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

  <!-- Various -->
  <!-- EN: hit points -->
  <HitPointsBasic>耐久度</HitPointsBasic>
  <!-- EN: Work left -->
  <WorkLeft>剩余工作量</WorkLeft>
  <!-- EN: Contents -->
  <Contents>内容</Contents>
  <!-- EN: Contained resources -->
  <ContainedResources>包含资源</ContainedResources>
  <!-- EN: For prisoner use -->
  <ForPrisonerUse>限囚犯使用</ForPrisonerUse>
  <!-- EN: In prison cell: For prisoner use -->
  <InPrisonCell>在牢房中：限囚犯使用</InPrisonCell>
  <!-- EN: For colonist use -->
  <ForColonistUse>限殖民者使用</ForColonistUse>
  <!-- EN: Medical -->
  <MedicalBed>病床</MedicalBed>
  <!-- EN: Owner -->
  <Owner>所属人</Owner>
  <!-- EN: Owners -->
  <Owners>所属人</Owners>
  <!-- EN: Assigned colonist -->
  <AssignedColonist>指定殖民者</AssignedColonist>
  <!-- EN: Died on the {0} -->
  <DiedOn>死于{0}</DiedOn>
  <!-- EN: Nobody -->
  <Nobody>无人</Nobody>
  <!-- EN: Unowned -->
  <Unowned>无所属</Unowned>
  <!-- EN: Dead for {0} -->
  <DeadTime>已死亡{0}</DeadTime>
  <!-- EN: walk speed {0} -->
  <WalkSpeed>行走速度{0}</WalkSpeed>
  <!-- EN: fert. -->
  <FertShort>肥沃度</FertShort>
  <!-- EN: dying -->
  <DyingLower>奄奄一息</DyingLower>
  <!-- EN: Filth on feet: -->
  <FilthOnFeet>脚部沾染: </FilthOnFeet>
  <!-- EN: not enough stored -->
  <NotEnoughStoredLower>储量不足</NotEnoughStoredLower>
  <!-- EN: nothing -->
  <NothingLower>无</NothingLower>
  <!-- EN: Nothing -->
  <Nothing>无</Nothing>
  <!-- EN: Adapted -->
  <Adapted>已适应</Adapted>
  <!-- EN: fresh -->
  <FreshMissingBodyPart>新鲜</FreshMissingBodyPart>
  <!-- EN: developed immunity -->
  <DevelopedImmunityLower>产生免疫</DevelopedImmunityLower>
  <!-- EN: Needs tending now -->
  <NeedsTendingNow>当前需要治疗</NeedsTendingNow>
  <!-- EN: Can tend now -->
  <CanTendNow>现在可治疗</CanTendNow>
  <!-- EN: Tending expires in {0} -->
  <TreatmentExpiresIn>治疗将消失于{0}</TreatmentExpiresIn>
  <!-- EN: Can be tended in {0} -->
  <NextTendIn>{0}后将可治疗</NextTendIn>
  <!-- EN: Tend quality -->
  <TendQuality>治疗质量</TendQuality>
  <!-- EN: Total tend quality -->
  <DisappearsAtTotalTendQuality>总和治疗质量</DisappearsAtTotalTendQuality>
  <!-- EN: no {0} -->
  <MissingMedicalBillIngredient>缺少{0}</MissingMedicalBillIngredient>
  <!-- EN: Immunity -->
  <Immunity>免疫性</Immunity>
  <!-- EN: {0} days to recover -->
  <DaysToRecover>{0}天可恢复</DaysToRecover>
  <!-- EN: Ineffective -->
  <Ineffective>无效</Ineffective>
  <!-- EN: illegal -->
  <Illegal>非法</Illegal>
  <!-- EN: detection chance -->
  <DetectionChance>检测概率</DetectionChance>
  <!-- EN: Race -->
  <Race>种族</Race>
  <!-- EN: Description -->
  <Description>描述</Description>
  <!-- EN: Equipment -->
  <Equipment>装备</Equipment>
  <!-- EN: Apparel -->
  <Apparel>衣着</Apparel>
  <!-- EN: Inventory -->
  <Inventory>货物</Inventory>
  <!-- EN: Information -->
  <ThingInfo>信息</ThingInfo>
  <!-- EN: Drop -->
  <DropThing>丢下</DropThing>
  <!-- EN: Temporary faction members will not drop their items. -->
  <DropThingLodger>临时派系成员不会丢掉他们身上的物品。</DropThingLodger>
  <!-- EN: This person refuses to drop this. -->
  <DropThingLocked>此人拒绝丢掉。</DropThingLocked>
  <!-- EN: Rename -->
  <Rename>重命名</Rename>
  <!-- EN: Rename animal -->
  <RenameAnimal>重命名动物</RenameAnimal>
  <!-- EN: Rename colonist -->
  <RenameColonist>修改角色昵称</RenameColonist>
  <!-- EN: Renounce title -->
  <RenounceTitle>放弃头衔</RenounceTitle>
  <!-- EN: Execute -->
  <Execute>处决</Execute>
  <!-- EN: Execute guilty colonist\n\nIf you toggle this on, a warden will proceed to execute this person. -->
  <ExecuteColonist>处决有罪的殖民者\n\n如果你打开这个开关，狱卒将着手处决这个人。</ExecuteColonist>
  <!-- EN: {0_labelShort} is now marked for execution. The next available warden will go execute {0_objective}. -->
  <MessageColonistMarkedForExecution>{0_labelShort}被标记为处决。接下来空闲的狱卒将去处决{0_objective}。</MessageColonistMarkedForExecution>
  <!-- EN: {0} of {1} -->
  <TitleOfFaction>{1} 的 {0}</TitleOfFaction>
  <!-- EN: This action will make {PAWN_nameDef} lose {PAWN_possessive} {TITLE} title. You will receive no compensation for renouncing the title.\n\nThis will have the following effects:\n\n{EFFECTS} -->
  <RenounceTitleDescription>这个操作会让{PAWN_nameDef}失去{PAWN_possessive}{TITLE}头衔。放弃这个头衔不会让你得到任何补偿！\n\n这会造成以下效果：\n\n{EFFECTS}</RenounceTitleDescription>
  <!-- EN: {PAWN_pronoun} will lose these permissions -->
  <RenounceTitleWillLoosePermits>{PAWN_pronoun}将会失去这些权限</RenounceTitleWillLoosePermits>
  <!-- EN: {PAWN_nameDef} will lose {POINTS} unspent permit points with {FACTION_name}. -->
  <RenounceTitleWillLosePermitPoints>{PAWN_nameDef}将会失去在{FACTION_name}内未使用完的{POINTS}个许可点数。</RenounceTitleWillLosePermitPoints>
  <!-- EN: {PAWN_pronoun} will keep all {PAWN_possessive} psylink levels and psycasts. -->
  <RenounceTitleWillKeepPsylinkLevels>{PAWN_pronoun}将保留所有{PAWN_possessive}启灵等级和心灵能力。</RenounceTitleWillKeepPsylinkLevels>
  <!-- EN: unknown -->
  <UnknownLower>未知</UnknownLower>
  <!-- EN: On -->
  <On>开</On>
  <!-- EN: Off -->
  <Off>关</Off>
  <!-- EN: Power -->
  <PowerSwitch_Power>电源</PowerSwitch_Power>
  <!-- EN: Recreation type tolerances -->
  <JoyTolerances>娱乐类型厌倦</JoyTolerances>
  <!-- EN: Milk fullness -->
  <MilkFullness>产物进度</MilkFullness>
  <!-- EN: Wool growth -->
  <WoolGrowth>毛发生长进度</WoolGrowth>
  <!-- EN: Egg progress -->
  <EggProgress>产卵/孵化进度</EggProgress>
  <!-- EN: Fertilized -->
  <Fertilized>已受精</Fertilized>
  <!-- EN: Progress stopped until fertilized -->
  <ProgressStoppedUntilFertilized>停止产卵（需要受精）</ProgressStoppedUntilFertilized>
  <!-- EN: Hatches in -->
  <HatchesIn>孵化于</HatchesIn>
  <!-- EN: need {0} level {2}, have {1} -->
  <SkillTooLow>至少需要 {2} 级 {0} 技能，当前为 {1} 级</SkillTooLow>
  <!-- EN: Freezing -->
  <Freezing>过冷</Freezing>
  <!-- EN: Overheating -->
  <Overheating>过热</Overheating>
  <!-- EN: Ruined by temperature. -->
  <RuinedByTemperature>因极端温度受损。</RuinedByTemperature>
  <!-- EN: Missing body parts -->
  <CorpsePercentMissing>身体部位缺失</CorpsePercentMissing>
  <!-- EN: Reproduces in -->
  <HiveReproducesIn>巢穴繁殖时间</HiveReproducesIn>
  <!-- EN: Dormant: Not reproducing. -->
  <DormantHiveNotReproducing>休眠: 停止繁殖。</DormantHiveNotReproducing>
  <!-- EN: Next {0} in -->
  <NextSpawnedItemIn>下一{0}</NextSpawnedItemIn>
  <!-- EN: Next resource in -->
  <NextSpawnedResourceIn>下一个资源</NextSpawnedResourceIn>
  <!-- EN: Broken down -->
  <BrokenDown>故障</BrokenDown>
  <!-- EN: (bond) -->
  <BondBrackets>（牵绊）</BondBrackets>
  <!-- EN: Fuel -->
  <Fuel>燃料</Fuel>
  <!-- EN: Fuel -->
  <FuelLevelGizmoLabel>燃料</FuelLevelGizmoLabel>
  <!-- EN: Set target fuel level to {0} -->
  <SetTargetFuelLevel>设定目标燃料量至{0}</SetTargetFuelLevel>
  <!-- EN: Set target fuel level to {0}\nMax distance: {1} tiles -->
  <SetPodLauncherTargetFuelLevel>设定目标燃料量至{0}\n最大射程: {1} 地图格</SetPodLauncherTargetFuelLevel>
  <!-- EN: Target fuel level: {0} -->
  <ConfiguredTargetFuelLevel>目标燃料量: {0}</ConfiguredTargetFuelLevel>
  <!-- EN: enemies -->
  <Enemies>敌人</Enemies>
  <!-- EN: people -->
  <People>人们</People>
  <!-- EN: time passed -->
  <TimePassed>用时</TimePassed>
  <!-- EN: current radius -->
  <CurrentRadius>当前半径</CurrentRadius>
  <!-- EN: radius expands in -->
  <RadiusExpandsIn>扩大半径至</RadiusExpandsIn>
  <!-- EN: permanent -->
  <Permanent>永久</Permanent>
  <!-- EN: Resting -->
  <CaravanResting>休息中。</CaravanResting>
  <!-- EN: using 1 bedroll -->
  <UsingBedroll>使用一个睡袋</UsingBedroll>
  <!-- EN: using {0} bedrolls -->
  <UsingBedrolls>使用{0}个睡袋</UsingBedrolls>
  <!-- EN: Est. time to destination: {0} days -->
  <CaravanEstimatedTimeToDestination>预计抵达耗时：{0}</CaravanEstimatedTimeToDestination>
  <!-- EN: Route travel time: {0} days -->
  <CaravanEstimatedDaysToDestination>行程时间：{0}</CaravanEstimatedDaysToDestination>
  <!-- EN: Immobilized: Too much weight. -->
  <CaravanImmobilizedByMass>无法移动: 货物过重</CaravanImmobilizedByMass>
  <!-- EN: Out of food. -->
  <CaravanOutOfFood>给养耗尽。</CaravanOutOfFood>
  <!-- EN: Days of food: {0} -->
  <CaravanDaysOfFood>给养天数: {0}</CaravanDaysOfFood>
  <!-- EN: Days of food: {0} (rot in {1} days) -->
  <CaravanDaysOfFoodRot>给养天数: {0}（{1}天后变质）</CaravanDaysOfFoodRot>
  <!-- EN: Stopped because: Everyone is downed. -->
  <AllCaravanMembersDowned>停止原因: 全员无行动能力。</AllCaravanMembersDowned>
  <!-- EN: Stopped because: Everyone is in a mental break. -->
  <AllCaravanMembersMentalBreak>停止原因: 全员精神崩溃。</AllCaravanMembersMentalBreak>
  <!-- EN: {0} {1} -->
  <CaravanColonistsCount>{0} {1}</CaravanColonistsCount>
  <!-- EN: 1 animal -->
  <CaravanAnimal>1 动物</CaravanAnimal>
  <!-- EN: {0} animals -->
  <CaravanAnimalsCount>{0} 动物</CaravanAnimalsCount>
  <!-- EN: 1 prisoner -->
  <CaravanPrisoner>1 囚犯</CaravanPrisoner>
  <!-- EN: {0} prisoners -->
  <CaravanPrisonersCount>{0} 囚犯</CaravanPrisonersCount>
  <!-- EN: {0} in mental state -->
  <CaravanPawnsInMentalState>{0} 已精神崩溃</CaravanPawnsInMentalState>
  <!-- EN: {0} downed -->
  <CaravanPawnsDowned>{0} 已倒地</CaravanPawnsDowned>
  <!-- EN: Traveling. -->
  <CaravanTraveling>行进中。</CaravanTraveling>
  <!-- EN: Waiting. -->
  <CaravanWaiting>等待中。</CaravanWaiting>
  <!-- EN: Being carried due to illness -->
  <BeingCarriedDueToIllness>因生病而被携带</BeingCarriedDueToIllness>
  <!-- EN: Using bedrolls due to illness -->
  <UsingBedrollsDueToIllness>因生病而使用睡袋</UsingBedrollsDueToIllness>
  <!-- EN: Current tile movement time -->
  <CurrentTileMovementTime>当前地图格移动耗时</CurrentTileMovementTime>
  <!-- EN: Visibility -->
  <Visibility>可见度</Visibility>
  <!-- EN: Temperature -->
  <Temperature>温度</Temperature>
  <!-- EN: bad temperature -->
  <BadTemperature>温度不适宜</BadTemperature>
  <!-- EN: Ideal fermenting temperature -->
  <IdealFermentingTemperature>理想发酵温度</IdealFermentingTemperature>
  <!-- EN: {0} effect multiplier: {1} -->
  <DrugEffectMultiplier>{0}效果乘数: {1}</DrugEffectMultiplier>
  <!-- EN: Visiting {0}. -->
  <CaravanVisiting>正在拜访{0}。</CaravanVisiting>
  <!-- EN: Entering {0}. -->
  <CaravanEntering>正在进入{0}。</CaravanEntering>
  <!-- EN: Attacking {0}. -->
  <CaravanAttacking>正在进攻{0}。</CaravanAttacking>
  <!-- EN: Offering gifts to {0}. -->
  <CaravanOfferingGifts>正在对{0}赠礼。</CaravanOfferingGifts>
  <!-- EN: Trading with {0} -->
  <CaravanTrading>使用{0}进行交易</CaravanTrading>
  <!-- EN: Tainted from being worn by a corpse. -->
  <WasWornByCorpse>死者衣物</WasWornByCorpse>
  <!-- EN: T -->
  <WornByCorpseChar>亡</WornByCorpseChar>
  <!-- EN: unroofed -->
  <DeterioratingUnroofed>露天</DeterioratingUnroofed>
  <!-- EN: outdoors -->
  <DeterioratingOutdoors>户外</DeterioratingOutdoors>
  <!-- EN: Deteriorating because of -->
  <DeterioratingBecauseOf>老化中，由于</DeterioratingBecauseOf>
  <!-- EN: Map -->
  <Map>地图</Map>
  <!-- EN: {0} until enemies arrive -->
  <CaravanDetectedRaidCountdown>{0}直到敌人到达</CaravanDetectedRaidCountdown>
  <!-- EN: Enemy reinforcements will arrive in this area in {0}. -->
  <CaravanDetectedRaidCountdownTip>敌军增援部队将在{0}内到达本区域</CaravanDetectedRaidCountdownTip>
  <!-- EN: Room -->
  <Room>房间</Room>
  <!-- EN: Beauty here -->
  <BeautyHere>此处美观度</BeautyHere>
  <!-- EN: No power -->
  <NoPower>未通电</NoPower>
  <!-- EN: Work speed penalty -->
  <WorkSpeedPenalty>工作速度惩罚</WorkSpeedPenalty>
  <!-- EN: Disabled -->
  <DisabledCommand>禁用</DisabledCommand>
  <!-- EN: Ready for launch. -->
  <ReadyForLaunch>可发射</ReadyForLaunch>
  <!-- EN: Not ready for launch -->
  <NotReadyForLaunch>不可发射</NotReadyForLaunch>
  <!-- EN: no fueling port -->
  <NotAllInGroupConnectedToFuelingPort>缺少燃料供给端</NotAllInGroupConnectedToFuelingPort>
  <!-- EN: no fuel -->
  <NotAllFuelingPortSourcesInGroupHaveAnyFuel>燃料不足</NotAllFuelingPortSourcesInGroupHaveAnyFuel>
  <!-- EN: loading in progress -->
  <TransportPodInGroupHasSomethingLeftToLoad>装载未完成</TransportPodInGroupHasSomethingLeftToLoad>
  <!-- EN: Beyond maximum range -->
  <TransportPodDestinationBeyondMaximumRange>目标超出射程</TransportPodDestinationBeyondMaximumRange>
  <!-- EN: Not enough fuel -->
  <TransportPodNotEnoughFuel>燃料不足</TransportPodNotEnoughFuel>
  <!-- EN: {0} of {1} -->
  <SettlementTrader>{1} 的 {0}</SettlementTrader>
  <!-- EN: Surgery success chance multiplier from room -->
  <RoomSurgerySuccessChanceFactor>房间手术成功率系数</RoomSurgerySuccessChanceFactor>
  <!-- EN: Infection chance multiplier from room -->
  <RoomInfectionChanceFactor>房间治疗感染率系数</RoomInfectionChanceFactor>
  <!-- EN: Closed -->
  <VentClosed>已关闭</VentClosed>
  <!-- EN: worn by {1_labelShort} -->
  <WornBy>由{1_labelShort}穿戴</WornBy>
  <!-- EN: equipped by {1_labelShort} -->
  <EquippedBy>由{1_labelShort}装备</EquippedBy>
  <!-- EN: {0} wants this destroyed.\n    Reward: {1} ({2}) -->
  <QuestTargetDestroyInspectString>{0}想要摧毁此处。\n报酬: {1}({2})。</QuestTargetDestroyInspectString>
  <!-- EN: {0} wants this destroyed. -->
  <QuestTargetDestroyInspectStringShort>{0}希望摧毁它。</QuestTargetDestroyInspectStringShort>
  <!-- EN: Departing on shuttle in {0} -->
  <ShuttleDelayInspectString>于{0}内搭乘穿梭机离开。</ShuttleDelayInspectString>
  <!-- EN: Departing in {0} -->
  <ShuttleLeaveDelayInspectString>{0}内离开。</ShuttleLeaveDelayInspectString>
  <!-- EN: Should depart on shuttle -->
  <ShouldDepartOnShuttleInspectString>将搭乘穿梭机离开。</ShouldDepartOnShuttleInspectString>
  <!-- EN: Time left: {0} -->
  <WorldObjectTimeout>剩余时间: {0}</WorldObjectTimeout>
  <!-- EN: Click to sort by this column. -->
  <ClickToSortByThisColumn>点击以根据此栏排列。</ClickToSortByThisColumn>
  <!-- EN: Shift + click: Increase priority\nShift + right click: Decrease priority -->
  <WorkPriorityShiftClickTip>Shift + 左键点击: 提升优先级\nShift + 右键点击: 降低优先级</WorkPriorityShiftClickTip>
  <!-- EN: Shift + click: Enable all\nShift + right click: Disable all -->
  <WorkPriorityShiftClickEnableDisableTip>Shift + 左键点击: 勾选全部\nShift + 右键点击: 取消全部</WorkPriorityShiftClickEnableDisableTip>
  <!-- EN: Shift + click: Set all to home\nShift + right click: Set all to unrestricted -->
  <AllowedAreaShiftClickTip>Shift + 左键点击: 全部设置为居住区\nShift + 右键点击: 全部设置为无限制</AllowedAreaShiftClickTip>
  <!-- EN: Shift + click: Check all\nShift + right click: Uncheck all -->
  <CheckboxShiftClickTip>Shift + 左键点击: 勾选全部\nShift + 右键点击: 取消全部</CheckboxShiftClickTip>
  <!-- EN: {0} {1} -->
  <KnownSiteThreatEnemyCountAppend> {0} {1} </KnownSiteThreatEnemyCountAppend>
  <!-- EN: Skill Requirements -->
  <SkillRequirements>技能要求</SkillRequirements>
  <!-- EN: Products -->
  <Products>产物</Products>
  <!-- EN: {0} of {1} -->
  <Relationship>{1} 的 {0}</Relationship>
  <!-- EN: Prisoner -->
  <Prisoner>囚犯</Prisoner>
  <!-- EN: Refugee -->
  <Refugee>难民</Refugee>
  <!-- EN: Terrain movement difficulty -->
  <TileMovementDifficulty>地形移动难度</TileMovementDifficulty>
  <!-- EN: Impassable -->
  <Impassable>不可通行</Impassable>
  <!-- EN: Caravan movement speed -->
  <CaravanMovementSpeedFull>远行队移动速度</CaravanMovementSpeedFull>
  <!-- EN: downed -->
  <DownedLower>已倒地</DownedLower>
  <!-- EN: resting -->
  <Carried>休息中</Carried>
  <!-- EN: Rideable animals / people -->
  <RideableAnimalsPerPeople>可骑乘动物/人</RideableAnimalsPerPeople>
  <!-- EN: Multiplier from ridden animals -->
  <MultiplierFromRiddenAnimals>骑乘动物的乘数 </MultiplierFromRiddenAnimals>
  <!-- EN: Multiplier for carried mass: {0} -->
  <MultiplierForCarriedMass>负载乘数：{0}</MultiplierForCarriedMass>
  <!-- EN: This animal is rideable. People in a caravan will ride the fastest available animals, improving the speed of the caravan as a whole. -->
  <RideableAnimalTip>这种动物是可以骑乘的。远行队中的人将骑着最快的可用动物，提高整个远行队的速度。</RideableAnimalTip>
  <!-- EN: This caravan can't move because it carries too much. -->
  <EncumberedCaravanTilesPerDayTip>这个远行队因为超载而无法移动。</EncumberedCaravanTilesPerDayTip>
  <!-- EN: Caravan members speed -->
  <FinalCaravanPawnsMovementSpeed>远行队成员速度：</FinalCaravanPawnsMovementSpeed>
  <!-- EN: Final speed -->
  <FinalCaravanMovementSpeed>最终速度：</FinalCaravanMovementSpeed>
  <!-- EN: Winter -->
  <Winter>冬天</Winter>
  <!-- EN: {0} in winter -->
  <MovementDifficultyOffsetInWinter>{0} 在冬天</MovementDifficultyOffsetInWinter>
  <!-- EN: to -->
  <RangeTo>到</RangeTo>
  <!-- EN: No letter -->
  <NoDietCategoryLetter>无类型</NoDietCategoryLetter>
  <!-- EN: Expires in -->
  <ExpiresIn>剩余时间</ExpiresIn>
  <!-- EN: {1_labelShort}'s caravan -->
  <CaravanLeaderCaravanName>{1_labelShort}的远行队</CaravanLeaderCaravanName>
  <!-- EN: Reason -->
  <Reason>原因</Reason>
  <!-- EN: Relations with {0} -->
  <RelationsWith>与{0}的关系</RelationsWith>
  <!-- EN: captured by {0} -->
  <capturedBy>被{0}俘虏</capturedBy>
  <!-- EN: your caravan -->
  <yourCaravan>你的远行队</yourCaravan>
  <!-- EN: {0} wildness -->
  <CreatureWildness>{0} 野性</CreatureWildness>
  <!-- EN: {0} trainability -->
  <CreatureTrainability>{0} 可训练度</CreatureTrainability>
  <!-- EN: Follow master while drafted -->
  <CreatureFollowDrafted>当主人被征召时跟随</CreatureFollowDrafted>
  <!-- EN: Follow master while doing field work -->
  <CreatureFollowFieldwork>当主人正在进行野外工作时跟随</CreatureFollowFieldwork>
  <!-- EN: {0} with {1} -->
  <ProximitySingleGoodwillChange>{0}与{1}</ProximitySingleGoodwillChange>
  <!-- EN: Too dangerous to re-enter for {0}. -->
  <EnterCooldown>还有{0}天才能再次进入。</EnterCooldown>
  <!-- EN: Caravan -->
  <Caravan>远行队</Caravan>
  <!-- EN: there may be danger there. -->
  <HiddenOrNoSitePartDescription>那里可能有危险。</HiddenOrNoSitePartDescription>
  <!-- EN: The scanner is picking up activity around the lump. It's likely hostile. -->
  <PreciousLumpHostileThreat>扫描仪正在探测矿区附近的活动，它可能是敌对的。</PreciousLumpHostileThreat>
  <!-- EN: lump of {0} -->
  <PreciousLumpLabel>{0}块</PreciousLumpLabel>
  <!-- EN: no active research project -->
  <NoActiveResearchProjectToFinish>没有正在进行的研究项目</NoActiveResearchProjectToFinish>
  <!-- EN: turret -->
  <Turret>炮塔</Turret>
  <!-- EN: turrets -->
  <Turrets>炮塔群</Turrets>
  <!-- EN: mortar -->
  <Mortar>迫击炮</Mortar>
  <!-- EN: mortars -->
  <Mortars>迫击炮群</Mortars>
  <!-- EN: enemy -->
  <Enemy>敌人</Enemy>
  <!-- EN: location -->
  <Location>位置</Location>
  <!-- EN: animals -->
  <AnimalsLower>动物</AnimalsLower>
  <!-- EN: items -->
  <ItemsLower>物品</ItemsLower>
  <!-- EN: {0} x{1} -->
  <FilthLabel>{0}x{1}</FilthLabel>
  <!-- EN: {0} of {1} x{2} -->
  <FilthLabelWithSource>{1}的{0} x{2} </FilthLabelWithSource>
  <!-- EN: Required -->
  <Required>必需</Required>
  <!-- EN: Warning: You cannot complete trade requests by using transport pods.\nIf you send the goods, the settlement will accept them as gifts but they will not reward you.\n\nFor trading, approach the settlement with a caravan!\n\nAre you sure you want to gift the loaded goods to the faction? -->
  <GiveGiftViaTransportPodsTradeRequestWarning>警告：你无法使用空投舱完成交易请求。\n如果发射这批货物，目标基地会将其作为礼物而非交易品接收\n\n如果你希望交易，请以远行队形式访问目标基地！\n\n你确定要将装好的礼物送给目标派系吗？</GiveGiftViaTransportPodsTradeRequestWarning>
  <!-- EN: prisoner -->
  <PrisonerLower>囚犯</PrisonerLower>
  <!-- EN: prisoners -->
  <PrisonersLower>囚犯</PrisonersLower>
  <!-- EN: Click to view this quest in quests tab -->
  <ClickToViewInQuestsTab>单击以在“任务”选项卡中查看此任务</ClickToViewInQuestsTab>
  <!-- EN: Mood -->
  <Mood>心情</Mood>
  <!-- EN: Quest -->
  <Quest>任务</Quest>
  <!-- EN: Brings raids every {0} -->
  <BringsRaidsEvery>每{0}产生一次袭击</BringsRaidsEvery>
  <!-- EN: Generates {0} every {1} -->
  <GeneratesResourcesEvery>每{1}生成{0}</GeneratesResourcesEvery>
  <!-- EN: Foliage kill radius -->
  <FoliageKillRadius>植物杀死半径</FoliageKillRadius>
  <!-- EN: Radius expand rate -->
  <RadiusExpandRate>半径扩展率</RadiusExpandRate>
  <!-- EN: View: {0} -->
  <ViewHyperlink>超链接：{0}</ViewHyperlink>
  <!-- EN: Detonates in {0} days -->
  <DetonationCountdown>在{0}天内触发</DetonationCountdown>
  <!-- EN: Large fire explosion if damaged -->
  <ExplosionOnDamageWarning>若损坏会发生大爆炸</ExplosionOnDamageWarning>
  <!-- EN: Mech cluster -->
  <MechCluster>机械集群</MechCluster>
  <!-- EN: Spawning in {0} -->
  <SpawningNextPawnIn>生成{0}</SpawningNextPawnIn>
  <!-- EN: {0} assembly completes in {1}. -->
  <MechAssemblyCompleteIn>{0}在{1}中装配完成。</MechAssemblyCompleteIn>
  <!-- EN: Will assemble -->
  <MechAssemblyNextType>将装配</MechAssemblyNextType>
  <!-- EN: produced -->
  <ThingsProduced>产生</ThingsProduced>
  <!-- EN: harvested -->
  <PlantsHarvested>收获</PlantsHarvested>
  <!-- EN: {0} killed -->
  <PawnsKilled>{0}被杀</PawnsKilled>
  <!-- EN: Sent {0}, will return in {1} -->
  <PawnsLent>发送{0}，于{1}返回</PawnsLent>
  <!-- EN: Dormant -->
  <DormantCompInactive>休眠</DormantCompInactive>
  <!-- EN: Sealed -->
  <DormantCompSealed>密封</DormantCompSealed>
  <!-- EN: Ready to drop mechanoids -->
  <DormantCompBeacon>准备投放机械族</DormantCompBeacon>
  <!-- EN: Expired -->
  <DormantCompExpired>已过期</DormantCompExpired>
  <!-- EN: Initiates in -->
  <InitiatesIn>初始化于</InitiatesIn>
  <!-- EN: Activates in {0} -->
  <SendSignalOnCountdownCompTime>在{0}中激活</SendSignalOnCountdownCompTime>
  <!-- EN: Neural heat -->
  <PsychicEntropy>心灵熵</PsychicEntropy>
  <!-- EN: Heat -->
  <PsychicEntropyShort>心灵熵</PsychicEntropyShort>
  <!-- EN: {0} pain boost -->
  <PsychicEntropyPainFocus>{0}疼痛激励</PsychicEntropyPainFocus>
  <!-- EN: radius {0} -->
  <ConditionCauserRadius>半径{0}</ConditionCauserRadius>
  <!-- EN: low psyfocus -->
  <LowPsyfocus>低精神力</LowPsyfocus>
  <!-- EN: {0} left -->
  <DurationLeft>{0}剩余</DurationLeft>
  <!-- EN: Any of -->
  <AnyOf>任意</AnyOf>
  <!-- EN: Requires {0} trait -->
  <TraitRequired>需要{0}特性</TraitRequired>
  <!-- EN: Goodwill -->
  <Goodwill>好感度</Goodwill>
  <!-- EN: Natural goodwill -->
  <NaturalGoodwill>自然好感度</NaturalGoodwill>
  <!-- EN: Natural goodwill range -->
  <NaturalGoodwillRange>自然好感度范围</NaturalGoodwillRange>
  <!-- EN: Natural goodwill is based on faction identities and beliefs. If current goodwill is far from natural goodwill, it will slowly shift towards natural goodwill over time.\n\nAll goodwill effects are multiplied by {0} when moving towards natural goodwill. -->
  <NaturalGoodwillDescription>自然好感度是基于派系身份和信仰。如果当前的好感度与自然好感度相差甚远，那么随着时间的推移，它将慢慢向自然好感度转变。\n\n在向自然好感度转变时，所有的好感度效果都会乘以{0}。</NaturalGoodwillDescription>
  <!-- EN: reducing resistance of {0_nameIndef} -->
  <JobReport_ReduceResistance>减少{0_nameIndef}的抵抗</JobReport_ReduceResistance>
  <!-- EN: Too large -->
  <TooLargeForBed>太大了</TooLargeForBed>
  <!-- EN: Warning -->
  <Warning>警告</Warning>
  <!-- EN: Has subquest -->
  <HasSubquest>有子任务</HasSubquest>
  <!-- EN: Subquest of -->
  <SubquestOf>子任务</SubquestOf>
  <!-- EN: Raid -->
  <Raid>袭击</Raid>
  <!-- EN: Disabled by -->
  <ApparelRequirementDisabledLabel>被禁用</ApparelRequirementDisabledLabel>
  <!-- EN: Nudism -->
  <Nudism>裸体主义</Nudism>
  <!-- EN: Study progress -->
  <StudyProgress>研究进度</StudyProgress>
  <!-- EN: completed -->
  <StudyCompleted>完成</StudyCompleted>
  <!-- EN: Attack this to destroy it. -->
  <AttackToDestroy>攻击以摧毁它。</AttackToDestroy>
  <!-- EN: Remove this by attacking it. -->
  <RemoveByAttackingTooltip>攻击以消除它。</RemoveByAttackingTooltip>
  <!-- EN: Food -->
  <ThoughtFoodEatenFood>食物</ThoughtFoodEatenFood>
  <!-- EN: Ingredients -->
  <ThoughtFoodEatenIngredients>成分</ThoughtFoodEatenIngredients>

  <!-- Scanning -->
  <!-- EN: User scanning speed -->
  <UserScanAbility>扫描速度</UserScanAbility>
  <!-- EN: Random find interval -->
  <ScanAverageInterval>发现间隔</ScanAverageInterval>
  <!-- EN: Progress to guaranteed find -->
  <ScanningProgressToGuaranteedFind>扫描进度</ScanningProgressToGuaranteedFind>
  
  <!-- Meditation -->
  <!-- EN: meditating at -->
  <MeditatingAt>冥想</MeditatingAt>

  <!-- Fermentation barrel -->
  <!-- EN: Contains {0} / {1} wort. -->
  <ContainsWort>装有麦芽汁: {0} / {1}</ContainsWort>
  <!-- EN: Contains {0} / {1} beer. -->
  <ContainsBeer>装有啤酒: {0} / {1}</ContainsBeer>
  <!-- EN: Contains -->
  <Contains>包含</Contains>
  <!-- EN: Fermented -->
  <Fermented>发酵完成</Fermented>
  <!-- EN: Progress: {0} ({1} left) -->
  <FermentationProgress>进度: {0}（剩余{1}）。</FermentationProgress>
  <!-- EN: Non-ideal temperature. Fermentation speed: {0} -->
  <FermentationBarrelOutOfIdealTemperature>非理想温度，发酵速度: {0}</FermentationBarrelOutOfIdealTemperature>

  <!-- TextMotes -->
  <!-- EN: Headshot -->
  <Headshot>命中头部</Headshot>
  <!-- EN: Treatment success!\n{0} chance -->
  <TextMote_TreatSuccess>治疗成功！\n{0}几率</TextMote_TreatSuccess>
  <!-- EN: Treatment failed\n{0} chance -->
  <TextMote_TreatFailed>治疗失败\n{0}几率</TextMote_TreatFailed>
  <!-- EN: Harvest\nbotched -->
  <TextMote_HarvestFailed>收获\n失败</TextMote_HarvestFailed>
  <!-- EN: Yield\nwasted -->
  <TextMote_YieldWasted>产出\n浪费</TextMote_YieldWasted>
  <!-- EN: Product\nwasted -->
  <TextMote_ProductWasted>产物\n浪费</TextMote_ProductWasted>
  <!-- EN: Recruit failed!\n{0} chance -->
  <TextMote_RecruitFail>招募失败\n{0}几率</TextMote_RecruitFail>
  <!-- EN: Resistance\n{0} to {1} -->
  <TextMote_ResistanceReduced>抵抗\n{0}到{1}</TextMote_ResistanceReduced>
  <!-- EN: Tame failed\n{0} chance -->
  <TextMote_TameFail>驯服失败\n{0}几率</TextMote_TameFail>
  <!-- EN: Tamed! -->
  <TextMote_TameSuccess>驯服成功！</TextMote_TameSuccess>
  <!-- EN: Failed training: {0}\n{1} chance -->
  <TextMote_TrainFail>训练失败: {0}\n{1}几率</TextMote_TrainFail>
  <!-- EN: Trained: {0}\n{1} chance -->
  <TextMote_TrainSuccess>训练成功: {0}\n{1}几率</TextMote_TrainSuccess>
  <!-- EN: Repair\nbotched -->
  <TextMote_FixBrokenDownBuildingFail>修复失败</TextMote_FixBrokenDownBuildingFail>
  <!-- EN: Construction\nbotched -->
  <TextMote_ConstructionFail>建造失败</TextMote_ConstructionFail>
  <!-- EN: Dodge -->
  <TextMote_Dodge>闪避</TextMote_Dodge>
  <!-- EN: Immune -->
  <TextMote_Immune>免疫</TextMote_Immune>
  <!-- EN: {0} tended -->
  <TextMote_Tended>{0}已治疗</TextMote_Tended>
  <!-- EN: level {0} -->
  <TextMote_SkillUp>等级{0}</TextMote_SkillUp>
  <!-- EN: low mood -->
  <lowMood>心情低落</lowMood>
  <!-- EN: low opinion -->
  <lowOpinion>看法低下</lowOpinion>

  <!-- Areas -->
  <!-- EN: Home -->
  <Home>居住区</Home>
  <!-- EN: Build roof -->
  <BuildRoof>屋顶区</BuildRoof>
  <!-- EN: No roof -->
  <NoRoof>露天区</NoRoof>
  <!-- EN: Snow clear -->
  <SnowClear>除雪区</SnowClear>
  <!-- EN: Area {0} -->
  <AreaDefaultLabel>活动区 {0}</AreaDefaultLabel>
  <!-- EN: Unrestricted -->
  <NoAreaAllowed>无限制</NoAreaAllowed>
  <!-- EN: New area -->
  <NewArea>新建活动区</NewArea>
  <!-- EN: Invert -->
  <InvertArea>反向选择</InvertArea>

  <!-- Animal pens -->
  <!-- EN: Unenclosed -->
  <PenUnenclosedLabel>未封闭</PenUnenclosedLabel>
  <!-- EN: open door -->
  <PenOpenDoorLabel>敞开大门</PenOpenDoorLabel>
  <!-- EN: Rename pen -->
  <RenameAnimalPen>重命名畜栏</RenameAnimalPen>
  <!-- EN: Pen marker {0} -->
  <AnimalPenMarkerDefaultLabel>畜栏 {0}</AnimalPenMarkerDefaultLabel>
  <!-- EN: In pen -->
  <InPen>在畜栏内</InPen>
  <!-- EN: not in a pen -->
  <Unpenned>不在畜栏内</Unpenned>
  <!-- EN: Animal pens can be created by building a pen marker inside an enclosed area. Your handlers will bring animals to an appropriate pen. Pens can be enclosed with fences, barricades, walls, and doors. -->
  <UnpennedTooltip>可以通过在一个封闭的区域内建立一个畜栏标牌来创建畜栏。你的饲养员会把动物带到一个合适的畜栏。畜栏可以用栅栏、路障、墙壁和门围起来。</UnpennedTooltip>
  <!-- EN: Roped by -->
  <RopedByPawn>牵引于</RopedByPawn>
  <!-- EN: Roped to -->
  <RopedToThing>牵引至</RopedToThing>
  <!-- EN: Roped to spot. -->
  <RopedToSpot>牵引至区域</RopedToSpot>
  <!-- EN: Pen size -->
  <PenSizeLabel>畜栏尺寸</PenSizeLabel>
  <!-- EN: Very small pen -->
  <PenSizeDesc_VerySmall>非常小</PenSizeDesc_VerySmall>
  <!-- EN: Small pen -->
  <PenSizeDesc_Small>小畜栏</PenSizeDesc_Small>
  <!-- EN: Medium-sized pen -->
  <PenSizeDesc_Medium>中等畜栏</PenSizeDesc_Medium>
  <!-- EN: Large pen -->
  <PenSizeDesc_Large>大畜栏</PenSizeDesc_Large>
  <!-- EN: Not enclosed - build fences -->
  <PenSizeDesc_Unenclosed>未封闭——建造栅栏</PenSizeDesc_Unenclosed>
  <!-- EN: {ANIMALDEF_label} capacity -->
  <PenCapacityDesc>{ANIMALDEF_label}容量</PenCapacityDesc>
  <!-- EN: Example animals -->
  <PenExampleAnimals>例如</PenExampleAnimals>


  <!-- Control -->
  <!-- EN: Cannot order characters you do not control. -->
  <CannotOrderNonControlled>无法命令不由你操控的角色。</CannotOrderNonControlled>
  <!-- EN: {1_labelShort} is incapable of violence. -->
  <IsIncapableOfViolence>{1_labelShort}无法进行暴力行为。</IsIncapableOfViolence>
  <!-- EN: incapable of violence -->
  <IsIncapableOfViolenceShort>无暴力能力</IsIncapableOfViolenceShort>
  <!-- EN: {1_labelShort} is not drafted. -->
  <IsNotDrafted>{1_labelShort}尚未被征召。</IsNotDrafted>
  <!-- EN: {PAWN_nameDef} cannot use ranged weapons due to {PAWN_possessive} {APPAREL_label}. -->
  <ApparelPreventsShooting>{PAWN_nameDef}由于{PAWN_possessive}{APPAREL_label}不能使用远程武器。</ApparelPreventsShooting>

  <!-- Snow -->
  <!-- EN: No snow -->
  <SnowNone>无积雪</SnowNone>
  <!-- EN: Snow (dusting) -->
  <SnowDusting>雪（极薄）</SnowDusting>
  <!-- EN: Snow (thin) -->
  <SnowThin>雪（薄）</SnowThin>
  <!-- EN: Snow (medium) -->
  <SnowMedium>雪（中）</SnowMedium>
  <!-- EN: Snow (thick) -->
  <SnowThick>雪（厚）</SnowThick>

  <!-- Turrets -->
  <!-- EN: Installed -->
  <GunInstalled>已安装</GunInstalled>
  <!-- EN: Minimum range -->
  <MinimumRange>最小距离</MinimumRange>
  <!-- EN: Can fire in -->
  <CanFireIn>剩余冷却时间</CanFireIn>
  <!-- EN: Cannot fire -->
  <CannotFire>无法开火</CannotFire>
  <!-- EN: roofed -->
  <Roofed>有屋顶</Roofed>
  <!-- EN: Shell loaded: {1_label} -->
  <ShellLoaded>炮弹已上膛: {1_label}</ShellLoaded>
  <!-- EN: Not loaded -->
  <ShellNotLoaded>炮弹未上膛</ShellNotLoaded>

  <!-- Job reports -->
  <!-- EN: hauling {THING_label} to {DESTINATION}. -->
  <ReportHaulingTo>正在搬运{THING_label}至{DESTINATION}。</ReportHaulingTo>
  <!-- EN: burying {THING_label} in {DESTINATION}. -->
  <ReportHaulingToGrave>正在将{THING_label}埋入{DESTINATION}。</ReportHaulingToGrave>
  <!-- EN: hauling {1_label}. -->
  <ReportHauling>正在搬运{1_label}。</ReportHauling>
  <!-- EN: hauling. -->
  <ReportHaulingUnknown>正在搬运。</ReportHaulingUnknown>
  <!-- EN: sleeping. -->
  <ReportSleeping>睡眠中。</ReportSleeping>
  <!-- EN: resting. -->
  <ReportResting>休息中。</ReportResting>
  <!-- EN: laying down. -->
  <ReportLayingDown>躺下。</ReportLayingDown>
  <!-- EN: watching the sunrise. -->
  <WatchingSunrise>看日出。</WatchingSunrise>
  <!-- EN: cloudwatching. -->
  <CloudWatching>看云彩。</CloudWatching>
  <!-- EN: watching the sunset. -->
  <WatchingSunset>看日落。</WatchingSunset>
  <!-- EN: stargazing. -->
  <Stargazing>眺望星空。</Stargazing>
  <!-- EN: watching the eclipse. -->
  <WatchingEclipse>看日食。</WatchingEclipse>
  <!-- EN: watching the aurora. -->
  <WatchingAurora>看极光。</WatchingAurora>
  <!-- EN: using {0} on {1}. -->
  <UsingVerb>对{1}使用{0}。</UsingVerb>
  <!-- EN: using {0}. -->
  <UsingVerbNoTarget>正在使用{0}。</UsingVerbNoTarget>
  <!-- EN: area -->
  <AreaLower>区域</AreaLower>
  <!-- EN: cowering. -->
  <ReportCowering>畏缩。</ReportCowering>
  <!-- EN: standing. -->
  <ReportStanding>站立。</ReportStanding>
  <!-- EN: extinguishing fire. -->
  <ReportExtinguishingFire>正在扑灭火焰。</ReportExtinguishingFire>
  <!-- EN: extinguishing fire on {TARGET_label}. -->
  <ReportExtinguishingFireOn>正在扑灭{TARGET_label}上的火焰。</ReportExtinguishingFireOn>
  <!-- EN: digging up corpse. -->
  <ReportDiggingUpCorpse>正在挖出尸体。</ReportDiggingUpCorpse>

  <!-- Lord job reports -->
  <!-- EN: Attending marriage ceremony -->
  <LordReportAttendingMarriageCeremony>正在参加婚礼。</LordReportAttendingMarriageCeremony>
  <!-- EN: Attending party -->
  <LordReportAttendingParty>正在参加聚会。</LordReportAttendingParty>
  <!-- EN: Attending concert -->
  <LordReportAttendingConcert>正在参加音乐会。</LordReportAttendingConcert>
  <!-- EN: Holding a concert -->
  <LordReportHoldingConcert>正在开音乐会。</LordReportHoldingConcert>
  <!-- EN: Giving a speech -->
  <LordReportGivingSpeech>正在发表演讲</LordReportGivingSpeech>
  <!-- EN: Listening to {ORGANIZER_labelShort}'s speech -->
  <LordReportListeningSpeech>正在听{ORGANIZER_labelShort}的演讲</LordReportListeningSpeech>
  <!-- EN: Forming caravan -->
  <LordReportFormingCaravan>正在组建远行队。</LordReportFormingCaravan>

  <!-- Shooting report -->
  <!-- EN: Weapon miss radius -->
  <WeaponMissRadius>武器误差半径</WeaponMissRadius>
  <!-- EN: Shooter -->
  <ShootReportShooterAbility>射击者</ShootReportShooterAbility>
  <!-- EN: Weapon -->
  <ShootReportWeapon>武器</ShootReportWeapon>
  <!-- EN: Darkness -->
  <Darkness>黑暗</Darkness>
  <!-- EN: Target lying down -->
  <TargetProne>目标卧倒</TargetProne>
  <!-- EN: Target size -->
  <TargetSize>目标大小</TargetSize>
  <!-- EN: Weather -->
  <Weather>天气</Weather>
  <!-- EN: Cover -->
  <ShootingCover>掩体</ShootingCover>
  <!-- EN: {COVER_label} stops {1} -->
  <CoverThingBlocksPercentOfShots>{COVER_label}阻挡{1}</CoverThingBlocksPercentOfShots>
  <!-- EN: no cover -->
  <NoCoverLower>无掩体</NoCoverLower>
  <!-- EN: Execution -->
  <Execution>处决</Execution>

  <!-- Generated recipes -->
  <!-- EN: make {0} -->
  <RecipeMake>制作{0}</RecipeMake>
  <!-- EN: Make {0}. -->
  <RecipeMakeDescription>制作{0}。</RecipeMakeDescription>
  <!-- EN: Making {0}. -->
  <RecipeMakeJobString>正在制作{0}。</RecipeMakeJobString>
  <!-- EN: administer {0} -->
  <RecipeAdminister>施用{0}</RecipeAdminister>
  <!-- EN: Administering {0}. -->
  <RecipeAdministerJobString>正在施用{0}。</RecipeAdministerJobString>
  <!-- EN: teetotaler will be unhappy -->
  <TeetotalerUnhappy>成瘾品厌恶者会变得不满</TeetotalerUnhappy>
  <!-- EN: body purist will be unhappy -->
  <ProsthophobeUnhappy>纯粹主义会变得不满</ProsthophobeUnhappy>

  <!-- Thoughts -->
  <!-- EN: Expires in: {0} -->
  <ThoughtExpiresIn>消逝时间: {0}</ThoughtExpiresIn>
  <!-- EN: thought disabled by -->
  <ThoughtNullifiedBy>想法禁用</ThoughtNullifiedBy>
  <!-- EN: Starts expiring in: {0} -->
  <ThoughtStartsExpiringIn>消逝开始时间: {0}</ThoughtStartsExpiringIn>
  <!-- EN: Finishes expiring in: {0} -->
  <ThoughtFinishesExpiringIn>消逝结束时间: {0}</ThoughtFinishesExpiringIn>
  <!-- EN: Extreme break threshold -->
  <MentalBreakThresholdExtreme>重度精神崩溃临界值</MentalBreakThresholdExtreme>
  <!-- EN: Major break threshold -->
  <MentalBreakThresholdMajor>中度精神崩溃临界值</MentalBreakThresholdMajor>
  <!-- EN: Minor break threshold -->
  <MentalBreakThresholdMinor>轻度精神崩溃临界值</MentalBreakThresholdMinor>

  <!-- Pawn info readout -->
  <!-- EN: {PAWN_gender} {1} -->
  <PawnMainDescGendered>{PAWN_gender}{1}</PawnMainDescGendered>
  <!-- EN: {0} of {1} -->
  <PawnMainDescFactionedWrap>来自{1}的{0}</PawnMainDescFactionedWrap>
  <!-- EN: {0} in {1} -->
  <PawnTitleDescWrap>{1}中的{0}</PawnTitleDescWrap>
  <!-- EN: {0} under {1} -->
  <PawnMainDescUnderFactionedWrap>{1}下属的{0}</PawnMainDescUnderFactionedWrap>
  <!-- EN: {0} under {1}\nHome faction: {2} -->
  <PawnMainDescTempFactionedWrap>{1}下属的{0}\n原派系：{2}</PawnMainDescTempFactionedWrap>
  <!-- EN: {2_lifeStageAdjective} {0} -->
  <PawnMainDescLifestageWrap>{2_lifeStageAdjective} {0}</PawnMainDescLifestageWrap>
  <!-- EN: Faction -->
  <Faction>派系</Faction>
  <!-- EN: The faction {PAWN_labelShort} currently belongs to. -->
  <FactionDesc>{PAWN_labelShort}当前所属派系。</FactionDesc>
  <!-- EN: The faction {PAWN_labelShort} originally belongs to. -->
  <ExtraFactionDesc>{PAWN_labelShort}的原属派系。</ExtraFactionDesc>
  <!-- EN: Equipped -->
  <Equipped>装备</Equipped>
  <!-- EN: nothing -->
  <EquippedNothing>（无）</EquippedNothing>
  <!-- EN: Dead -->
  <Dead>死亡</Dead>
  <!-- EN: Unconscious -->
  <Unconscious>失去知觉</Unconscious>
  <!-- EN: In shock due to pain -->
  <PainShock>因疼痛而休克</PainShock>
  <!-- EN: Pain shock -->
  <PainShockShort>疼痛休克</PainShockShort>
  <!-- EN: Incapacitated -->
  <Incapacitated>无法行动</Incapacitated>
  <!-- EN: In restraints (slowed) -->
  <InRestraints>关押中（速度减慢）</InRestraints>
  <!-- EN: Carrying -->
  <Carrying>携带</Carrying>
  <!-- EN: Affected by: -->
  <AffectedBy>受到以下影响: </AffectedBy>
  <!-- EN: Queued -->
  <Queued>等待处理</Queued>
  <!-- EN: State -->
  <State>状态</State>
  <!-- EN: stun -->
  <StunLower>击昏</StunLower>

  <!-- Inspector general stuff -->
  <!-- EN: Select next thing in same square.\n\n(*SectionTitle)Shortcut key:(/SectionTitle) {0}\n\nYou can also do this by slowly clicking the same square again. -->
  <SelectNextInSquareTip>选择当前单元格内的下一件东西。\n\n(*SectionTitle)快捷键: (/SectionTitle){0}\n\n你也可用鼠标左键慢速重复点击同个单元格来选择下一件物品。</SelectNextInSquareTip>
  <!-- EN: View information. -->
  <DefInfoTip>查看信息。</DefInfoTip>

  <!-- Hostility response -->
  <!-- EN: Change how this person will react to nearby enemies when not drafted. -->
  <HostilityReponseTip>此人未被征召时遭遇敌人后的反应。</HostilityReponseTip>
  <!-- EN: Current mode -->
  <HostilityResponseCurrentMode>当前模式</HostilityResponseCurrentMode>

  <!-- like 'Blood of John' -->
  <!-- EN: of -->
  <OfLower>来自</OfLower>

  <!-- Power readout -->
  <!-- EN: Not connected to power. -->
  <PowerNotConnected>未接入电网。</PowerNotConnected>
  <!-- EN: Grid excess/stored: {0} W / {1} Wd -->
  <PowerConnectedRateStored>电网功率/蓄电: {0} W / {1} Wd</PowerConnectedRateStored>
  <!-- EN: Power needed -->
  <PowerNeeded>电力消耗</PowerNeeded>
  <!-- EN: Power output -->
  <PowerOutput>电力输出</PowerOutput>
  <!-- EN: Stored -->
  <PowerBatteryStored>蓄电</PowerBatteryStored>
  <!-- EN: Efficiency -->
  <PowerBatteryEfficiency>蓄电效率</PowerBatteryEfficiency>
  <!-- EN: Self-discharging -->
  <SelfDischarging>自放电</SelfDischarging>

  <!-- Temperature control -->
  <!-- EN: Target temperature -->
  <TargetTemperature>目标温度</TargetTemperature>
  <!-- EN: Current power use -->
  <PowerConsumptionMode>当前能耗</PowerConsumptionMode>
  <!-- EN: high -->
  <PowerConsumptionHigh>高</PowerConsumptionHigh>
  <!-- EN: low -->
  <PowerConsumptionLow>低</PowerConsumptionLow>

  <!-- Temperature readout -->
  <!-- EN: Indoors -->
  <Indoors>室内</Indoors>
  <!-- EN: Unroofed -->
  <IndoorsUnroofed>室内（露天）</IndoorsUnroofed>
  <!-- EN: Outdoors -->
  <Outdoors>室外</Outdoors>

  <!-- Rotting -->
  <!-- EN: Fresh -->
  <RotStateFresh>新鲜</RotStateFresh>
  <!-- EN: Rotting -->
  <RotStateRotting>腐烂中</RotStateRotting>
  <!-- EN: Dessicated -->
  <RotStateDessicated>已风干</RotStateDessicated>
  <!-- EN: Frozen (won't spoil) -->
  <CurrentlyFrozen>冷冻（不会腐烂）</CurrentlyFrozen>
  <!-- EN: Refrigerated (spoils in {0}) -->
  <CurrentlyRefrigerated>冷藏（于{0}后腐烂）</CurrentlyRefrigerated>
  <!-- EN: Not refrigerated (spoils in {0}) -->
  <NotRefrigerated>未冷藏（于{0}后腐烂）</NotRefrigerated>
  <!-- EN: over a decade -->
  <OverADecade>超过10年</OverADecade>
  <!-- EN: less than a day -->
  <LessThanADay>少于1天</LessThanADay>

  <!-- Shooting tooltip -->
  <!-- EN: Shot by {1_labelShort} -->
  <ShotBy>被{1_labelShort}击中几率</ShotBy>
  <!-- EN: Cannot hit target. -->
  <CannotHit>无法击中目标。</CannotHit>
  <!-- EN: Manhunter chance per hit -->
  <ManhunterPerHit>每击暴走率</ManhunterPerHit>

  <!-- Meal -->
  <!-- EN: Ingredients -->
  <Ingredients>原料</Ingredients>
  <!-- EN: only stacks with similar meals -->
  <OnlyStacksWithCompatibleMeals>只能与类似的食物堆叠</OnlyStacksWithCompatibleMeals>

  <!-- Plants -->
  <!-- EN: {0} grown -->
  <PercentGrowth>已生长{0}</PercentGrowth>
  <!-- EN: Growth rate -->
  <GrowthRate>生长速率</GrowthRate>
  <!-- EN: Fully grown in {0} of growth. -->
  <FullyGrownIn>于{0}后成熟</FullyGrownIn>
  <!-- EN: Needs light level -->
  <PlantNeedsLightLevel>需要光照</PlantNeedsLightLevel>
  <!-- EN: Resting -->
  <PlantResting>休眠中</PlantResting>
  <!-- EN: Non-ideal temperature. Temperature growth multiplier: {0}% -->
  <OutOfIdealTemperatureRange>非理想温度（生长速度乘数: {0}%）</OutOfIdealTemperatureRange>
  <!-- EN: Non-ideal temperature. Not growing. -->
  <OutOfIdealTemperatureRangeNotGrowing>非理想温度（停止生长）</OutOfIdealTemperatureRangeNotGrowing>
  <!-- EN: Ready to harvest. -->
  <ReadyToHarvest>可收获</ReadyToHarvest>
  <!-- EN: Mature. -->
  <Mature>成熟</Mature>
  <!-- EN: Growing period -->
  <OutdoorGrowingPeriod>生长期</OutdoorGrowingPeriod>
  <!-- EN: Never -->
  <NoGrowingPeriod>无</NoGrowingPeriod>
  <!-- EN: Year-round -->
  <GrowYearRound>全年</GrowYearRound>
  <!-- EN: Growing season here now. -->
  <GrowSeasonHereNow>当前季节可种植。</GrowSeasonHereNow>
  <!-- EN: Cannot grow (bad seasonal temperature). -->
  <CannotGrowBadSeasonTemperature>无法种植（季节温度不适宜）。</CannotGrowBadSeasonTemperature>
  <!-- EN: Blighted -->
  <Blighted>已枯萎</Blighted>
  <!-- EN: Dying because exposed to light -->
  <DyingBecauseExposedToLight>由于暴露在光照中即将死亡。</DyingBecauseExposedToLight>
  <!-- EN: Cut now -->
  <AutoCutNow>现在割除</AutoCutNow>
  <!-- EN: harvesting -->
  <HarvestGerund>收割</HarvestGerund>
  <!-- EN: cutting -->
  <CutGerund>割除</CutGerund>

  <!-- Zones -->
  <!-- EN: Zone -->
  <Zone>活动区</Zone>
  <!-- EN: Growing zone -->
  <GrowingZone>种植区</GrowingZone>
  <!-- EN: Stockpile zone -->
  <Stockpile>储存区</Stockpile>
  <!-- EN: Dumping stockpile zone -->
  <DumpingStockpile>垃圾储存区</DumpingStockpile>
  <!-- EN: Priority -->
  <Priority>优先级</Priority>
  <!-- EN: Clear all -->
  <ClearAll>全部清除</ClearAll>
  <!-- EN: Allow all -->
  <AllowAll>全部允许</AllowAll>

  <!-- ThingFilter -->
  <!-- EN: {0} hit points -->
  <HitPoints>{0}耐久度</HitPoints>
  <!-- EN: any quality -->
  <AnyQuality>任意质量</AnyQuality>
  <!-- EN: {0} only -->
  <OnlyQuality>仅{0}</OnlyQuality>

  <!-- Mouseover indicator -->
  <!-- EN: Undiscovered -->
  <Undiscovered>未探索</Undiscovered>

  <!-- Buttons -->
  <!-- EN: Toggle visibility of the learning helper when it is empty.\n\nThe learning helper is always visible if there is a concept activated to be learned. This toggle makes it disappear when no concept is active. -->
  <ShowLearningHelperWhenEmptyToggleButton>开关始终显示教学助手。\n\n当没有需要学习的新教程时，教学助手会自动隐藏。开启后，将在学习完所有教程之后继续显示教学助手。</ShowLearningHelperWhenEmptyToggleButton>
  <!-- EN: Toggle visiblity of zones. -->
  <ZoneVisibilityToggleButton>开关区域显示。</ZoneVisibilityToggleButton>
  <!-- EN: Toggle the beauty display.\n\nDisplays the beauty of the world as would be perceived by a character standing where the mouse is pointing. -->
  <ShowBeautyToggleButton>开关美观度显示。\n\n显示位于鼠标所指地点的人物将感知到的世界美观度。</ShowBeautyToggleButton>
  <!-- EN: Toggle room stats display.\n\nDisplays room stats of the room where the mouse is pointing. -->
  <ShowRoomStatsToggleButton>开关房间状态显示。\n\n显示鼠标所指地点所在房间的房间状态。</ShowRoomStatsToggleButton>
  <!-- EN: Toggle colonist bar.\n\nDisplays icons and basic status for all colonists along the top of the screen.\n\nYou can reorder the colonists in the colonist bar by right-click and dragging them. -->
  <ShowColonistBarToggleButton>开关殖民者头像条显示。\n\n开启后，在屏幕上方显示所有殖民者的头像和当前状态。</ShowColonistBarToggleButton>
  <!-- EN: Toggle automatically expanding the home area around new constructions. -->
  <AutoHomeAreaToggleButton>开关自动添加居住区\n\n开启后，将自动在新建造的建筑附近添加居住区。</AutoHomeAreaToggleButton>
  <!-- EN: Toggle automatic rebuild of destroyed structures in the home area. -->
  <AutoRebuildButton>开关自动重建被毁建筑。</AutoRebuildButton>
  <!-- EN: Toggle categorized mode on the resource readout. -->
  <CategorizedResourceReadoutToggleButton>开关资源分类显示\n\n开启后，将资源显示按照其所属类型分类显示。</CategorizedResourceReadoutToggleButton>
  <!-- EN: Toggle displaying animal names for tame named animals. -->
  <ShowAnimalNamesToggleButton>开关已驯服动物名称显示。</ShowAnimalNamesToggleButton>
  <!-- EN: Toggle visibility of roofs. -->
  <ShowRoofOverlayToggleButton>开关屋顶区显示。</ShowRoofOverlayToggleButton>
  <!-- EN: Toggle fertility overlay.\n\nThis shows how fertile the ground is, which affects what kinds of plants can grow and how fast they grow. -->
  <ShowFertilityOverlayToggleButton>开关肥沃度显示。\n\n肥沃度反映了哪些植物可以生长，以及它们生长的速度。</ShowFertilityOverlayToggleButton>
  <!-- EN: Toggle visibility of terrain affordance.\n\nThis relates to what kinds of building can be constructed at each location.\n\nFor example, some types of ground only accept light or medium buildings, but not heavy ones. Bridges can only be built on water. -->
  <ShowTerrainAffordanceOverlayToggleButton>开关地形支持能力显示。\n\n地形支持能力反映了每个位置适合建造什么样的建筑。\n\n例如，某些类型的地面仅支持轻型或中型建筑物，而不支持重型建筑物。桥梁只能在水上建造。</ShowTerrainAffordanceOverlayToggleButton>
  <!-- EN: Lock the rotation of the camera so the north pole is always up. -->
  <LockNorthUpToggleButton>锁定镜头旋转以保持北极始终处在顶部。</LockNorthUpToggleButton>
  <!-- EN: Toggle day/night lighting on the planet view. -->
  <UsePlanetDayNightSystemToggleButton>在星球地图开关日夜光照系统。</UsePlanetDayNightSystemToggleButton>
  <!-- EN: Toggle displaying expanding icons instead of the regular icons for distant objects. -->
  <ShowExpandingIconsToggleButton>开关显示扩展图标，代替远距离对象的常规图标。</ShowExpandingIconsToggleButton>
  <!-- EN: Toggle visibility of names of landforms. -->
  <ShowWorldFeaturesToggleButton>开关地形名称的可见性。</ShowWorldFeaturesToggleButton>

  <!-- Fire -->
  <!-- EN: fire on {1_label} -->
  <FireOn>{1_label}上的火焰</FireOn>
  <!-- EN: Burning -->
  <Burning>燃烧中</Burning>
  <!-- EN: fire size {0} -->
  <FireSizeLower>火焰大小: {0}</FireSizeLower>

  <!-- Game conditions -->
  <!-- EN: Special conditions affecting the area right now. -->
  <GameConditionsTip>目前正在影响此区域的的特殊状态。</GameConditionsTip>
  <!-- EN: time left -->
  <TimeLeft>剩余时间</TimeLeft>
  <!-- EN: impact date -->
  <ImpactDate>撞击日期</ImpactDate>
  <!-- EN: Source unknown. -->
  <SourceUnknown>来源未知</SourceUnknown>
  <!-- EN: Click to jump to the source. -->
  <ClickToJumpToSource>点击以跳转至来源。</ClickToJumpToSource>
  <!-- EN: Click to jump to the flashstorm. -->
  <ClickToJumpToFlashstorm>点击以跳转至闪电风暴。</ClickToJumpToFlashstorm>
  <!-- EN: Caused by quest: {0} -->
  <CausedByQuest>由任务引起：{0}</CausedByQuest>

  <!-- Building placement -->
  <!-- EN: You have no usable materials from which to build this. -->
  <NoStuffsToBuildWith>你缺少建造此建筑所需要的材料。</NoStuffsToBuildWith>

  <!-- Building placement restricters -->
  <!-- EN: {0} will have work speed penalty -->
  <WillGetWorkSpeedPenalty>{0}将有工作速度惩罚</WillGetWorkSpeedPenalty>
  <!-- EN: Cannot be placed under a roof. -->
  <MustPlaceUnroofed>无法放置于屋顶下。</MustPlaceUnroofed>
  <!-- EN: Must be placed under thick roof. -->
  <MustPlaceUnderThickRoof>必须放置在厚岩顶下。</MustPlaceUnderThickRoof>
  <!-- EN: Must place with head attached to ship structural beam. -->
  <MustPlaceHeadOnShipBeam>必须放置于飞船结构梁两端。</MustPlaceHeadOnShipBeam>
  <!-- EN: Must be placed next to something that needs a hopper. -->
  <MustPlaceNextToHopperAccepter>必须紧挨着放置于需要进料口的设备旁边。</MustPlaceNextToHopperAccepter>
  <!-- EN: Must be placed directly on a steam geyser. -->
  <MustPlaceOnSteamGeyser>必须直接放置于蒸汽间歇喷泉上。</MustPlaceOnSteamGeyser>
  <!-- EN: Both the hot and cold sides of the cooler must be exposed. -->
  <MustPlaceCoolerWithFreeSpaces>制冷机的热端和冷端都不能被阻塞。</MustPlaceCoolerWithFreeSpaces>
  <!-- EN: Both the sides must be exposed for air to pass through. -->
  <MustPlaceVentWithFreeSpaces>通风孔两端都不能被阻塞，以便空气流通。</MustPlaceVentWithFreeSpaces>
  <!-- EN: Must be placed with standable space on all sides. -->
  <MustPlaceAdjacentStandable>必须放置于四周空旷的位置。</MustPlaceAdjacentStandable>
  <!-- EN: Must be placed next to a pod launcher's fueling port. -->
  <MustPlaceNearFuelingPort>必须紧挨着放置于运输舱发射器的燃料供给端旁边。</MustPlaceNearFuelingPort>
  <!-- EN: Must be placed on drillable resources. -->
  <MustPlaceOnDrillable>必须放在能钻取的资源上。</MustPlaceOnDrillable>
  <!-- EN: Cannot be placed next to traps. -->
  <CannotPlaceAdjacentTrap>不能放在陷阱周围</CannotPlaceAdjacentTrap>
  <!-- EN: Cannot be placed next to another building of the same type. -->
  <CannotPlaceAdjacentSameDef>不能放在另一个同类型的建筑旁边。</CannotPlaceAdjacentSameDef>

  <!-- Wind Turbine -->
  <!-- EN: Blocked by -->
  <WindTurbine_WindPathIsBlockedBy>被该物品遮挡: </WindTurbine_WindPathIsBlockedBy>
  <!-- EN: Blocked by roof -->
  <WindTurbine_WindPathIsBlockedByRoof>被屋顶遮挡</WindTurbine_WindPathIsBlockedByRoof>

  <!-- Watermill generator -->
  <!-- EN: Flow reduced: Turbulence from other watermill -->
  <Watermill_WaterUsedTwice>流量下降：来自其他水车的湍流</Watermill_WaterUsedTwice>

  <!-- Cryptosleep casket -->
  <!-- EN: Contains -->
  <CasketContains>装有</CasketContains>
  <!-- EN: Warning!\n\n{PAWN_nameDef} is your last free-standing colonist! If you let {PAWN_objective} step into that casket, you may not be able to continue playing. Are you sure you want to proceed? -->
  <CasketWarning>警告！\n\n{PAWN_nameDef}是你的最后一名可自由行动的殖民者！如果{PAWN_objective}进入低温休眠舱，你将无法继续进行游戏。你确定要这样做吗？</CasketWarning>

  <!-- Ship launch report -->
  <!-- EN: Cannot launch. -->
  <ShipReportCannotLaunch>无法发射。</ShipReportCannotLaunch>
  <!-- EN: Ready for launch. -->
  <ShipReportCanLaunch>准备发射。</ShipReportCanLaunch>
  <!-- EN: Missing critical component -->
  <ShipReportMissingPart>缺少关键组件</ShipReportMissingPart>
  <!-- EN: requires -->
  <ShipReportMissingPartRequires>需要</ShipReportMissingPartRequires>
  <!-- EN: No full cryptosleep caskets -->
  <ShipReportNoFullPods>缺少装有乘员的低温休眠舱</ShipReportNoFullPods>
  <!-- EN: Hibernating component -->
  <ShipReportHibernating>休眠组件</ShipReportHibernating>
  <!-- EN: Component not yet ready -->
  <ShipReportNotReady>组件还未就绪</ShipReportNotReady>
  <!-- EN: (*Name)Charlon Whitestone(/Name) is ready to begin the reactor's hibernation recovery sequence.\n\nHe warns you that the process will take about 15 days, and the energy signature will be detectable from a long distance away.\n\nThis sort of energy signature indicates interstellar flight capability, and will attract gangs of desperate raiders and swarms of deadly mechanoids.\n\nYou will be assaulted with an intensity you've never seen. Make sure your defenses are prepared first. -->
  <HibernateWarning>(*Name)沙隆·白石(/Name)准备开始反应堆的休眠唤醒程序。\n\n他警告称启动进程将会耗费大约15天，并且在很远距离外就能侦测到能量特征。这类能量特征表示具备星际飞行能力，并将吸引一群绝望的袭击者和寻宝猎人。确保第一时间做好防御。</HibernateWarning>
  <!-- EN: The reactor is ready to power up.\n\nThe process will take about 15 days, and the energy signature will be detectable from a long distance away. This sort of energy signature indicates interstellar flight capability, and will attract gangs of desperate raiders and swarms of deadly mechanoids.\n\nYou will be assaulted with an intensity you've never seen. Make sure your defenses are prepared first. -->
  <HibernateWarningStandalone>反应炉已准备好启动。\n\n启动进程将会耗费大约15天，并且在很远距离外就能侦测到能量特征。这类能量特征表示具备星际飞行能力，并将吸引一群绝望的袭击者和寻宝猎人。确保第一时间做好防御。</HibernateWarningStandalone>
  <!-- EN: (*Name)Charlon Whitestone(/Name) is ready to begin the reactor's hibernation recovery sequence. He warns you that the process will take about 15 days. -->
  <HibernateWarningPacifist>(*Name)沙隆·白石(/Name)准备开始反应堆的休眠唤醒程序。他警告称此进程将耗费大约15天。</HibernateWarningPacifist>
  <!-- EN: The reactor is ready to power up. The process will take about 15 days. -->
  <HibernateWarningStandalonePacifist>反应炉已准备好启动。此进程将耗费大约15天。</HibernateWarningStandalonePacifist>

  <!-- Neurotrainer -->
  <!-- EN: skilltrainer ({0}) -->
  <SkillNeurotrainerLabel>技能训练器 ({0}) </SkillNeurotrainerLabel>
  <!-- EN: Use skilltrainer to learn {0} -->
  <SkillNeurotrainerUseLabel>使用技能训练器学习{0}</SkillNeurotrainerUseLabel>
  <!-- EN: A one-use super-dose of mechanites which trains a specific skill.\n\nThe dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed. -->
  <SkillNeurotrainerDescription>为训练特定技能而准备的一次性超级药剂纳米机器人。这种药剂通过眼眶给药。一旦释放进入大脑，纳米机器人会迅速提升特定区域内的学科技能，将其自身转换为所需的神经组织。</SkillNeurotrainerDescription>
  <!-- EN: {USER_labelShort} used {1} neurotrainer to go from level {2} to level {3}. -->
  <SkillNeurotrainerUsed>{USER_labelShort}使用技能训练器将{1}技能从{2}级升至{3}级。</SkillNeurotrainerUsed>

  <!-- Minification -->
  <!-- EN: Installed -->
  <Installed>已安装</Installed>
  <!-- EN: Not installed -->
  <NotInstalled>未安装</NotInstalled>
  <!-- EN: Extracted tree will die in {time} unless replanted. -->
  <MinifiedTreeWillDieIn>除非重新栽植，不然被掘起的树木将会在{time}死亡。</MinifiedTreeWillDieIn>

  <!-- Art -->
  <!-- EN: Title -->
  <Title>标题</Title>
  <!-- EN: Untitled -->
  <Untitled>无题</Untitled>

  <!-- Unfinished thing -->
  <!-- EN: Unfinished {0} -->
  <UnfinishedItem>{0}（未完成）</UnfinishedItem>
  <!-- EN: Unfinished {0} {1} -->
  <UnfinishedItemWithStuff>{0}{1}（未完成）</UnfinishedItemWithStuff>

  <!-- Quality -->
  <!-- EN: Quality -->
  <Quality>品质</Quality>
  <!-- EN: quality -->
  <quality>品质</quality>
  <!-- EN: An item's quality is how well-made it is. -->
  <QualityDescription>该物品的制作精良程度。</QualityDescription>
  <!-- EN: Quality: {0} -->
  <QualityIs>品质: {0}</QualityIs>

  <!-- Mood descriptions -->
  <!-- EN: mental state -->
  <Mood_MentalState>精神状态</Mood_MentalState>
  <!-- EN: about to break -->
  <Mood_AboutToBreak>即将崩溃</Mood_AboutToBreak>
  <!-- EN: on edge -->
  <Mood_OnEdge>烦躁</Mood_OnEdge>
  <!-- EN: stressed -->
  <Mood_Stressed>紧张</Mood_Stressed>
  <!-- EN: neutral -->
  <Mood_Neutral>一般</Mood_Neutral>
  <!-- EN: content -->
  <Mood_Content>满足</Mood_Content>
  <!-- EN: happy -->
  <Mood_Happy>开心</Mood_Happy>

  <!-- Game over -->
  <!-- EN: Everyone is dead or gone. This story is over.\n\nPerhaps someone else will find a use for the ruins of this place. -->
  <GameOverEveryoneDead>所有殖民者不是死亡就是离开了。这个故事结束了。\n\n这片遗迹也许在某天会帮上其他人的忙。</GameOverEveryoneDead>
  <!-- EN: At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos.\n\nPart of {0} is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes.\n\nYou did not survive. -->
  <GameOverPlanetkillerImpact>歼星武器以接近光速的速度猛烈地击中了大地，威力相当于一万亿颗氢弹同时引爆。整颗行星就像一颗被步枪命中的装满水的气球，在强劲冲击下液化并将大量自身融化的内核抛入太空。\n\n{0}的一部分变成了一条小行星带。剩余部分则是一片融化的、布满辐射的地狱景象，数公里高的行星震波在表面来回荡漾。\n\n你没能活下来。</GameOverPlanetkillerImpact>
  <!-- EN: You've launched the ship! -->
  <GameOverShipLaunchedIntro>你发射了逃生船！</GameOverShipLaunchedIntro>
  <!-- EN: Your machine persona will now try to guide the ship to a safe place. It might find a prosperous planet in this system. Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here.\n\nYou'll find out when you wake up. -->
  <GameOverShipLaunchedEnding>现在飞船AI会自动引导飞船至安全目的地。也许它会带你到本星系内的一颗繁盛星球上。或许它会花费数世纪航行至另一星系。甚至它选择在一颗小行星的冰层下沉睡几千年，等待其他人在此建设一个闪耀世界。\n\n一切只有在你醒来后才能知道。</GameOverShipLaunchedEnding>
  <!-- EN: These colonists escaped:\n\n{0} -->
  <GameOverColonistsEscaped>以下殖民者离开了:\n\n{0}</GameOverColonistsEscaped>
  <!-- EN: These colonists were left behind:\n\n{0} -->
  <GameOverColonistsLeft>以下殖民者被留下：\n\n{0}</GameOverColonistsLeft>
  <!-- EN: In memory of:\n -->
  <GameOverInMemoryOf>纪念：\n</GameOverInMemoryOf>
  <!-- EN: Keep playing -->
  <GameOverKeepPlaying>继续游戏</GameOverKeepPlaying>
  <!-- EN: Main menu -->
  <GameOverMainMenu>返回主菜单</GameOverMainMenu>

  <!-- Generic lifespan -->
  <!-- EN: Expires in: -->
  <LifespanExpiry>失效时间：</LifespanExpiry>

  <!-- Facilities -->
  <!-- EN: inactive -->
  <InactiveFacility>闲置</InactiveFacility>
  <!-- EN: Links to -->
  <FacilityPotentiallyLinkedTo>链接至</FacilityPotentiallyLinkedTo>
  <!-- EN: Not linked to a building -->
  <FacilityNoPotentialLinks>未链接</FacilityNoPotentialLinks>

  <!-- Hediffs growth modes -->
  <!-- EN: {PAWN_labelShort}'s {1} is now growing. -->
  <DiseaseGrowthModeChanged_Growing>{PAWN_labelShort}的{1}现在加重了。</DiseaseGrowthModeChanged_Growing>
  <!-- EN: {PAWN_labelShort}'s {1} is now stable. -->
  <DiseaseGrowthModeChanged_Stable>{PAWN_labelShort}的{1}现在稳定了。</DiseaseGrowthModeChanged_Stable>
  <!-- EN: {PAWN_labelShort}'s {1} is now in remission. -->
  <DiseaseGrowthModeChanged_Remission>{PAWN_labelShort}的{1}现在缓解了。</DiseaseGrowthModeChanged_Remission>

  <!-- Marriage spot -->
  <!-- EN: Usable now. -->
  <MarriageSpotUsable>当前可用。</MarriageSpotUsable>
  <!-- EN: Not usable: {0}. -->
  <MarriageSpotNotUsable>无法使用: {0}。</MarriageSpotNotUsable>
  <!-- EN: blocked -->
  <MarriageSpotNotStandable>被阻塞</MarriageSpotNotStandable>
  <!-- EN: too dangerous for {1_labelShort} -->
  <MarriageSpotDangerous>对{1_labelShort}太危险</MarriageSpotDangerous>
  <!-- EN: forbidden for {1_labelShort} -->
  <MarriageSpotForbidden>对{1_labelShort}已禁用</MarriageSpotForbidden>
  <!-- EN: reserved -->
  <MarriageSpotReserved>已被预留</MarriageSpotReserved>
  <!-- EN: unreachable for {1_labelShort} -->
  <MarriageSpotUnreachable>对{1_labelShort}无法到达</MarriageSpotUnreachable>
  <!-- EN: in prison cell -->
  <MarriageSpotInPrisonCell>位于监狱中</MarriageSpotInPrisonCell>
  <!-- EN: uncomfortable temperature -->
  <NotEnjoyableOutsideTemperature>温度不适宜</NotEnjoyableOutsideTemperature>

  <!-- Colonist bar -->
  <!-- EN: Medical rest -->
  <ActivityIconMedicalRest>休养</ActivityIconMedicalRest>
  <!-- EN: Sleeping -->
  <ActivityIconSleeping>睡眠</ActivityIconSleeping>
  <!-- EN: Fleeing -->
  <ActivityIconFleeing>逃跑</ActivityIconFleeing>
  <!-- EN: Fighting -->
  <ActivityIconAttacking>战斗</ActivityIconAttacking>
  <!-- EN: Idle -->
  <ActivityIconIdle>闲逛</ActivityIconIdle>
  <!-- EN: Burning -->
  <ActivityIconBurning>着火</ActivityIconBurning>
  <!-- EN: Forming a caravan -->
  <ActivityIconFormingCaravan>组建远行队</ActivityIconFormingCaravan>

  <!-- Maintainable -->
  <!-- EN: Due for maintenance. -->
  <DueForMaintenance>需要维护。</DueForMaintenance>
  <!-- EN: Deteriorating due to lack of maintenance. -->
  <DeterioratingDueToLackOfMaintenance>因缺乏维护而开始老化。</DeterioratingDueToLackOfMaintenance>

  <!-- Deep drill -->
  <!-- EN: Progress to next lump -->
  <ProgressToNextLump>生产进度</ProgressToNextLump>
  <!-- EN: Resource below -->
  <ResourceBelow>矿脉</ResourceBelow>
  <!-- EN: Progress to next portion -->
  <ProgressToNextPortion>进度</ProgressToNextPortion>
  <!-- EN: No resources below. -->
  <DeepDrillNoResources>下方没有资源。</DeepDrillNoResources>
  <!-- EN: Deep drill resources exhausted, drill automatically forbidden. Unforbid to begin mining of {0}. -->
  <DeepDrillExhausted>深钻资源枯竭，自动钻探被禁止。未禁止则挖掘{0}。</DeepDrillExhausted>
  <!-- EN: Deep drill resources exhausted. -->
  <DeepDrillExhaustedNoFallback>深钻资源枯竭。</DeepDrillExhaustedNoFallback>

  <!-- reloading ammo -->
  <!-- EN: Remaining charges -->
  <ChargesRemaining>剩余充能</ChargesRemaining>
  
  <!-- Learning helper -->
  <!-- EN: Learning helper -->
  <LearningHelper>教学助手</LearningHelper>
  <!-- EN: Mark as learned -->
  <MarkLearned>我学会了！</MarkLearned>
  <!-- EN: Already learned -->
  <AlreadyLearned>已学习</AlreadyLearned>
  <!-- EN: Filter -->
  <Filter>筛选</Filter>

  <!-- Compass -->
  <!-- EN: Shows the north direction. Click to rotate the camera so the north pole is up. -->
  <CompassTip>指示北方。点击以旋转镜头使北极处在上方。</CompassTip>

  <!-- World route planner -->
  <!-- EN: Click to enter the planning mode where you can plan your journey and calculate distance between waypoints. -->
  <RoutePlannerButtonTip>点击以进入规划模式，你可以规划你的行程和计算路径点之间的距离。</RoutePlannerButtonTip>
  <!-- EN: Add two or more waypoints. -->
  <RoutePlannerAddTwoOrMoreWaypoints>添加两个或更多的路径点。</RoutePlannerAddTwoOrMoreWaypoints>
  <!-- EN: Add one or more waypoints. -->
  <RoutePlannerAddOneOrMoreWaypoints>添加一个或更多的路径点。</RoutePlannerAddOneOrMoreWaypoints>
  <!-- EN: Total route time: {0} -->
  <RoutePlannerEstTimeToFinalDest>总计路程耗时: {0}</RoutePlannerEstTimeToFinalDest>
  <!-- EN: Planning mode uses the default caravan speed. Your speed may vary. -->
  <RoutePlannerUsingAverageTicksPerMoveWarning>规划模式使用默认远行队速度。实际速度可能不同。</RoutePlannerUsingAverageTicksPerMoveWarning>
  <!-- EN: Calculating for: {0} -->
  <RoutePlannerUsingTicksPerMoveOfCaravan>计算: {0}</RoutePlannerUsingTicksPerMoveOfCaravan>
  <!-- EN: Right mouse button: Add/remove waypoints. -->
  <RoutePlannerPressRMBToAddAndRemoveWaypoints>鼠标右键: 添加或移除路径点。</RoutePlannerPressRMBToAddAndRemoveWaypoints>
  <!-- EN: ESC: Exit planning mode. -->
  <RoutePlannerPressEscapeToExit>ESC键: 退出规划模式</RoutePlannerPressEscapeToExit>
  <!-- EN: ESC: Return to the caravan formation dialog. -->
  <RoutePlannerPressEscapeToReturnToCaravanFormationDialog>ESC键: 返回远行队组建对话框。</RoutePlannerPressEscapeToReturnToCaravanFormationDialog>
  <!-- EN: Est. travel time: {0} -->
  <EstimatedTimeToWaypoint>预计用时：{0}</EstimatedTimeToWaypoint>
  <!-- EN: Est. travel time (from previous waypoint): {0} -->
  <EstimatedTimeToWaypointFromPrevious>预计用时（从上个路径点计）：{0}</EstimatedTimeToWaypointFromPrevious>
  <!-- EN: Est. travel time: {0} -->
  <EstimatedTimeToTile>预计用时：{0}</EstimatedTimeToTile>
  <!-- EN: Foraged food amount -->
  <ForagedFoodAmount>已采集食物量</ForagedFoodAmount>

  <!-- Outfits -->
  <!-- EN: Anything -->
  <OutfitAnything>任意</OutfitAnything>
  <!-- EN: Worker -->
  <OutfitWorker>工人</OutfitWorker>
  <!-- EN: Soldier -->
  <OutfitSoldier>战士</OutfitSoldier>
  <!-- EN: Nudist -->
  <OutfitNudist>裸体</OutfitNudist>

  <!-- Hibernatable -->
  <!-- EN: Hibernating -->
  <HibernatableHibernating>休眠中</HibernatableHibernating>
  <!-- EN: Starting up -->
  <HibernatableStartingUp>启动中</HibernatableStartingUp>

  <!-- Transport pods -->
  <!-- EN: {0}: See available orders... -->
  <ClickToSeeAvailableOrders_WorldObject>{0}：查看可用命令……</ClickToSeeAvailableOrders_WorldObject>
  <!-- EN: See available orders... -->
  <ClickToSeeAvailableOrders_Empty>查看可用命令……</ClickToSeeAvailableOrders_Empty>
  
  <!-- Pawn tooltips -->
  <!-- EN: {0} ({1})\n{2}\n{3} -->
  <PawnTooltipWithDescAndPrimaryEquip>{0}({1})\n{2}\n{3}</PawnTooltipWithDescAndPrimaryEquip>
  <!-- EN: {0} ({1})\n{2} -->
  <PawnTooltipWithDescNoPrimaryEquip>{0}({1})\n{2}</PawnTooltipWithDescNoPrimaryEquip>
  <!-- EN: {0}\n{1}\n{2} -->
  <PawnTooltipWithPrimaryEquipNoDesc>{0}\n{1}\n{2}</PawnTooltipWithPrimaryEquipNoDesc>
  <!-- EN: {0}\n{1} -->
  <PawnTooltipNoDescNoPrimaryEquip>{0}\n{1}</PawnTooltipNoDescNoPrimaryEquip>
  <!-- EN: Neural heat: {0} / {1}\nFall rate: {2} / s ({3}s until zero) -->
  <PawnTooltipPsychicEntropyStats>心灵熵阈值：{0} / {1}\n降低速率：{2} / 秒 （{3}秒归零）</PawnTooltipPsychicEntropyStats>
  <!-- EN: Neural heat increases after using a psychic power. Surpassing the normal limit may cause a psychic breakdown lasting days.\n\nNeural heat dissipates naturally over time. This process can be accelerated by wearing eltex apparel or being in pain. -->
  <PawnTooltipPsychicEntropyDesc>心灵熵在释放心灵能力之后会增加。超过常规限制之后可能会导致持续数天的心灵崩溃。\n\n心灵熵会随着时间自然消散。这一过程可以通过穿着灵质服装或者感受苦痛来加快。</PawnTooltipPsychicEntropyDesc>
  <!-- EN: Pain boost\n\nPain focuses the mind and speeds up neural heat dissipation.\n\nPain level: {0}\nBonus to heat recovery: {1} -->
  <PawnTooltipPsychicEntropyPainFocus>疼痛激励\n\n痛苦使思想集中；同时能够加速恢复心灵熵。\n\n疼痛等级：{0}\n心灵熵恢复倍率：{1}</PawnTooltipPsychicEntropyPainFocus>
  <!-- EN: Toggle neural heat limiter. Exceeding your heat limit may cause a psychic breakdown lasting days. It won't cause permanent damage. -->
  <PawnTooltipPsychicEntropyLimit>切换心灵熵限制器。\n\n心灵熵超限制可能会导致长期的心灵崩溃，但并不会造成永久伤害。</PawnTooltipPsychicEntropyLimit>
  <!-- EN: Psyfocus: {0} -->
  <PawnTooltipPsyfocus>精神力：{0}}</PawnTooltipPsyfocus>

  <!-- Pawn tooltip description -->
  <!-- EN: {0} {1} -->
  <PawnTooltipGenderAndKindLabel>{0}{1}</PawnTooltipGenderAndKindLabel>

  <!-- Rewards -->
  <!-- EN: a {0_age}-year-old {0_title} named {0_nameDef} will arrive in a transport pod {0_relationInfoInParentheses} -->
  <Reward_Pawn_DropPod>一个名为{0_nameDef}的{0_age}岁的{0_titleIndef}将乘坐空投舱到达{0_relationInfoInParentheses}</Reward_Pawn_DropPod>
  <!-- EN: a {0_age}-year-old {0_title} named {0_nameDef} will arrive and join you {0_relationInfoInParentheses} -->
  <Reward_Pawn_WalkIn>一个名为{0_nameDef}的{0_age}岁的{0_titleIndef}将到达并加入{0_relationInfoInParentheses}</Reward_Pawn_WalkIn>
  <!-- EN: a {0_age}-year-old {0_title} named {0_nameDef} will join you {0_relationInfoInParentheses} -->
  <Reward_Pawn_Caravan>一个名为{0_nameDef}的{0_age}岁的{0_titleIndef}将加入{0_relationInfoInParentheses}</Reward_Pawn_Caravan>
  <!-- EN: transport pods with the following resources will arrive (total value {1}):
\n{0} -->
  <Reward_Items>装有以下资源的空投舱将送达（总价值 {1}）：\n\n{0}</Reward_Items>
  <!-- EN: you will receive (total value {1}):
\n{0} -->
  <Reward_Items_Caravan>你将收到（总价值 {1}）：\n\n{0}</Reward_Items_Caravan>
  <!-- EN: your faction relations with {0_name} will improve by {1} -->
  <Reward_Goodwill>你与{0_name}的派系关系将提高{1}</Reward_Goodwill>
  <!-- EN: you will be taken to the stars -->
  <Reward_PassageOffworld>你将被带到星星上</Reward_PassageOffworld>
  <!-- EN: Passage offworld -->
  <Reward_PassageOffworld_Label>前往其他世界</Reward_PassageOffworld_Label>
  <!-- EN: you can loot everything from the camp -->
  <Reward_CampLoot>你可以从这个营地劫走任何东西</Reward_CampLoot>
  <!-- EN: Camp loot -->
  <Reward_CampLoot_Label>营地洗劫</Reward_CampLoot_Label>
  <!-- EN: the visitors will work and fight for you -->
  <Reward_VisitorsHelp>访客们将为你而战</Reward_VisitorsHelp>
  <!-- EN: Visitors' help -->
  <Reward_VisitorsHelp_Label>访客帮助</Reward_VisitorsHelp_Label>
  <!-- EN: New psylink level -->
  <Reward_BestowingCeremony_Label>新的启灵等级</Reward_BestowingCeremony_Label>
  <!-- EN: {PAWNNAME} gains psylink -->
  <Reward_BestowingCeremony>{PAWNNAME}获得启灵</Reward_BestowingCeremony>
  <!-- EN: Shuttle loot -->
  <Reward_ShuttleLoot_Label>穿梭机掠夺</Reward_ShuttleLoot_Label>
  <!-- EN: you can deconstruct and loot the shuttle -->
  <Reward_ShuttleLoot>你可以拆除穿梭机来掠夺资源</Reward_ShuttleLoot>
  <!-- EN: Possible future reward -->
  <Reward_PossibleFutureReward_Label>未知报酬</Reward_PossibleFutureReward_Label>
  <!-- EN: a reward possibly granted in the future -->
  <Reward_PossibleFutureReward>将来可能会给与的报酬。</Reward_PossibleFutureReward>
  <!-- EN: {TITLE} title -->
  <Reward_Title_Label>{TITLE}头衔</Reward_Title_Label>
  <!-- EN: {PAWNNAME} gains {TITLE} title from {FACTION} -->
  <Reward_Title>{PAWNNAME}从{FACTION}获得{TITLE}头衔</Reward_Title>
  <!-- EN: value {0} -->
  <TotalValue>总价值 {0}</TotalValue>
  
  <!-- Bladelink -->
  <!-- EN: Bonded to: {0} -->
  <BondedWith>绑定至：{0}</BondedWith>
  <!-- EN: Not yet bonded -->
  <NotBonded>尚未绑定</NotBonded>
  <!-- EN: bonded to someone else -->
  <BladelinkBondedToSomeoneElse>已绑定到其他人</BladelinkBondedToSomeoneElse>
  <!-- EN: (existing bond) -->
  <BladelinkAlreadyBonded>（已绑定）</BladelinkAlreadyBonded>
  <!-- EN: A person can only bond with one persona weapon at a time.\n\nTo equip and bond with {WEAPON_labelShort}, {PAWN_nameDef}'s currently bonded weapon {BONDEDWEAPON_labelShort} must first be destroyed. -->
  <BladelinkAlreadyBondedDialog>一个人只能在同一时间与一个人格武器进行绑定。\n\n若要装备并绑定{WEAPON_labelShort}，必须先销毁{PAWN_nameDef}当前绑定的武器{BONDEDWEAPON_labelShort}。</BladelinkAlreadyBondedDialog>
  <!-- EN: {PAWN_nameDef} is already bonded to {BONDEDWEAPON_labelShort} -->
  <BladelinkAlreadyBondedMessage>{PAWN_nameDef}已经与{BONDEDWEAPON_labelShort}绑定</BladelinkAlreadyBondedMessage>

  <!-- Biocoded weapons -->
  <!-- EN: biocoded {0} -->
  <Biocoded>生物编码 {0}</Biocoded>
  <!-- EN: Biocoding: {0} -->
  <CodedFor>生物编码：{0}</CodedFor>
  <!-- EN: biocoded -->
  <BiocodedCodedForSomeoneElse>生物编码</BiocodedCodedForSomeoneElse>

  <!-- Projectile interceptor -->
  <!-- EN: Intercepts {0} every {1} -->
  <InterceptsProjectilesEvery>拦截{0}/{1}</InterceptsProjectilesEvery>
  <!-- EN: Intercepts {0} -->
  <InterceptsProjectiles>拦截{0}</InterceptsProjectiles>
  <!-- EN: ground projectiles -->
  <InterceptsProjectiles_GroundProjectiles>近地发射物</InterceptsProjectiles_GroundProjectiles>
  <!-- EN: aerial projectiles -->
  <InterceptsProjectiles_AerialProjectiles>空中发射物</InterceptsProjectiles_AerialProjectiles>

  <!-- Condition causers -->
  <!-- EN: Affected gender -->
  <AffectedGender>受影响的性别</AffectedGender>

  <!-- Hediff misc -->
  <!-- EN: Caused by: {0} -->
  <CausedByHediff>由于：{0}</CausedByHediff>
  
  <!-- Healing -->
  <!-- EN: {0_nameDef}'s {1} was cured. -->
  <HealingCureHediff>{0_nameDef}的{1}被治愈了。</HealingCureHediff>
  <!-- EN: {0_nameDef}'s {1} was restored. -->
  <HealingRestoreBodyPart>{0_nameDef}的{1}被恢复了。</HealingRestoreBodyPart>

  <!-- EN: Caution: Placing a building here will anger {FACTION_name}! -->
  <WarningBuildingCausesHostility>注意：在这里放置一个建筑物会激怒{FACTION_name}！</WarningBuildingCausesHostility>

  <!-- EN: Choose landing site -->
  <ChooseLandingSite>选择着陆点</ChooseLandingSite>
  
  <!-- Rituals -->
  <!-- EN: ritual -->
  <Ritual>仪式</Ritual>

  <!-- EN: Takes place at -->
  <RitualTakesPlaceAt>位于</RitualTakesPlaceAt>
  <!-- EN: Any {0} -->
  <RitualTargetThingDefsInfo>任意{0}</RitualTargetThingDefsInfo>
  <!-- EN: Attending {0} -->
  <LordReportAttending>出席{0}</LordReportAttending>
  <!-- EN: {0} has been canceled. -->
  <RitualCalledOff>{0}已经被取消了。</RitualCalledOff>
  <!-- EN: {0} was not completed because of lack of attendance. -->
  <RitualNobodyAttended>{0}因为出席不足而未完成。</RitualNobodyAttended>
  <!-- EN: {0} has been completed. -->
  <RitualFinished>{0}已经完成了。</RitualFinished>
  <!-- EN: ends in {0} -->
  <RitualEndsIn>结束于{0}</RitualEndsIn>
  <!-- EN: Organizers -->
  <Organizers>组织者</Organizers>
  <!-- EN: Quality factors -->
  <QualityFactors>效果乘数</QualityFactors>
  <!-- EN: This condition may be fulfilled, depending on how things play out.\n\nIf it is fulfilled, the quality bonus will apply. -->
  <QualityFactorTooltipUncertain>这个条件可能会被满足，这取决于事情的发展情况。\n\n如果它被满足，效果奖励将适用。</QualityFactorTooltipUncertain>
  <!-- EN: This condition is not fulfilled.\n\nThe quality bonus will not apply. -->
  <QualityFactorTooltipNotFulfilled>这个条件没有得到满足。\n\n效果奖励没有适用。</QualityFactorTooltipNotFulfilled>
  <!-- EN: Spectators -->
  <Spectators>观众</Spectators>
  <!-- EN: Not participating -->
  <NotParticipating>不参与</NotParticipating>
  <!-- EN: Drag and drop or left/right click to move people. -->
  <DragPawnsToRolesInfo>拖放或左/右点击来移动人。</DragPawnsToRolesInfo>
  <!-- EN: A slave. The human property of others. -->
  <RitualBeginSlaveDesc>一个奴隶。别人的人类财产。</RitualBeginSlaveDesc>
  <!-- EN: {0_labelShort} is sleeping. If included in the ritual, {0_pronoun} will wake up to participate. -->
  <RitualBeginSleepingDesc>{0_labelShort}正在睡觉。如果被包括在仪式中，{0_pronoun}将醒来参与仪式。</RitualBeginSleepingDesc>
  <!-- EN: Some of the selected participants are sleeping. They will wake up once you start the ritual. -->
  <RitualBeginSleepingWarning>一些被选中的参与者正在睡觉。一旦你开始仪式，他们就会醒过来。</RitualBeginSleepingWarning>
  <!-- EN: This position is best done by a colonist holding the social role of {0}.\n\nIf someone without this role fills this position, you won't get the following bonus(es) -->
  <RitualRoleRequiresSocialRole>这个职位最好由持有{0}社会角色的殖民者完成。\n\n如果没有这个角色的人担任这个职位，你将不会得到以下奖励</RitualRoleRequiresSocialRole>
  <!-- EN: No substitute available for the role of {0}. -->
  <RitualRoleCantSubstitute>没有可以替代{0}的角色。</RitualRoleCantSubstitute>
  <!-- EN: {0} progress -->
  <RitualOutcomeProgress>进度{0}</RitualOutcomeProgress>
  <!-- EN: {0} quality depends on -->
  <RitualOutcomeQualityAbstract>{0}效果取决于</RitualOutcomeQualityAbstract>
  <!-- EN: {0} total quality was {1}, determined by these factors -->
  <RitualOutcomeQualitySpecific>{0}总体效果为{1}， 由这些因素决定</RitualOutcomeQualitySpecific>
  <!-- EN: Outcome chances at {0} quality -->
  <RitualOutcomeChances>在{0}效果下的结果几率</RitualOutcomeChances>
  <!-- EN: Performed recently -->
  <RitualOutcomePerformedRecently>最近进行的</RitualOutcomePerformedRecently>
  <!-- EN: {0} expectations -->
  <RitualQualityExpectations>{0}期望</RitualQualityExpectations>
  <!-- EN: Ritual ambience sound -->
  <RitualAmbienceSound>仪式氛围音</RitualAmbienceSound>
  <!-- EN: Total {0} quality is below {1}. Proceeding will most likely negatively impact your colony.\n\nAre you sure? -->
  <RitualQualityLowWarning>总的{0}质量低于{1}。继续下去很可能会对你的殖民地产生负面影响。\n\n你确定？</RitualQualityLowWarning>
  <!-- EN: No reachable appropriate place to speak. -->
  <AbilitySpeechDisabledNoSpot>没有适当的可到达位置来交谈。</AbilitySpeechDisabledNoSpot>
  <!-- EN: {0_labelShort} is incapable of {1}. -->
  <AbilityDisabledNoCapacity>{0_labelShort}的{1}不足。</AbilityDisabledNoCapacity>
  <!-- EN: Everyone participating in the ritual gains {0} mood for {1} days. -->
  <RitualOutcomeExtraDesc_Mood>每个仪式的参与者都会获得持续{1}天的{0}心情。</RitualOutcomeExtraDesc_Mood>
  
  <!-- EN: Choose who should participate in {RITUAL_labelDef}. -->
  <ChooseParticipants>选择谁应该参加{RITUAL_labelDef}。</ChooseParticipants>
  <!-- EN: Begin -->
  <Begin>开始</Begin>
  <!-- EN: Begin {0} -->
  <BeginRitual>开始{0}</BeginRitual>
  <!-- EN: Begin {0} for {1} -->
  <BeginRitualFor>为{1}开始{0}</BeginRitualFor>
  <!-- EN: {0} (out of {1}) -->
  <QualityOutOf>{0}（{1}）</QualityOutOf>
  <!-- EN: {0} is a date-specific ritual. You'll be able to start it in {1}, on the {2}. -->
  <DateRitualNoObligation>{0}是一个特定日期的仪式。你可以在{1}后举行，于{2}。</DateRitualNoObligation>

  <!-- EN: Replace with -->
  <PreceptReplaceWith>替换为</PreceptReplaceWith>
  <!-- EN: Ritual seat of {IDEOS} -->
  <RitualSeatOf>{IDEOS}的仪式席位</RitualSeatOf>
  <!-- EN: Expected quality -->
  <ExpectedRitualQuality>预期效果</ExpectedRitualQuality>
  <!-- EN: Starting quality -->
  <StartingQuality>起始效果</StartingQuality>
  <!-- EN: Expected duration -->
  <ExpectedRitualDuration>预计持续</ExpectedRitualDuration>
  
  <!-- EN: {PAWN_labelShort}'s {1} -->
  <RitualPredictedOutcomeDescPawnStat>{PAWN_labelShort}的{1}</RitualPredictedOutcomeDescPawnStat>
  <!-- EN: Room beauty -->
  <RitualPredictedOutcomeDescRoomBeauty>房间美观</RitualPredictedOutcomeDescRoomBeauty>
  <!-- EN: Participants -->
  <RitualPredictedOutcomeDescParticipantCount>参与者</RitualPredictedOutcomeDescParticipantCount>
  <!-- EN: {PAWN_labelShort}'s expectations -->
  <RitualPredictedOutcomeDescPawnExpectations>{PAWN_labelShort}的预期</RitualPredictedOutcomeDescPawnExpectations>

  <!-- EN: Any of these -->
  <RitualOutcomeLabelAnyOfThese>任何这些</RitualOutcomeLabelAnyOfThese>
  <!-- EN: Replaces {PAWN_labelShort} -->
  <RitualRoleReplaces>取代{PAWN_labelShort}</RitualRoleReplaces>

  <!-- EN: present -->
  <Present>目前</Present>
  <!-- EN: {0} used -->
  <Used>{0}已使用</Used>
  <!-- EN: {0} starting quality -->
  <StartingRitualQuality>{0}起始效果</StartingRitualQuality>

  <!-- EN: up to {0} quality -->
  <OutcomeBonusDesc_Quality>达到{0}效果</OutcomeBonusDesc_Quality>
  <!-- EN: {0} quality -->
  <OutcomeBonusDesc_QualitySingleOffset>{0}效果</OutcomeBonusDesc_QualitySingleOffset>
  <!-- EN: {OUTCOMELABEL} {RITUALLABEL} -->
  <OutcomeLetterLabel>{OUTCOMELABEL} {RITUALLABEL}</OutcomeLetterLabel>
  <!-- EN: {0} max -->
  <MaxValue>{0}最高</MaxValue>

  <!-- EN: {0} of -->
  <ThingOf>{0}</ThingOf>
  <!-- EN: {0} of {1} -->
  <ThingOfSource>{1}的{0}</ThingOfSource>

  <!-- Abilities -->
  <!-- EN: must be drafted. -->
  <AbilityDisabledUndrafted>必须先行征召。</AbilityDisabledUndrafted>
  <!-- EN: ability on cooldown. It will be available in {0}. -->
  <AbilityOnCooldown>能力正在冷却中。 它会在{0}后可用。</AbilityOnCooldown>
  <!-- EN: ability already queued. -->
  <AbilityAlreadyQueued>能力已经加入序列。</AbilityAlreadyQueued>
  <!-- EN: Ability ready: {0} -->
  <AbilityReadyLabel>能力就绪：{0}</AbilityReadyLabel>
  <!-- EN: {0_nameDef} is ready to use {1}. -->
  <AbilityReadyText>{0_nameDef}已经可以使用{1}。</AbilityReadyText>

</LanguageData>