANIMAL} has had a mental break because of {HUMAN_labelShort}'s death. -->
  <MessageBondedAnimalMentalBreak>因为{ANIMAL}的死亡，{HUMAN_labelShort}精神崩溃了。</MessageBondedAnimalMentalBreak>
  <!-- EN: {ANIMAL_kindIndef} named {ANIMAL_label} has had a mental break because of {HUMAN_labelShort}'s death. -->
  <MessageNamedBondedAnimalMentalBreak>因为{HUMAN_labelShort}的死亡，名为{ANIMAL_label}的{ANIMAL_kindIndef}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
  <!-- EN: {0} animals have a mental break because of {HUMAN_labelShort}'s death. -->
  <MessageBondedAnimalsMentalBreak>因为{HUMAN_labelShort}的死亡，{0}动物精神崩溃了。</MessageBondedAnimalsMentalBreak>
  
  <!-- EN: {SURGEON_labelShort} has successfully removed {PATIENT_labelShort}'s {HEDIFF}. -->
  <MessageSuccessfullyRemovedHediff>{SURGEON_labelShort}成功移除了{PATIENT_labelShort}的{HEDIFF}。</MessageSuccessfullyRemovedHediff>
  
  <!-- EN: Chunks of a spacecraft have impacted nearby. You can deconstruct them to yield resources. -->
  <MessageShipChunkDrop>几块飞船碎片从太空掉落至附近。\n\n你可以拆除它们来获取有用的资源。</MessageShipChunkDrop>

  <!-- EN: Some items cannot be traded because of:  -->
  <MessageCannotSellItemsReason>一些物品无法交易，原因：</MessageCannotSellItemsReason>

  <!-- EN: {WORKER_labelShort} failed while constructing a {0}. Some resources have been wasted. -->
  <MessageConstructionFailed>{WORKER_labelShort}建造{0}失败。浪费了部分材料。</MessageConstructionFailed>

  <!-- EN: Screenshot saved as: {0} -->
  <MessageScreenshotSavedAs>屏幕截图已保存至：{0}</MessageScreenshotSavedAs>
  
  <!-- EN: {PAWN1_labelShort} and {PAWN2_labelShort} are no longer social fighting. -->
  <MessageNoLongerSocialFighting>{PAWN1_labelShort}和{PAWN2_labelShort}已经不再打架了。</MessageNoLongerSocialFighting>
  
  <!-- EN: {2_labelShort} is no longer binging on {1}. -->
  <MessageNoLongerBingingOnDrug>{2_labelShort}已经不再滥用{1}了。</MessageNoLongerBingingOnDrug>

  <!-- EN: {PAWN_labelShort} is no longer on an insulting spree against {TARGET_label}. -->
  <MessageNoLongerOnTargetedInsultingSpree>{PAWN_labelShort}不再侮辱{TARGET_label}纵乐了。</MessageNoLongerOnTargetedInsultingSpree>

  <!-- EN: {1_label} has rotted away in storage. -->
  <MessageRottedAwayInStorage>储存区中的{1_label}腐烂了。</MessageRottedAwayInStorage>
  
  <!-- EN: {PAWN_labelShort} has gotten food poisoning from: {FOOD_labelShort}. Cause: {2}. -->
  <MessageFoodPoisoning>{PAWN_labelShort}因食用{FOOD_labelShort}而导致食物中毒。原因：{2}。</MessageFoodPoisoning>
  
  <!-- EN: {0} has been removed from the caravan. -->
  <MessagePawnLostWhileFormingCaravan>{0}已移出远行队。</MessagePawnLostWhileFormingCaravan>
  <!-- EN: The caravan formation process has been terminated. -->
  <MessagePawnLostWhileFormingCaravan_AllLost>远行队组建流程已终止。</MessagePawnLostWhileFormingCaravan_AllLost>
  <!-- EN: The caravan formation process will continue when everyone recovers from their mental break. -->
  <MessageCaravanFormationPaused>当所有人从精神崩溃中恢复后会继续组建远行队。</MessageCaravanFormationPaused>
  <!-- EN: Your colonists will now continue forming a caravan. -->
  <MessageCaravanFormationUnpaused>你的殖民者现在会继续组建远行队。</MessageCaravanFormationUnpaused>
  
  <!-- EN: One of the caravan members has had a mental break. -->
  <MessageCaravanMemberHasExtremeMentalBreak>一名远行队成员精神崩溃了。</MessageCaravanMemberHasExtremeMentalBreak>
  
  <!-- EN: Warning: It can take a very long time to generate an entire planet. -->
  <MessageMaxPlanetCoveragePerformanceWarning>警告：生成整个星球可能需要很长的时间。</MessageMaxPlanetCoveragePerformanceWarning>

  <!-- EN: {0} has died because of cold. -->
  <MessagePlantDiedOfCold>由于温度过低，{0}已死亡。</MessagePlantDiedOfCold>
  <!-- EN: {0} has died from rotting due to being left unharvested. -->
  <MessagePlantDiedOfRot_LeftUnharvested>由于未及时收获，{0}已腐烂死亡。</MessagePlantDiedOfRot_LeftUnharvested>
  <!-- EN: {0} has died due to being exposed to light. -->
  <MessagePlantDiedOfRot_ExposedToLight>由于暴露在光照下，{0}已死亡。</MessagePlantDiedOfRot_ExposedToLight>
  <!-- EN: {0} has died from rotting. -->
  <MessagePlantDiedOfRot>{0}已腐烂死亡。</MessagePlantDiedOfRot>
  <!-- EN: {0} has died because of poison. -->
  <MessagePlantDiedOfPoison>{0}因中毒而死亡。</MessagePlantDiedOfPoison>
  <!-- EN: {1_label} has died because of blight. -->
  <MessagePlantDiedOfBlight>{1_label}因枯萎病而死亡。</MessagePlantDiedOfBlight>

  <!-- EN: {1_labelShort} is being burned by superheated air! -->
  <MessagePawnBeingBurned>{1_labelShort}正在被超高温空气灼烧！</MessagePawnBeingBurned>

  <!-- EN: {INGESTER} has accidentally overdosed while consuming {DRUG_labelShort}! -->
  <MessageAccidentalOverdose>{INGESTER}在服用{DRUG_labelShort}时意外过量！</MessageAccidentalOverdose>
  
  <!-- EN: {0} has arrived at its destination. -->
  <MessageCaravanArrivedAtDestination>{0}已抵达目的地。</MessageCaravanArrivedAtDestination>
  
  <!-- EN: {1_labelShort} has left the area and formed a caravan. -->
  <MessagePawnLeftMapAndCreatedCaravan>{1_labelShort}已离开该区域并组建远行队。</MessagePawnLeftMapAndCreatedCaravan>
  <!-- EN: Your animals are moving to join it. -->
  <MessagePawnLeftMapAndCreatedCaravan_AnimalsWantToJoin>你的动物正在移动以加入。</MessagePawnLeftMapAndCreatedCaravan_AnimalsWantToJoin>
  
  <!-- EN: You have successfully settled in a new area. -->
  <MessageSettledInExistingMap>你已成功在新区域建立殖民地。</MessageSettledInExistingMap>
  
  <!-- EN: {PAWN_labelShort}'s {2} has healed. Cause: {0} -->
  <MessagePermanentWoundHealed>{PAWN_labelShort}的{2}已治愈。原因：{0}</MessagePermanentWoundHealed>
  
  <!-- EN: [PAWN_nameDef] has recovered and decided to leave. -->
  <MessageRescueeDidntJoin>[PAWN_nameDef]已经恢复，决定离开。</MessageRescueeDidntJoin>
  
  <!-- EN: Some transport pods are unreachable. -->
  <MessageTransporterUnreachable>一些运输舱无法到达。</MessageTransporterUnreachable>
  <!-- EN: All pod launchers connected to the selected transport pods must be adjacent. -->
  <MessageTransportersNotAdjacent>所有连接到所选运输舱的发射器必须相邻。</MessageTransportersNotAdjacent>
  
  <!-- EN: The loading process has been canceled because one of the transport pods has been destroyed. -->
  <MessageTransportersLoadCanceled_TransporterDestroyed>由于其中一个运输舱被毁，装载进程已取消。</MessageTransportersLoadCanceled_TransporterDestroyed>
  <!-- EN: The loading process has been canceled because the shuttle has been destroyed. -->
  <MessageTransporterSingleLoadCanceled_TransporterDestroyed>因为穿梭机被毁，因此装载的工作被取消了。</MessageTransporterSingleLoadCanceled_TransporterDestroyed>
  <!-- EN: The loading process has been canceled because one of the pod launchers has been destroyed. -->
  <MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>由于其中一个发射器被毁，装载进程已取消。</MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>
  
  <!-- EN: Assigned items and people will now be loaded into the transport pods. -->
  <MessageTransportersLoadingProcessStarted>指定的物品和人员将被装载到运输舱。</MessageTransportersLoadingProcessStarted>
  <!-- EN: Assigned items and people will now be loaded into the shuttle. -->
  <MessageTransporterSingleLoadingProcessStarted>指定的物品和人员将被装载到穿梭机。</MessageTransporterSingleLoadingProcessStarted>
  
  <!-- EN: Your transport pods have arrived. -->
  <MessageTransportPodsArrived>你的运输舱已经抵达目的地。</MessageTransportPodsArrived>
  <!-- EN: Your transport pods have arrived, but since there were no colonists inside, the contents are lost. -->
  <MessageTransportPodsArrivedAndLost>你的运输舱已经抵达目的地，但由于里面没有殖民者，货物已丢失。</MessageTransportPodsArrivedAndLost>
  <!-- EN: Your transport pods have arrived. The contents have been added to {0}. -->
  <MessageTransportPodsArrivedAndAddedToCaravan>你的运输舱已抵达目的地。内部的成员或货物已加入{0}。</MessageTransportPodsArrivedAndAddedToCaravan>
  
  <!-- EN: Transport pod loading complete. Launch when ready. -->
  <MessageFinishedLoadingTransporters>运输舱装载完毕。随时准备发射。</MessageFinishedLoadingTransporters>
  <!-- EN: Shuttle is loaded with required cargo and can launch when ready. -->
  <MessageFinishedLoadingTransporterSingle>穿梭机已装载完所需的货物，随时可以发射。</MessageFinishedLoadingTransporterSingle>

  <!-- EN: Your {1} can't finish loading the transport pods because some items or people became unavailable ({2_labelShort}). -->
  <MessageCantLoadMoreIntoTransporters>你的{1}无法完成运输仓的装载，因为某些物品或人员变得不可用({2_labelShort})。</MessageCantLoadMoreIntoTransporters>
  
  <!-- EN: Selected destination is invalid. -->
  <MessageTransportPodsDestinationIsInvalid>所选目的地无效。</MessageTransportPodsDestinationIsInvalid>
  <!-- EN: Each pod launcher would need at least {0}x chemfuel to send transport pods that far. -->
  <MessageTransportPodsDestinationIsTooFar>每个运输舱发射器都需要至少{0}化合燃料以将运输舱发射至该距离。</MessageTransportPodsDestinationIsTooFar>
  
  <!-- EN: The caravan has been reformed. -->
  <MessageReformedCaravan>已重组远行队。</MessageReformedCaravan>
  
  <!-- EN: You can't banish the last colonist. -->
  <MessageCantBanishLastColonist>你不能放逐最后一位殖民者。</MessageCantBanishLastColonist>

  <!-- EN: Cannot equip: {0}. -->
  <MessageCantEquipCustom>不能装备: {0}。</MessageCantEquipCustom>
  <!-- EN: Cannot equip: {1_labelShort} is incapable of violence. -->
  <MessageCantEquipIncapableOfViolence>不能装备: {1_labelShort}无暴力能力。</MessageCantEquipIncapableOfViolence>
  <!-- EN: Cannot equip: {1_labelShort} is incapable of shooting. -->
  <MessageCantEquipIncapableOfShooting>不能装备：{1_labelShort}无射击能力。</MessageCantEquipIncapableOfShooting>
  <!-- EN: Cannot equip: Incapable. -->
  <MessageCantEquipIncapableOfManipulation>不能装备: 没有能力。</MessageCantEquipIncapableOfManipulation>
  <!-- EN: Cannot wear: {1_labelShort} is missing required body parts. -->
  <MessageCantWearApparelMissingBodyParts>无法穿上：{1_labelShort}缺少必需的身体部位。</MessageCantWearApparelMissingBodyParts>
  <!-- EN: This person refuses to remove this. -->
  <MessageCantUnequipLockedApparel>此人拒绝脱去该服装。</MessageCantUnequipLockedApparel>
  <!-- EN: Cannot wear: This would replace apparel {1_labelShort} refues to remove. -->
  <MessageWouldReplaceLockedApparel>不能穿上：这将替换服装{1_labelShort}拒绝解除。</MessageWouldReplaceLockedApparel>
  
  <!-- EN: Because they are bonded, slaughtering {DESIGNATED_labelShort} will make {BONDED_labelShort} unhappy. -->
  <MessageSlaughteringBondedAnimal>由于他们之间是牵绊关系，屠宰{DESIGNATED_labelShort}会使{BONDED_labelShort}不高兴。</MessageSlaughteringBondedAnimal>
  <!-- EN: Because they are bonded, releasing {DESIGNATED_labelShort} will make {BONDED_labelShort} unhappy. -->
  <MessageReleaseBondedAnimal>因为他们有牵绊关系，释放{DESIGNATED_labelShort}将使{BONDED_labelShort}不高兴。</MessageReleaseBondedAnimal>
  
  <!-- EN: {0} has run out of food. -->
  <MessageCaravanRanOutOfFood>{0}的食物已耗尽({PAWN_label})。</MessageCaravanRanOutOfFood>
  <!-- EN: {PAWN_definite}'s corpse has been picked up by the caravan. It is heavy and may immobilize the caravan, but can be left behind in the caravan items tab. -->
  <MessageCaravanDeathCorpseAddedToInventory>{PAWN_definite}的尸体被商队拾起。因为尸体很重，可能会限制商队的行动，可以在商队的「物品」选项卡找到并丢弃。</MessageCaravanDeathCorpseAddedToInventory>

  <!-- EN: To form a caravan, select your own colony or a site where you have people. -->
  <MessageSelectOwnBaseToFormCaravan>如要组建远行队，请选择你自己的殖民地或留有你的殖民者的地点。</MessageSelectOwnBaseToFormCaravan>

  <!-- EN: At this resolution and UI scale, the game interface would not fit on-screen. Please reduce UI scale or increase resolution. -->
  <MessageScreenResTooSmallForUIScale>在当前的分辨率和界面缩放比例下，游戏界面将不能正常在屏幕上显示。请减小界面缩放比例或者增大分辨率。</MessageScreenResTooSmallForUIScale>
  
  <!-- EN: You have to reform the caravan now. Everyone left behind will be abandoned. -->
  <MessageYouHaveToReformCaravanNow>你现在必须重组远行队。留下的所有人将会被遗弃。</MessageYouHaveToReformCaravanNow>
  
  <!-- EN: {0} from {1} are attacking your {2}. -->
  <MessageDefendersAttacking>来自{1}的{0}正在攻击你的{2}。</MessageDefendersAttacking>
  <!-- EN: Mechanoids have been assembled and will defend their cluster. -->
  <MessageMechanoidsAssembled>防守集群的机械体已装配完成。</MessageMechanoidsAssembled>
  <!-- EN: Remaining mechanoids to assemble -->
  <MessageMechanoidsLeftToAssemble>剩余待装配的机械体</MessageMechanoidsLeftToAssemble>
  <!-- EN: Mech drop beacon has summoned reinforcements in drop pods nearby. -->
  <MessageMechanoidsReinforcementsDrop>机械族信标召唤了一批增援部队在附近区域降落。</MessageMechanoidsReinforcementsDrop>

  <!-- EN: To self-tend, {1_labelShort} must also be assigned to Doctor work. -->
  <MessageSelfTendUnsatisfied>{1_labelShort}还必须被指派「医生」工作才能自我治疗。</MessageSelfTendUnsatisfied>
  <!-- EN: {1_labelShort} is incapable of doing Doctor work, and so cannot ever self-tend. -->
  <MessageCannotSelfTendEver>{1_labelShort}无法从事「医生」工作，所以永远无法自我治疗。</MessageCannotSelfTendEver>
  
  <!-- EN: This tile is impassable. -->
  <MessageCantAddWaypointBecauseImpassable>此格子无法通行。</MessageCantAddWaypointBecauseImpassable>
  <!-- EN: It's not possible to reach this tile from the last waypoint. -->
  <MessageCantAddWaypointBecauseUnreachable>无法从最后一个路径点到达此格子。</MessageCantAddWaypointBecauseUnreachable>
  <!-- EN: You can't add more than {0} waypoints. -->
  <MessageCantAddWaypointBecauseLimit>路径点不能超过{0}个。</MessageCantAddWaypointBecauseLimit>
  <!-- EN: You can't remove this waypoint. -->
  <MessageCantRemoveWaypointBecauseFirst>此路径点无法移除。</MessageCantRemoveWaypointBecauseFirst>
  
  <!-- EN: None of your wardens is capable of violence. The execution won't be performed. -->
  <MessageCantDoExecutionBecauseNoWardenCapableOfViolence>没有可行使暴力行为的狱卒。处决不会被执行。</MessageCantDoExecutionBecauseNoWardenCapableOfViolence>
  
  <!-- EN: Area is now safe. You can reform the caravan on the world map. -->
  <MessageCanReformCaravanNowNoMoreEnemies>该地区现在是安全的。你可以在世界地图上重组远行队。</MessageCanReformCaravanNowNoMoreEnemies>
  <!-- EN: Area is now safe, but some unexplored rooms remain. You can explore further or reform the caravan on the world map. -->
  <MessageCanReformCaravanNowNoMoreEnemiesButUnexploredAreas>该地区现在是安全的，但仍有一些未探索的房间。你可以进一步探索或在世界地图上重组远行队。</MessageCanReformCaravanNowNoMoreEnemiesButUnexploredAreas>

  <!-- EN: Cannot banish {1_labelShort} since {1_pronoun} cannot walk. -->
  <MessageCantBanishDownedPawn>在{1_labelShort}还能行走之前不能放逐{1_pronoun}。</MessageCantBanishDownedPawn>

  <!-- EN: {0} have woken up. -->
  <MessageSleepingPawnsWokenUp>{0}已经醒来。</MessageSleepingPawnsWokenUp>
  <!-- EN: Mech cluster buildings have been defeated. -->
  <MessageMechClusterDefeated>机械集群建筑已被摧毁。</MessageMechClusterDefeated>

  <!-- EN: Item produced: {0}. -->
  <MessageCompSpawnerSpawnedItem>产生物体：{0}。</MessageCompSpawnerSpawnedItem>

  <!-- EN: Health condition healed: {0}. -->
  <MessageHediffCuredByItem>治愈健康状况：{0}。</MessageHediffCuredByItem>
  <!-- EN: Body part restored: {0}. -->
  <MessageBodyPartCuredByItem>修复身体部件：{0}。</MessageBodyPartCuredByItem>
  <!-- EN: Technology given: {0}. -->
  <MessageResearchProjectFinishedByItem>获得技术：{0}。</MessageResearchProjectFinishedByItem>

  <!-- EN: {0} has been brought back to life! -->
  <MessagePawnResurrected>{0}重新获得了生命！</MessagePawnResurrected>

  <!-- EN: You have failed to rescue {PAWN_labelShort}. This will make {RELATIVE_labelShort} sad. -->
  <MessageFailedToRescueRelative>你没能救援{PAWN_labelShort}。这让{RELATIVE_labelShort}感到悲伤。</MessageFailedToRescueRelative>
  <!-- EN: You have rescued {PAWN_labelShort}. This will make {RELATIVE_labelShort} happy. -->
  <MessageRescuedRelative>你救援了{PAWN_labelShort}。这让{RELATIVE_labelShort}感到开心。</MessageRescuedRelative>

  <!-- EN: The tornado has left the map. -->
  <MessageTornadoLeftMap>龙卷风已离开此地。</MessageTornadoLeftMap>
  <!-- EN: The tornado has dissipated. -->
  <MessageTornadoDissipated>龙卷风已经消散。</MessageTornadoDissipated>

  <!-- EN: No conscious, capable diplomat. -->
  <MessagePeaceTalksNoDiplomat>没有意识清醒、具备能力的外交官。</MessagePeaceTalksNoDiplomat>

  <!-- EN: Warning: {0} cannot live when exposed to light. -->
  <MessageWarningCavePlantsExposedToLight>警告：{0}暴露在光照下无法生存。</MessageWarningCavePlantsExposedToLight>

  <!-- EN: {PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided to redirect {PAWN_possessive} anger at {TARGET_label}. -->
  <MessageTargetedTantrumChangedTarget>{PAWN_labelShort}无法接触{OLDTARGET_label}，于是{PAWN_pronoun}决定转而将{PAWN_possessive}怒火发泄在{TARGET_label}身上。</MessageTargetedTantrumChangedTarget>

  <!-- EN: {PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided to redirect {PAWN_possessive} anger at {TARGET_label}. -->
  <MessageTargetedInsultingSpreeChangedTarget>{PAWN_labelShort}无法接触{OLDTARGET_label}，于是{PAWN_pronoun}决定转而将{PAWN_possessive}怒火发泄在{TARGET_label}身上。</MessageTargetedInsultingSpreeChangedTarget>

  <!-- EN: {PAWN_labelShort} has decided to redirect {PAWN_possessive} anger at {TARGET_label}. -->
  <MessageMurderousRageChangedTarget>{PAWN_labelShort}决定转而将[PAWN_possessive]怒火发泄在{TARGET_label}身上。</MessageMurderousRageChangedTarget>

  <!-- EN: {0} cannot grow underneath a roof. -->
  <MessagePlantIncompatibleWithRoof>{0}无法在屋顶下生长。</MessagePlantIncompatibleWithRoof>
  <!-- EN: Cannot build a roof over {0}. -->
  <MessageRoofIncompatibleWithPlant>无法在{0}上建造屋顶。</MessageRoofIncompatibleWithPlant>

  <!-- EN: To leave the area, use the 'reform caravan' button in the world view. -->
  <MessagePlayerTriedToLeaveMapViaExitGrid_CanReform>如果要离开此区域，在世界视图使用“重组远行队”按钮。</MessagePlayerTriedToLeaveMapViaExitGrid_CanReform>
  <!-- EN: You can't leave the map now. -->
  <MessagePlayerTriedToLeaveMapViaExitGrid_CantReform>你现在不能离开地图。</MessagePlayerTriedToLeaveMapViaExitGrid_CantReform>

  <!-- EN: Relations with {0} have changed from {1} to {2}. -->
  <MessageGoodwillChanged>与{0}的关系已从{1}变为{2}。</MessageGoodwillChanged>
  <!-- EN: Relations with {0} have changed from {1} to {2} ({3}). -->
  <MessageGoodwillChangedWithReason>与{0}的关系已从{1}变为{2}（{3}）。</MessageGoodwillChangedWithReason>
  <!-- EN: attacked {1_labelShort} -->
  <GoodwillChangedReason_AttackedPawn>攻击了{1_labelShort}</GoodwillChangedReason_AttackedPawn>
  <!-- EN: used {ITEM_labelShort} on {TARGET_labelShort} -->
  <GoodwillChangedReason_UsedItem>对{TARGET_labelShort}使用了{ITEM_labelShort}</GoodwillChangedReason_UsedItem>
  <!-- EN: used {0} on {1} -->
  <GoodwillChangedReason_UsedAbility>对 {1} 使用 {0}</GoodwillChangedReason_UsedAbility>
  <!-- EN: harvested {0} -->
  <GoodwillChangedReason_RemovedBodyPart>割取了{0}的器官</GoodwillChangedReason_RemovedBodyPart>
  <!-- EN: removed {0} -->
  <GoodwillChangedReason_RemovedImplant>移除了{0}的植入物</GoodwillChangedReason_RemovedImplant>
  <!-- EN: downgraded {0} -->
  <GoodwillChangedReason_DowngradedImplant>降低了 {0}</GoodwillChangedReason_DowngradedImplant>
  <!-- EN: needlessly installed {0} -->
  <GoodwillChangedReason_NeedlesslyInstalledWorseBodyPart>毫无必要地安装{0}</GoodwillChangedReason_NeedlesslyInstalledWorseBodyPart>
  <!-- EN: captured {1_labelShort} -->
  <GoodwillChangedReason_CapturedPawn>捕获了{1_labelShort}</GoodwillChangedReason_CapturedPawn>
  <!-- EN: {1_labelShort} crushed -->
  <GoodwillChangedReason_PawnCrushed>{1_labelShort}被压死了</GoodwillChangedReason_PawnCrushed>
  <!-- EN: {1_labelShort} died -->
  <GoodwillChangedReason_PawnDied>{1_labelShort}死去了</GoodwillChangedReason_PawnDied>
  <!-- EN: {0_labelShort} stripped -->
  <GoodwillChangedReason_PawnStripped>{0_labelShort}被剥光</GoodwillChangedReason_PawnStripped>
  <!-- EN: traded -->
  <GoodwillChangedReason_Traded>贸易</GoodwillChangedReason_Traded>
  <!-- EN: attacked a caravan -->
  <GoodwillChangedReason_AttackedCaravan>攻击了远行队</GoodwillChangedReason_AttackedCaravan>
  <!-- EN: {1_labelShort} exited the map healthy -->
  <GoodwillChangedReason_ExitedMapHealthy>{1_labelShort}健康地离开了地图</GoodwillChangedReason_ExitedMapHealthy>
  <!-- EN: tended to {1_labelShort} -->
  <GoodwillChangedReason_Tended>治疗{1_labelShort}</GoodwillChangedReason_Tended>
  <!-- EN: received a gift -->
  <GoodwillChangedReason_ReceivedGift>收到礼物</GoodwillChangedReason_ReceivedGift>
  <!-- EN: fulfilled a trade offer -->
  <GoodwillChangedReason_FulfilledTradeRequest>满足贸易请求</GoodwillChangedReason_FulfilledTradeRequest>
  <!-- EN: finished a quest -->
  <GoodwillChangedReason_FinishedQuest>完成一个任务</GoodwillChangedReason_FinishedQuest>
  <!-- EN: {PAWN_labelShort} used {CULPRIT} -->
  <GoodwillChangedReason_UsedForbiddenThing>{PAWN_labelShort} 使用 {CULPRIT}</GoodwillChangedReason_UsedForbiddenThing>
  <!-- EN: sold {0_labelShort} -->
  <GoodwillChangedReason_SoldPawn>出售{0_labelShort} </GoodwillChangedReason_SoldPawn>
  <!-- EN: euthanized {PAWN_labelShort} -->
  <GoodwillChangedReason_EuthanizedPawn>{PAWN_labelShort}被安乐死</GoodwillChangedReason_EuthanizedPawn>
  <!-- EN: requested military aid -->
  <GoodwillChangedReason_RequestedMilitaryAid>请求军事支援</GoodwillChangedReason_RequestedMilitaryAid>
  <!-- EN: requested trader caravan -->
  <GoodwillChangedReason_RequestedTrader>请求贸易商队</GoodwillChangedReason_RequestedTrader>
  <!-- EN: caused neuroquake echo -->
  <GoodwillChangedReason_CausedNeuroquakeEcho>造成神经震颤</GoodwillChangedReason_CausedNeuroquakeEcho>
  <!-- EN: caused berserk on {PAWN_labelShort} -->
  <GoodwillChangedReason_CausedBerserk>造成{PAWN_labelShort}狂暴</GoodwillChangedReason_CausedBerserk>
  <!-- EN: attacked {0_name} -->
  <GoodwillChangeReason_AttackedFaction>攻击了{0_name}</GoodwillChangeReason_AttackedFaction>
  <!-- EN: shuttle destroyed -->
  <GoodwillChangeReason_ShuttleDestroyed>穿梭机损毁</GoodwillChangeReason_ShuttleDestroyed>
  <!-- EN: civilians lost -->
  <GoodwillChangeReason_CiviliansLost>公民失踪</GoodwillChangeReason_CiviliansLost>
  <!-- EN: commander lost -->
  <GoodwillChangeReason_CommanderLost>战士失踪</GoodwillChangeReason_CommanderLost>

  <!-- EN: {0} accept your gift but they don't appreciate it. -->
  <MessageGiftGivenButNotAppreciated>{0}接受了你的礼物，但并无谢意。</MessageGiftGivenButNotAppreciated>

  <!-- EN: The caravan is already encumbered and can't carry anything else. -->
  <MessageCantGiveGiftBecauseCantCarryEncumbered>远行队已步履维艰，无法再搬运更多东西。</MessageCantGiveGiftBecauseCantCarryEncumbered>
  <!-- EN: The caravan can't carry that much. The gifts weigh {0} but the caravan can only carry {1} more. -->
  <MessageCantGiveGiftBecauseCantCarry>远行队无法搬运这么多。这些礼物总重为{0}，但远行队只能再多搬运{1}。</MessageCantGiveGiftBecauseCantCarry>

  <!-- EN: {0} has formed and is now traveling on the world map. -->
  <MessageFormedCaravan>{0}已组建，且正在世界地图上前行。</MessageFormedCaravan>
  <!-- EN: Orders -->
  <MessageFormedCaravan_Orders>命令</MessageFormedCaravan_Orders>

  <!-- EN: {1}'s "{0}" can no longer deliver to deleted stockpile {2}. -->
  <MessageBillValidationStoreZoneDeleted>{1}的“{0}”无法再交付给已删除的存储区{2}。</MessageBillValidationStoreZoneDeleted>
  <!-- EN: {1}'s "{0}" can no longer deliver to unavailable stockpile {2}. -->
  <MessageBillValidationStoreZoneUnavailable>{1}的“{0}”无法再交付给不可抵达的存储区{2}。</MessageBillValidationStoreZoneUnavailable>
  <!-- EN: {0} can no longer work on "{1}" at {2}. The restriction has been removed. -->
  <MessageBillValidationPawnUnavailable>{0}不再能于{2}的“{1}”工作。此限制已被移除。</MessageBillValidationPawnUnavailable>
  <!-- EN: {1}'s "{0}" can no longer count items in deleted stockpile {2}. -->
  <MessageBillValidationIncludeZoneDeleted>{1}的“{0}”无法再计数已删除的储存区{2}的道具。</MessageBillValidationIncludeZoneDeleted>
  <!-- EN: {1}'s "{0}" can no longer count items in unavailable stockpile {2}. -->
  <MessageBillValidationIncludeZoneUnavailable>{1}的“{0}”无法再计数不可抵达的存储区{2}的道具。</MessageBillValidationIncludeZoneUnavailable>
  <!-- EN: {1}'s "{0}" can no longer deliver all products to stockpile {2}. -->
  <MessageBillValidationStoreZoneInsufficient>{1}的“{0}”无法再将所有产品交付给存储区{2}。</MessageBillValidationStoreZoneInsufficient>

  <!-- EN: Because of a lack of taming maintenance, {1_labelShort} has returned to the wild. -->
  <MessageAnimalReturnedWild>由于缺乏维持训练，{1_labelShort}回归了野生。</MessageAnimalReturnedWild>
  <!-- EN: {1_labelShort} has been returned to the wild. -->
  <MessageAnimalReturnedWildReleased>{1_labelShort}已被送回野外。</MessageAnimalReturnedWildReleased>
  <!-- EN: Due to a lack of maintenance training, {ANIMAL_labelShort} has lost a skill: {1} -->
  <MessageAnimalLostSkill>由于缺乏维持训练，{ANIMAL_labelShort}失去了技能：{1}</MessageAnimalLostSkill>

  <!-- EN: Translation report written to {0} -->
  <MessageTranslationReportSaved>翻译报告已保存于{0}</MessageTranslationReportSaved>

  <!-- EN: {0} couldn't reach its destination. -->
  <MessageCaravanArrivalActionNoLongerValid>{0}无法抵达其目标地点。</MessageCaravanArrivalActionNoLongerValid>

  <!-- EN: Too dangerous to re-enter for {0}. -->
  <MessageEnterCooldownBlocksEntering>直到{0}天过去以前，你不能再度进入此处。</MessageEnterCooldownBlocksEntering>

  <!-- EN: {0_labelShort} can now freely use "{1}". -->
  <MessagePermitCooldownFinished>{0_labelShort} 现在可以免费使用 "{1}"。</MessagePermitCooldownFinished>

  <!-- EN: {PREDATOR} is hunting {PREY_definite} ({PREY_kindBase}) for food! -->
  <MessagePredatorHuntingPlayerAnimal>{PREDATOR}正在猎食{PREY_definite} ({PREY_kindBase}) 作为食物！</MessagePredatorHuntingPlayerAnimal>

  <!-- EN: Prisoner {PRISONER_labelShort}'s resistance has been broken by {WARDEN_labelShort}. -->
  <MessagePrisonerResistanceBroken>囚犯{PRISONER_labelShort}的抵抗被{WARDEN_labelShort}打破。</MessagePrisonerResistanceBroken>
  <!-- EN: Recruitment attempts will begin. -->
  <MessagePrisonerResistanceBroken_RecruitAttempsWillBegin>可以开始尝试招募。</MessagePrisonerResistanceBroken_RecruitAttempsWillBegin>

  <!-- EN: Another mod with the package ID {0} is already active. Deactivate {1} before trying to activate this. -->
  <MessageModWithPackageIdAlreadyEnabled>另一个package ID为{0}的mod已经被激活。在尝试激活之前先关闭{1}。</MessageModWithPackageIdAlreadyEnabled>
  <!-- EN: Disable all mods before using this tool. -->
  <MessageDisableModsBeforeCleaningTranslationFiles>在使用此工具前禁用所有mod。</MessageDisableModsBeforeCleaningTranslationFiles>
  <!-- EN: Unpack and then delete all compressed translation files for this language before using this tool. -->
  <MessageUnpackBeforeCleaningTranslationFiles>在使用此工具之前，请先解压缩并删除此语言的所有压缩文件。</MessageUnpackBeforeCleaningTranslationFiles>
  <!-- EN: Done. Affected folders: {0} -->
  <MessageTranslationFilesCleanupDone>完成。受影响的文件夹：{0}</MessageTranslationFilesCleanupDone>

  <!-- EN: One of the translation files ({0}) couldn't be loaded. All XML parsing errors must be resolved first. -->
  <MessageCantCleanupTranslationFilesBeucaseOfXmlError>无法加载其中一个翻译文件({0})。必须首先解决所有XML解析错误。</MessageCantCleanupTranslationFilesBeucaseOfXmlError>

  <!-- EN: Warning: Capturing {PAWN_nameDef} will anger {PAWN_possessive} faction {PAWN_factionName}. -->
  <MessageCapturingWillAngerFaction>警告：捕获{PAWN_nameDef}会激怒{PAWN_possessive}派系{PAWN_factionName}。 </MessageCapturingWillAngerFaction>

  <!-- EN: Warning: Stripping {PAWN_nameDef} will anger {PAWN_factionName}. -->
  <MessageStrippingWillAngerFaction>警告：剥光{PAWN_nameDef}会激怒{PAWN_factionName}。</MessageStrippingWillAngerFaction>

  <!-- EN: Cannot shoot in melee. -->
  <MessageCantShootInMelee>无法在近战距离射击</MessageCantShootInMelee>

  <!-- EN: None of your {0} can accept this quest now. -->
  <MessageNoColonistCanAcceptQuest>你的{0}现在都无法接受此任务。</MessageNoColonistCanAcceptQuest>
  <!-- EN: Cannot accept this quest. -->
  <MessageCannotAcceptQuest>无法接受此任务。</MessageCannotAcceptQuest>
  <!-- EN: {0_definite} has accepted a quest: {1} -->
  <MessageQuestAccepted>{0_definite}已接受一个任务：{1}</MessageQuestAccepted>
  <!-- EN: {0} is leaving. -->
  <MessagePawnLeaving>{0}正在离开。</MessagePawnLeaving>
  <!-- EN: {0} are leaving. -->
  <MessagePawnsLeaving>{0}离开了。</MessagePawnsLeaving>

  <!-- EN: The monument has been destroyed because you've built a disallowed building inside. -->
  <MessageMonumentDestroyedBecauseOfDisallowedBuilding>纪念碑被毁了，因为你在其中建了一座不被允许的建筑。</MessageMonumentDestroyedBecauseOfDisallowedBuilding>

  <!-- EN: Cannot apply: No reachable, un-reserved research bench available. -->
  <MessageNoResearchBenchForTechprint>不适用：没有可到达，未预留的研究平台。</MessageNoResearchBenchForTechprint>

  <!-- EN: No valid destination found for {0} -->
  <NoValidDestinationFound>找不到{0}的有效目的地</NoValidDestinationFound>

  <!-- EN: An extracted tree just died. -->
  <MessageMinifiedTreeDied>一棵被掘起的树刚刚死亡。</MessageMinifiedTreeDied>
  
  <!-- Research -->
  <!-- EN: Warning: Research will not begin until you build a research bench. -->
  <MessageResearchMenuWithoutBench>警告：只有制造了研究台后，研究才能开始。</MessageResearchMenuWithoutBench>

  <!-- EN: {0_indefinite} has triggered a proximity activator. -->
  <MessageActivatorProximityTriggered>{0_indefinite}触发了一个邻近的激活器。</MessageActivatorProximityTriggered>

  <!-- EN: {0_label} is currently hidden. -->
  <MessageCannotSelectInvisibleStat>{0_label}当前是隐藏的。</MessageCannotSelectInvisibleStat>

  <!-- EN: {PAWN_nameDef} is a prisoner -->
  <MessagePrisonerCannotEquipWeapon>{PAWN_nameDef}是一名囚犯</MessagePrisonerCannotEquipWeapon>

  <!-- EN: Warning: {0_nameDef}'s beliefs oppose {1} work. {0_pronoun} may become unhappy. -->
  <MessageIdeoOpposedWorkTypeSelected>警告：{0_nameDef}的信仰排斥{1}工作。{0_pronoun}可能会变得不快乐。</MessageIdeoOpposedWorkTypeSelected>

  <!-- EN: {0} is no longer assigned to {1_nameDef}. -->
  <MessageBedLostAssignment>{0}不再分配给{1_nameDef}。</MessageBedLostAssignment>
  <!-- EN: {0} assigned to {1_nameDef} was destroyed. -->
  <MessageBedDestroyed>分配给{1_nameDef}的{0}已被销毁。</MessageBedDestroyed>

  <!-- Rituals -->
  <!-- EN: spectate -->
  <Spectate>出席</Spectate>
  <!-- EN: Assign to {0} -->
  <AssignToRole>指派给{0}</AssignToRole>
  <!-- EN: {0} has begun. -->
  <RitualBegun>{0}已经开始。</RitualBegun>
  <!-- EN: The maximum number of {0}s is {1}. -->
  <MaxPawnsPerRole>{0}的最大数量是{1}。</MaxPawnsPerRole>
  <!-- EN: Role of {0} is locked. -->
  <RoleIsLocked>职位{0}被锁定。</RoleIsLocked>
  <!-- EN: You need at least one participant. -->
  <MessageRitualNeedsAtLeastOnePerson>你至少需要一名参与者。</MessageRitualNeedsAtLeastOnePerson>
  <!-- EN: You need at least one spectator. -->
  <MessageRitualNeedsAtLeastOneSpectator>你至少需要一名观众。</MessageRitualNeedsAtLeastOneSpectator>
  <!-- EN: You need a {0}. -->
  <MessageRitualNeedsAtLeastOneRolePawn>你需要一名{0}。</MessageRitualNeedsAtLeastOneRolePawn>
  <!-- EN: You need at least {1} {0}. -->
  <MessageRitualNeedsAtLeastNumRolePawn>你至少需要{1}名{0}。</MessageRitualNeedsAtLeastNumRolePawn>
  <!-- EN: {0_labelShort} is downed. -->
  <MessageRitualPawnDowned>{0_labelShort}被击倒。</MessageRitualPawnDowned>
  <!-- EN: {0_labelShort} is currently escaping. -->
  <MessageRitualPawnPrisonerNotSecured>{0_labelShort}目前正在逃跑。</MessageRitualPawnPrisonerNotSecured>
  <!-- EN: {0_labelShort} is currently rebelling. -->
  <MessageRitualPawnSlaveNotSecured>{0_labelShort}目前正在叛变。</MessageRitualPawnSlaveNotSecured>
  <!-- EN: {0_labelShort} is being released. -->
  <MessageRitualPawnReleased>{0_labelShort}正在被释放。</MessageRitualPawnReleased>
  <!-- EN: {0_labelShort} is injured. -->
  <MessageRitualPawnInjured>{0_labelShort}受伤了。</MessageRitualPawnInjured>
  <!-- EN: {0_labelShort} must hold one of these roles -->
  <MessageRitualRoleRequired>{0_labelShort}必须持有这些角色之一</MessageRitualRoleRequired>
  <!-- EN: {0} must be a prisoner. -->
  <MessageRitualRoleMustBePrisoner>{0}必须是囚犯。</MessageRitualRoleMustBePrisoner>
  <!-- EN: {0} must be an animal. -->
  <MessageRitualRoleMustBeAnimal>{0}必须是动物</MessageRitualRoleMustBeAnimal>
  <!-- EN: {0} must be a human. -->
  <MessageRitualRoleMustBeHumanlike>{0}必须是人类</MessageRitualRoleMustBeHumanlike>
  <!-- EN: No roles available for {0_labelShort}. -->
  <MessageRitualNoRolesAvailable>{0_labelShort}没有可用的职位。</MessageRitualNoRolesAvailable>
  <!-- EN: {0_labelShort} is not a member of any colony ideoligion. -->
  <MessageRitualNotOfPlayerIdeo>{0_labelShort}不是殖民地文化的成员。</MessageRitualNotOfPlayerIdeo>
  <!-- EN: {0} must have eyes -->
  <MessageRitualRoleMustHaveEyes>{0}必须有眼睛</MessageRitualRoleMustHaveEyes>
  <!-- EN: {0_labelShort} does not require further scarification. -->
  <MessageRitualRoleMustRequireScarification>{0_labelShort}不需要更多的伤痕。</MessageRitualRoleMustRequireScarification>
  <!-- EN: {0} must be a prisoner or slave. -->
  <MessageRitualRoleMustBePrisonerOrSlave>{0}必须是囚犯或者奴隶。</MessageRitualRoleMustBePrisonerOrSlave>
  <!-- EN: {0_labelShort} must be capable of fighting. -->
  <MessageRitualRoleMustBeCapableOfFighting>{0_labelShort}必须具有暴力能力。</MessageRitualRoleMustBeCapableOfFighting>
  <!-- EN: this role cannot be played by someone else. -->
  <MessageRitualRoleCannotReplaceRequiredPawn>此角色不能选择其他人。</MessageRitualRoleCannotReplaceRequiredPawn>
  <!-- EN: {0_labelShort} cannot connect to a Gauranlen tree because {0_possessive} connection was recently torn. -->
  <MessageRitualRolePawnRecentlyTornConnection>{0_labelShort}与树的共鸣最近被打断，当前无法与树共鸣。</MessageRitualRolePawnRecentlyTornConnection>
  <!-- EN: {0_labelShort} has the same ideoligion as the converter. -->
  <MessageRitualRolePawnHasSameIdeo>{0_labelShort}具有相同的文化特质。</MessageRitualRolePawnHasSameIdeo>
  <!-- EN: {0_labelShort} must be capable of wardening. -->
  <MessageRitualRoleMustBeCapableOfWardening>{0_labelShort}必须具有监护能力。</MessageRitualRoleMustBeCapableOfWardening>
  <!-- EN: {0} must be capable of {1}. -->
  <MessageRitualRoleMustBeCapableOfGeneric>{0}必须具有{1}能力。</MessageRitualRoleMustBeCapableOfGeneric>
  <!-- EN: prisoners cannot {0}. -->
  <MessageRitualRoleMustNotBePrisonerToSpectate>囚犯不能{0}。</MessageRitualRoleMustNotBePrisonerToSpectate>
  <!-- EN: only {0} can {1}. -->
  <MessageRitualRoleMustHaveIdeoToSpectate>只有{0}可以{1}.</MessageRitualRoleMustHaveIdeoToSpectate>
  <!-- EN: only {0} can fill the role of {1}. -->
  <MessageRitualRoleMustHaveIdeoToDoRole>只有{0}可以满足{1}对角色的要求。</MessageRitualRoleMustHaveIdeoToDoRole>
  <!-- EN: must be colonist for the {0} role. -->
  <MessageRitualRoleMustBeColonist>{0}角色必须是殖民者。</MessageRitualRoleMustBeColonist>
  <!-- EN: {0} must have an animal with min body size of {1}. -->
  <MessageRitualRoleMustHaveLargerBodySize>{0}必须拥有一只体型至少有{1}的动物。</MessageRitualRoleMustHaveLargerBodySize>
  <!-- EN: {0_labelShort} is in a mental state. -->
  <MessageRitualPawnMentalState>{0_labelShort}正处于精神崩溃。</MessageRitualPawnMentalState>
  <!-- EN: {0_labelShort} is already {1}. -->
  <MessageRitualPawnIsAlreadyBelievingIdeo>{0_labelShort}已经{1}。</MessageRitualPawnIsAlreadyBelievingIdeo>
  <!-- EN: {0_labelShort} cannot take any other role than spectator. -->
  <MessageRitualCannotAssignAnyRoleFromSpectating>{0_labelShort}不能担任观众以外的任何其他角色。</MessageRitualCannotAssignAnyRoleFromSpectating>
  <!-- EN: {0} cannot be an imprisoned wild man/woman. -->
  <MessageRitualRoleMustNotBeImprisonedWildMan>{0}不能是被囚禁的野人</MessageRitualRoleMustNotBeImprisonedWildMan>
  <!-- EN: {0} must be free. -->
  <MessageRitualRoleMustNotBeImprisoned>{0}必须可以自由行动</MessageRitualRoleMustNotBeImprisoned>

  <!-- EN: You must select a site to continue. -->
  <MessagePlayerMustSelectTile>你必须选择一个位置以继续。</MessagePlayerMustSelectTile>

  <!-- EN: Cannot plant {0_labelShort} -->
  <CannotPlantThing>无法种植{0_labelShort}</CannotPlantThing>
  <!-- EN: Need more fertile terrain. -->
  <MessageWarningNotEnoughFertility>需要更肥沃的地形。</MessageWarningNotEnoughFertility>
  <!-- EN: blocked by {0_label}. -->
  <BlockedBy>被{0_label}阻挡</BlockedBy>
  <!-- EN: Cannot be planted next to {0_label}. -->
  <AdjacentSowBlocker>不能种植在{0_label}旁边。</AdjacentSowBlocker>
  <!-- EN: Too close to {0_label}. -->
  <TooCloseToOtherPlant>离{0_label}太近了。</TooCloseToOtherPlant>
  <!-- EN: Too close to {0}'s planting location. -->
  <TooCloseToOtherSeedPlantCell>离{0}种植区太近了。</TooCloseToOtherSeedPlantCell>

  <!-- EN: Warning: {0} has been marked for cutting. -->
  <MessageWarningCutImportantPlant>警告：{0}已被标记割除。</MessageWarningCutImportantPlant>

</LanguageData>