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

  <!-- EN: Tool -->
  <Tool>工具</Tool>
  <!-- EN: damage -->
  <DamageLower>伤害</DamageLower>
  <!-- EN: seconds per attack -->
  <SecondsPerAttackLower>秒/每击</SecondsPerAttackLower>

  <!-- EN: Base value -->
  <StatsReport_BaseValue>基础值</StatsReport_BaseValue>
  <!-- EN: Relevant traits -->
  <StatsReport_RelevantTraits>相关特性</StatsReport_RelevantTraits>
  <!-- EN: Relevant gear -->
  <StatsReport_RelevantGear>相关装备</StatsReport_RelevantGear>
  <!-- EN: Relevant health conditions -->
  <StatsReport_RelevantHediffs>相关健康状况</StatsReport_RelevantHediffs>
  <!-- EN: Life stage -->
  <StatsReport_LifeStage>生命阶段</StatsReport_LifeStage>
  <!-- EN: Material -->
  <StatsReport_Material>材质</StatsReport_Material>
  <!-- EN: Character quality -->
  <StatsReport_CharacterQuality>角色质量</StatsReport_CharacterQuality>
  <!-- EN: Skills -->
  <StatsReport_Skills>技能</StatsReport_Skills>
  <!-- EN: Post-process - other stats -->
  <StatsReport_OtherStats>后期处理其它属性</StatsReport_OtherStats>
  <!-- EN: Health -->
  <StatsReport_Health>健康</StatsReport_Health>
  <!-- EN: {0} importance -->
  <HealthFactorPercentImpact>权重{0}</HealthFactorPercentImpact>
  <!-- EN: {0} impact -->
  <HealthOffsetScale>影响{0}</HealthOffsetScale>
  <!-- EN: {0} max -->
  <HealthFactorMaxImpact>最大值{0}</HealthFactorMaxImpact>
  <!-- EN: if below {0} -->
  <HealthFactorAllowedDefect>如果低于{0}</HealthFactorAllowedDefect>
  <!-- EN: Post-process curve -->
  <StatsReport_PostProcessed>后期处理曲线</StatsReport_PostProcessed>
  <!-- EN: Final value -->
  <StatsReport_FinalValue>最终值</StatsReport_FinalValue>
  <!-- EN: Materials and labor -->
  <StatsReport_MarketValueFromStuffsAndWork>市场价值是由原材料和工作量计算而来的。</StatsReport_MarketValueFromStuffsAndWork>
  <!-- EN: Quality multiplier -->
  <StatsReport_QualityMultiplier>品质乘数</StatsReport_QualityMultiplier>
  <!-- EN: Quality offset -->
  <StatsReport_QualityOffset>品质偏移</StatsReport_QualityOffset>
  <!-- EN: Max gain -->
  <StatsReport_MaxGain>最大增益</StatsReport_MaxGain>
  <!-- EN: Multiplier for age {0} -->
  <StatsReport_AgeMultiplier>年龄（{0}）乘数</StatsReport_AgeMultiplier>
  <!-- EN: Multiplier for health {0} -->
  <StatsReport_HealthMultiplier>耐久（{0}）乘数</StatsReport_HealthMultiplier>
  <!-- EN: Cost to reload ({COUNT} {AMMO_label}) -->
  <StatsReport_ReloadMarketValue>装填消耗（{COUNT}x{AMMO_label}）</StatsReport_ReloadMarketValue>
  <!-- EN: Multiplier for remaining {CHARGENOUN_plural} ({0}) -->
  <StatsReport_ReloadRemainingChargesMultipler>剩余{CHARGENOUN_plural} ({0})</StatsReport_ReloadRemainingChargesMultipler>
  <!-- EN: Multiplier for mood {0} -->
  <StatsReport_MoodMultiplier>心情（{0}）乘数</StatsReport_MoodMultiplier>
  <!-- EN: Multiplier for light {0} -->
  <StatsReport_LightMultiplier>光照（{0}）乘数</StatsReport_LightMultiplier>
  <!-- EN: Multiplier for difficulty {0} -->
  <StatsReport_DifficultyMultiplier>难度（{0}）乘数</StatsReport_DifficultyMultiplier>
  <!-- EN: In bed -->
  <StatsReport_InBed>卧床</StatsReport_InBed>
  <!-- EN: Facilities -->
  <StatsReport_Facilities>设施</StatsReport_Facilities>
  <!-- EN: Multiplier for body size {0} -->
  <StatsReport_BodySize>体型（{0}）乘数</StatsReport_BodySize>
  <!-- EN: Damaged -->
  <StatsReport_HasHediffExplanation>受伤</StatsReport_HasHediffExplanation>
  <!-- EN: DPS = Melee damage * Melee hit chance / Cooldown in seconds -->
  <StatsReport_MeleeDPSExplanation>DPS = 近战伤害 * 近战命中几率 / 冷却时间（秒）</StatsReport_MeleeDPSExplanation>
  <!-- EN: Melee damage -->
  <StatsReport_MeleeDamage>近战伤害</StatsReport_MeleeDamage>
  <!-- EN: Cooldown -->
  <StatsReport_Cooldown>冷却时间</StatsReport_Cooldown>
  <!-- EN: Melee hit chance -->
  <StatsReport_MeleeHitChance>近战命中率</StatsReport_MeleeHitChance>
  <!-- EN: {0} s -->
  <StatsReport_CooldownFormat>{0}秒</StatsReport_CooldownFormat>
  <!-- EN: Blocked by fences -->
  <StatsReport_BlockedByFences>被栅栏阻挡</StatsReport_BlockedByFences>
  <!-- EN: Roam interval -->
  <StatsReport_RoamInterval>迁徙间隔</StatsReport_RoamInterval>
  <!-- EN: Caravan rideable age -->
  <StatsReport_CaravanRideableAge>可骑乘年龄</StatsReport_CaravanRideableAge>
  <!-- EN: Life expectancy -->
  <StatsReport_LifeExpectancy>预期寿命</StatsReport_LifeExpectancy>
  <!-- EN: Multiplier for missing body parts -->
  <StatsReport_MissingBodyParts>身体部位缺失乘数</StatsReport_MissingBodyParts>
  <!-- EN: Gear and inventory -->
  <StatsReport_GearAndInventoryMass>装备与货物</StatsReport_GearAndInventoryMass>
  <!-- EN: Multiplier for worn by corpse -->
  <StatsReport_WornByCorpse>死者衣物乘数</StatsReport_WornByCorpse>
  <!-- EN: average of all attacks -->
  <AverageOfAllAttacks>各攻击平均</AverageOfAllAttacks>
  <!-- EN: Scenario -->
  <StatsReport_ScenarioFactor>剧本</StatsReport_ScenarioFactor>
  <!-- EN: Ingredients -->
  <StatsReport_IngredientsMass>材料</StatsReport_IngredientsMass>
  <!-- EN: Permanently disabled. -->
  <StatsReport_PermanentlyDisabled>永久关闭。</StatsReport_PermanentlyDisabled>
  <!-- EN: {0} -->
  <StatsReport_Inspiration>{0}</StatsReport_Inspiration>
  <!-- EN: Added body parts -->
  <StatsReport_AddedBodyPartsMass>添加的身体部件</StatsReport_AddedBodyPartsMass>
  <!-- EN: Material effect multiplier -->
  <StatsReport_StuffEffectMultiplier>材料效果乘数</StatsReport_StuffEffectMultiplier>
  <!-- EN: Resting -->
  <StatsReport_Resting>休息</StatsReport_Resting>
  <!-- EN: recreation type -->
  <StatsReport_JoyKind>娱乐类型</StatsReport_JoyKind>
  <!-- EN: work to uninstall -->
  <StatsReport_WorkToUninstall>工作量（卸载）</StatsReport_WorkToUninstall>
  <!-- EN: Fence -->
  <StatsReport_Fence>栅栏</StatsReport_Fence>
  <!-- EN: Multiplier for growth {0} -->
  <StatsReport_PlantGrowth>成长度{0}乘数</StatsReport_PlantGrowth>
  <!-- EN: scaled because wild -->
  <StatsReport_PlantGrowth_Wild>野生乘数</StatsReport_PlantGrowth_Wild>
  <!-- EN: Not flesh -->
  <StatsReport_NotFlesh>不是肉身</StatsReport_NotFlesh>
  <!-- EN: Not fresh -->
  <StatsReport_NotFresh>不新鲜</StatsReport_NotFresh>
  <!-- EN: Wild man -->
  <StatsReport_WildMan>野人</StatsReport_WildMan>
  <!-- EN: Attack -->
  <StatsReport_NonToolAttack>攻击</StatsReport_NonToolAttack>
  <!-- EN: Ideoligion -->
  <StatsReport_Ideoligion>文化</StatsReport_Ideoligion>
  <!-- EN: Multiplier for malnutrition {0} -->
  <StatsReport_Malnutrition>营养不良{0}乘数</StatsReport_Malnutrition>
  
  <!-- EN: Possible offsets -->
  <StatReport_PossibleOffsets>可能的偏移</StatReport_PossibleOffsets>
  <!-- EN: Room impressiveness -->
  <StatsReport_RoomImpressiveness>房间印象</StatsReport_RoomImpressiveness>
  <!-- EN: Lit -->
  <StatsReport_Lit>光照</StatsReport_Lit>
  <!-- EN: Contains {0} -->
  <StatsReport_GraveFull>包含 {0}</StatsReport_GraveFull>
  <!-- EN: Contains a human corpse -->
  <StatsReport_GraveFullAbstract>有人类尸体</StatsReport_GraveFullAbstract>
  <!-- EN: Meditator is related to the corpse inside -->
  <StatsReport_GraveCorpseRelatedAbstract>冥想者与尸体有关系</StatsReport_GraveCorpseRelatedAbstract>
  <!-- EN: From quality -->
  <StatsReport_FromQuality>来自品质</StatsReport_FromQuality>
  <!-- EN: Nearby artificial structures -->
  <StatsReport_NearbyArtificialStructures>靠近人造结构</StatsReport_NearbyArtificialStructures>
  <!-- EN: Satisfies user's title requirements -->
  <StatsReport_SatisfiesTitle>满足使用者头衔</StatsReport_SatisfiesTitle>

  <!-- EN: Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types. -->
  <Stat_RecreationType_Desc>不同的娱乐方式能满足不同的娱乐类型需求。殖民者会逐渐厌倦相同的娱乐活动，因此提供多种多样的娱乐是十分重要的。</Stat_RecreationType_Desc>
  <!-- EN: All recreation types -->
  <Stat_JoyKind_AllTypes>所有娱乐类型</Stat_JoyKind_AllTypes>
  <!-- EN: Mined item -->
  <Stat_MineableThing_Name>开采产出</Stat_MineableThing_Name>
  <!-- EN: The item that will be yielded when mining this. -->
  <Stat_MineableThing_Desc>开采时所产生的物品。</Stat_MineableThing_Desc>
  <!-- EN: Mining yield -->
  <Stat_MiningYield_Name>开采产量</Stat_MiningYield_Name>
  <!-- EN: The maximum amount of items yielded when mining this. The actual yield will be adjusted by the mining skill of the miner. -->
  <Stat_MiningYield_Desc>开采此物体时产出的最大数量。实际产量会根据矿工的采矿技能来进行调整。</Stat_MiningYield_Desc>
  <!-- EN: Source species -->
  <Stat_SourceSpecies_Name>源物种</Stat_SourceSpecies_Name>
  <!-- EN: The species of creature from which this was taken. -->
  <Stat_SourceSpecies_Desc>表示从哪些生物来源上获得的。</Stat_SourceSpecies_Desc>
  <!-- EN: Stuff -->
  <Stat_Stuff_Name>材料</Stat_Stuff_Name>
  <!-- EN: The stuff this thing is made of. This affects many other stats, including weapon damage, apparel armor and insulation, item and building hit points, beauty, market value, and much more. -->
  <Stat_Stuff_Desc>这东西是由什么做的。这会影响许多其他属性，包括武器伤害、服装护甲和隔热、物品和建造生命值、外观、市场价值等等。</Stat_Stuff_Desc>
  <!-- EN: Weapon -->
  <Stat_Weapon_Name>武器</Stat_Weapon_Name>
  <!-- EN: The weapon used by this turret. -->
  <Stat_Weapon_Desc>用作于炮塔的武器</Stat_Weapon_Desc>
  <!-- EN: How much damage an object can take before being destroyed. -->
  <Stat_HitPoints_Desc>物体被破坏之前能承受多少伤害。</Stat_HitPoints_Desc>
  <!-- EN: The amount of work it takes to uninstall this. -->
  <Stat_Thing_WorkToUninstall_Desc>卸载它所需的工作量。</Stat_Thing_WorkToUninstall_Desc>
  <!-- EN: Whether this building is a type of fence. Fences block these animals -->
  <Stat_Thing_Fence_Desc>这种建筑是否是一种栅栏。栅栏阻挡这些动物</Stat_Thing_Fence_Desc>
  <!-- EN: Which facilities can be used to produce this. -->
  <Stat_Thing_CreatedAt_Desc>可以使用哪些设施来生产此产品。</Stat_Thing_CreatedAt_Desc>
  <!-- EN: The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor. -->
  <Stat_Thing_Damage_Desc>该武器造成的伤害值。\n\n这可能会被目标的护甲抵消或减轻。</Stat_Thing_Damage_Desc>
  <!-- EN: A multiplier on the amount of experience doctors gain when using this to tend a patient. -->
  <Stat_Thing_Drug_MedicineXpGainFactor_Desc>医生在照顾病人时获得经验的乘数。</Stat_Thing_Drug_MedicineXpGainFactor_Desc>
  <!-- EN: The attributes of this plant. -->
  <Stat_Thing_Plant_Attributes_Desc>这种植物的属性。</Stat_Thing_Plant_Attributes_Desc>
  <!-- EN: Clothing (for nudity) -->
  <Stat_Thing_Apparel_CountsAsClothingNudity_Name>衣物</Stat_Thing_Apparel_CountsAsClothingNudity_Name>
  <!-- EN: Whether nudists will consider this item to be a piece of clothing. If not, nudists will never be bothered by wearing this. -->
  <Stat_Thing_Apparel_CountsAsClothingNudity_Desc>裸体主义者是否会认为这件东西是一件衣服。如果不是，裸体主义者将永远不会因为穿这个而感到困扰。</Stat_Thing_Apparel_CountsAsClothingNudity_Desc>
  <!-- EN: Which body parts this covers.\n\nArmor does not protect body parts that it does not cover. -->
  <Stat_Thing_Apparel_Covers_Desc>覆盖了身体的哪些部位。\n\n盔甲不能保护它所没有覆盖到的部位。</Stat_Thing_Apparel_Covers_Desc>
  <!-- EN: Which apparel layers this fills.\n\nFor a given body part, only one piece of apparel can be worn in each layer. -->
  <Stat_Thing_Apparel_Layer_Desc>表示覆盖了哪些服装层。\n\n对于给定的身体部位，每层只能穿一件衣服。</Stat_Thing_Apparel_Layer_Desc>
  <!-- EN: The minimum soil fertility that this plant requires to grow. -->
  <Stat_Thing_Plant_FertilityRequirement_Desc>这种植物生长所需的最低的土壤肥力。</Stat_Thing_Plant_FertilityRequirement_Desc>
  <!-- EN: How sensitive this plant is to soil fertility.\n\nLow sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil. -->
  <Stat_Thing_Plant_FertilitySensitivity_Desc>这种植物对土壤肥力的敏感程度。低敏感度意味着植物在肥沃或贫瘠的土壤里都能以同样的速度生长。高敏感度意味着植物在贫瘠的土壤中生长缓慢，而在肥沃的土壤中生长较快。</Stat_Thing_Plant_FertilitySensitivity_Desc>
  <!-- EN: The amount of light this plant requires to grow. -->
  <Stat_Thing_Plant_LightRequirement_Desc>这种植物生长所需要的光照量。</Stat_Thing_Plant_LightRequirement_Desc>
  <!-- EN: The lifespan of the plant.\n\nPlants naturally die after they reach a certain age, even if not harvested. -->
  <Stat_Thing_Plant_LifeSpan_Desc>植物的寿命。即使没有收获，植物也会在一定年龄后自然死亡。</Stat_Thing_Plant_LifeSpan_Desc>
  <!-- EN: The amount of product this plant will yield when harvested. -->
  <Stat_Thing_Plant_HarvestYield_Desc>这种植物收获后的产量。</Stat_Thing_Plant_HarvestYield_Desc>
  <!-- EN: The minimum temperature this plant can survive.\n\nTemperatures below this will cause damage over time. -->
  <Stat_Thing_Plant_MinGrowthTemperature_Desc>这种植物能生存的最低温度。温度低于这个数值将会随着时间的推移造成损害。</Stat_Thing_Plant_MinGrowthTemperature_Desc>
  <!-- EN: The maximum temperature this plant can survive.\n\nTemperatures above this will cause damage over time. -->
  <Stat_Thing_Plant_MaxGrowthTemperature_Desc>这种植物能承受的最高温度。温度超过这个数值将会随着时间的推移造成损害。</Stat_Thing_Plant_MaxGrowthTemperature_Desc>
  <!-- EN: The minimum skill needed for a farmer to to sow this plant. -->
  <Stat_Thing_Plant_MinGrowingSkillToSow_Desc>播种这种植物所需要的最低的技能等级。</Stat_Thing_Plant_MinGrowingSkillToSow_Desc>
  <!-- EN: The kinds of food this creature is capable of eating.\n\nCan eat: {0} -->
  <Stat_Race_Diet_Desc>这种生物能吃的食物种类。\n\n可食用: {0}</Stat_Race_Diet_Desc>
  <!-- EN: The type of leather this creature will yield when butchered. -->
  <Stat_Race_LeatherType_Desc>这种生物被屠宰时获得的皮革类型。</Stat_Race_LeatherType_Desc>
  <!-- EN: The chance that this creature will attack when a tamer tries to tame it and fails. -->
  <Stat_Race_Animal_TameFailedRevengeChance_Desc>当驯兽者在驯服失败时，该生物会攻击的概率。</Stat_Race_Animal_TameFailedRevengeChance_Desc>
  <!-- EN: This creature's general mental aptitude for training. This is a combination of intelligence and attentiveness. It determines which kinds of tasks this creature can be trained to perform. -->
  <Stat_Race_Trainability_Desc>这种生物可以驯化的智力程度。这是智力与专注的结合。它决定了该生物可以学会哪些工作能力。</Stat_Race_Trainability_Desc>
  <!-- EN: The average life expectancy of this creature. -->
  <Stat_Race_LifeExpectancy_Desc>这种生物的平均寿命。</Stat_Race_LifeExpectancy_Desc>
  <!-- EN: Whether this creature is blocked by fences and barricades. -->
  <Stat_Race_BlockedByFences_Desc>这种生物是否被栅栏和路障所阻挡。</Stat_Race_BlockedByFences_Desc>
  <!-- EN: How often a tame animal will attempt to roam away and exit the map.\n\nAnimals will only roam if they have a direct path to the map edge. You can use fences, barricades, walls, and doors to prevent this.\n\nAnimal handlers can rope roaming animals and bring them back to a pen. -->
  <Stat_Race_RoamInterval_Desc>一个被驯服的动物多久会试图迁徙并离开地图。\n\n动物只有在有一条直接通往地图边缘的路径时才会迁徙。你可以使用栅栏、路障、墙壁和门来防止这种情况。\n\n动物饲养员可以用绳子拴住迁徙中的动物，并把它们带回圈里。</Stat_Race_RoamInterval_Desc>
  <!-- EN: The recreational value of ingesting this. Higher numbers will fulfill the recreation need more. -->
  <Stat_Thing_Ingestible_Joy_Desc>摄入该物品所获得的娱乐值。更高的数值将满足更多的娱乐需求。</Stat_Thing_Ingestible_Joy_Desc>
  <!-- EN: The size of this creature's body, compared to an average adult human. -->
  <Stat_Race_BodySize_Desc>与普通的成年种相比，这种生物的体形大小。</Stat_Race_BodySize_Desc>
  <!-- EN: How close this creature is to adulthood.\n\nGrowth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one. -->
  <Stat_Race_Growth_Desc>这个生物有多接近成年。\n\n成长需要足够的营养。一个饥饿的动物与一个吃饱的动物相比，生长速度会比较慢。</Stat_Race_Growth_Desc>
  <!-- EN: How much time passes between when a melee attack with this weapon begins and when it hits. -->
  <Stat_Thing_Weapon_MeleeWarmupTime_Desc>使用该武器进行近战攻击从发起攻击到击中目标之间的时间间隔。</Stat_Thing_Weapon_MeleeWarmupTime_Desc>
  <!-- EN: How much time passes between when a ranged attack begins aiming and when it fires. -->
  <Stat_Thing_Weapon_RangedWarmupTime_Desc>使用该武器进行远程攻击时从瞄准到开火之间的间隔。</Stat_Thing_Weapon_RangedWarmupTime_Desc>
  <!-- EN: The amount of shots this weapon fires in each burst. -->
  <Stat_Thing_Weapon_BurstShotCount_Desc>该武器在每次攻击中发射的子弹数量。</Stat_Thing_Weapon_BurstShotCount_Desc>
  <!-- EN: The fire rate of this weapon during each burst. -->
  <Stat_Thing_Weapon_BurstShotFireRate_Desc>该武器射击时的子弹射速。</Stat_Thing_Weapon_BurstShotFireRate_Desc>
  <!-- EN: The maximum range of this weapon. -->
  <Stat_Thing_Weapon_Range_Desc>该武器的最大射程。</Stat_Thing_Weapon_Range_Desc>
  <!-- EN: The radius of random spread on shots fired by this weapon.\n\nHigh values make projectiles disperse randomly around the target. -->
  <Stat_Thing_Weapon_MissRadius_Desc>该武器射击时的随机散布半径。越高的数值会使得炮弹在目标周围分布更散。</Stat_Thing_Weapon_MissRadius_Desc>
  <!-- EN: The chance that a shot will directly hit its target if not intercepted, dodged or stopped. -->
  <Stat_Thing_Weapon_DirectHitChance_Desc>如果没有被阻挡，闪避或停止，射击将直接命中目标的概率。</Stat_Thing_Weapon_DirectHitChance_Desc>
  <!-- EN: This body part's effect on the mood of the owner. -->
  <Stat_Thing_MoodChange_Desc>该身体部件对精神影响的程度。※</Stat_Thing_MoodChange_Desc>
  <!-- EN: The main skill used while performing this recipe.\n\nIt determines the quality of the result, and is learned while performing this recipe. -->
  <Stat_Recipe_Skill_Desc>执行此清单时使用的主要技能。\n\n它决定了制作产品的品质，并在进行制作时获得相应的技能经验。</Stat_Recipe_Skill_Desc>
  <!-- EN: The ingredients required to perform this recipe. -->
  <Stat_Recipe_Ingredients_Desc>执行此清单所需的材料</Stat_Recipe_Ingredients_Desc>
  <!-- EN: The skills required to perform this recipe. -->
  <Stat_Recipe_SkillRequirements_Desc>执行此清单所需的技能</Stat_Recipe_SkillRequirements_Desc>
  <!-- EN: The products produced by this recipe. -->
  <Stat_Recipe_Products_Desc>此清单产出的物品</Stat_Recipe_Products_Desc>
  <!-- EN: Which character stat governs the workspeed of this recipe.\n\nThe higher the stat of the worker is, the faster work will be done. -->
  <Stat_Recipe_WorkSpeedStat_Desc>角色的哪些属性决定了该制作的工作速度。\n\n工作者的状态越高，工作效率就越快。</Stat_Recipe_WorkSpeedStat_Desc>
  <!-- EN: Which stat governs the quality or amount of output.\n\nThe higher the stat of the worker is, the higher the quality or yield will be. -->
  <Stat_Recipe_EfficiencyStat_Desc>哪种状态决定产出的品质或数量。\n\n工作者的状态越高，品质或产量就越高。</Stat_Recipe_EfficiencyStat_Desc>
  <!-- EN: A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers.\n\nThe actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used. -->
  <Stat_Thing_Surgery_SuccessChanceFactor_Desc>该操作的成功率。较困难的手术乘数较低。\n\n手术成功的实际概率还受到医生，相关设备和所用药物的影响。</Stat_Thing_Surgery_SuccessChanceFactor_Desc>
  <!-- EN: Can't fail -->
  <Stat_Thing_Surgery_SuccessChanceFactor_CantFail>不会失败</Stat_Thing_Surgery_SuccessChanceFactor_CantFail>
  <!-- EN: Performing this operation is safe for the patient. -->
  <Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>执行此操作对患者是安全的。</Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>
  <!-- EN: The chance the patient will die upon failure of this surgery. -->
  <Stat_Thing_Surgery_DeathOnFailChance_Desc>患者因手术失败而死亡的概率。</Stat_Thing_Surgery_DeathOnFailChance_Desc>
  <!-- EN: Total bleed factor -->
  <Stat_Hediff_TotalBleedFactor_Name>失血量系数</Stat_Hediff_TotalBleedFactor_Name>
  <!-- EN: A multiplier applied to the overall rate of blood loss. -->
  <Stat_Hediff_TotalBleedFactor_Desc>一个适用于失血量的乘数。</Stat_Hediff_TotalBleedFactor_Desc>
  <!-- EN: Natural healing factor -->
  <Stat_Hediff_NaturalHealingFactor_Name>自然治愈系数</Stat_Hediff_NaturalHealingFactor_Name>
  <!-- EN: A multiplier applied to the overall rate of natural wound healing. -->
  <Stat_Hediff_NaturalHealingFactor_Desc>适用于伤口自然愈合的总体速度的乘数。</Stat_Hediff_NaturalHealingFactor_Desc>
  <!-- EN: Food poisoning chance factor -->
  <Stat_Hediff_FoodPoisoningChanceFactor_Name>食物中毒系数</Stat_Hediff_FoodPoisoningChanceFactor_Name>
  <!-- EN: A multiplier applied to the chance of getting food poisoning. -->
  <Stat_Hediff_FoodPoisoningChanceFactor_Desc>食用可能有毒食物时中毒概率的乘数。</Stat_Hediff_FoodPoisoningChanceFactor_Desc>
  <!-- EN: The rate at which this condition causes blood loss. -->
  <Stat_Hediff_BleedingRate_Desc>该情况下血液流失的速度。</Stat_Hediff_BleedingRate_Desc>
  <!-- EN: The amount of pain caused by this condition. -->
  <Stat_Hediff_Pain_Desc>该情况下引起的疼痛程度。</Stat_Hediff_Pain_Desc>
  <!-- EN: The offset in efficiency applied to body parts affected by this. -->
  <Stat_Hediff_PartEfficiency_Desc>适用于受此影响的身体部位的效率偏移。</Stat_Hediff_PartEfficiency_Desc>
  <!-- EN: The mental abilities this affects. -->
  <Stat_Hediff_Affects_Desc>健康对精神状况的影响。※</Stat_Hediff_Affects_Desc>
  <!-- EN: Hunger rate offset -->
  <Stat_Hediff_HungerRateOffset_Name>饥饿率</Stat_Hediff_HungerRateOffset_Name>
  <!-- EN: A multiplier on the rate at which the food need depletes. -->
  <Stat_Hediff_HungerRateFactor_Desc>食物消耗速度的乘数。</Stat_Hediff_HungerRateFactor_Desc>
  <!-- EN: An offset on the rate at which the food need depletes. -->
  <Stat_Hediff_HungerRateOffset_Desc>食物需求消耗量的偏移</Stat_Hediff_HungerRateOffset_Desc>
  <!-- EN: Rest fall rate -->
  <Stat_Hediff_TirednessOffset_Name>疲劳率</Stat_Hediff_TirednessOffset_Name>
  <!-- EN: An offset applied to the rate at which the creatures rest need falls. -->
  <Stat_Hediff_TirednessOffset_Desc>适用于生物休息所需速率的偏移量。</Stat_Hediff_TirednessOffset_Desc>
  <!-- EN: A multiplier applied to the rate at which the creatures rest need falls. -->
  <Stat_Hediff_TirednessFactor_Desc>适用于生物休息需求下降速率的乘数。</Stat_Hediff_TirednessFactor_Desc>
  <!-- EN: Whether or not this will prevent infections. -->
  <Stat_Hediff_PreventsInfection_Desc>是否可以防止感染。</Stat_Hediff_PreventsInfection_Desc>
  <!-- EN: The things this terrain supports. -->
  <Stat_Thing_Terrain_Supports_Desc>这个地形支持的东西。</Stat_Thing_Terrain_Supports_Desc>
  <!-- EN: This can only be placed on terrain of these types. -->
  <Stat_Thing_TerrainRequirement_Desc>只能将其放置在这些类型的地形上。</Stat_Thing_TerrainRequirement_Desc>
  <!-- EN: Considered -->
  <Stat_Thing_Terrain_Fine_Name>观感</Stat_Thing_Terrain_Fine_Name>
  <!-- EN: Fine -->
  <Stat_Thing_Terrain_Fine_Value>精致</Stat_Thing_Terrain_Fine_Value>
  <!-- EN: This floor is considered fine and suitable for royalty. -->
  <Stat_Thing_Terrain_Fine_Desc>这种地板观感十分精致，适合贵族使用。</Stat_Thing_Terrain_Fine_Desc>
  <!-- EN: The amount of power this building will draw from the power grid. -->
  <Stat_Thing_PowerConsumption_Desc>该建筑物将从电网中获取的电量。</Stat_Thing_PowerConsumption_Desc>
  <!-- EN: {CHARGENOUN_plural} remaining -->
  <Stat_Thing_ReloadChargesRemaining_Name>{CHARGENOUN_plural}剩余</Stat_Thing_ReloadChargesRemaining_Name>
  <!-- EN: The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used. -->
  <Stat_Thing_ReloadChargesRemaining_Desc>此物体上剩余的{CHARGENOUN_plural}数量。如果用完了，这个特殊的能力将无法使用。</Stat_Thing_ReloadChargesRemaining_Desc>
  <!-- EN: {CHARGENOUN_plural} -->
  <Stat_Thing_ReloadMaxCharges_Name>{CHARGENOUN_plural}</Stat_Thing_ReloadMaxCharges_Name>
  <!-- EN: The maximum number of {CHARGENOUN_plural} this object has. -->
  <Stat_Thing_ReloadMaxCharges_Desc>这个物体最多能保持的{CHARGENOUN_plural}数量。</Stat_Thing_ReloadMaxCharges_Desc>
  <!-- EN: {CHARGENOUN} reload cost -->
  <Stat_Thing_ReloadRefill_Name>{CHARGENOUN}装填消耗</Stat_Thing_ReloadRefill_Name>
  <!-- EN: The amount of items required to fully reload this object.\n\nThis object can be reloaded before it is empty, but the cost is the same as if it was empty. -->
  <Stat_Thing_ReloadRefill_Desc>此物体完全装填需要消耗的物品数量。\n\n此物体在用完之前也可以重新装填，但是消耗和从零装填一致。</Stat_Thing_ReloadRefill_Desc>
  <!-- EN: Reload cost per {CHARGENOUN} -->
  <Stat_Thing_ReloadPerCharge_Name>每{CHARGENOUN}装填消耗</Stat_Thing_ReloadPerCharge_Name>
  <!-- EN: The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once. -->
  <Stat_Thing_ReloadPerCharge_Desc>每装填一{CHARGENOUN}需要消耗物品的数量。多个{CHARGENOUN_plural}能一次装填。</Stat_Thing_ReloadPerCharge_Desc>
  <!-- EN: Vanish on exhaust -->
  <Stat_Thing_ReloadDestroyOnEmpty_Name>用尽时消失</Stat_Thing_ReloadDestroyOnEmpty_Name>
  <!-- EN: This item will vanish when its last {CHARGENOUN} is used. -->
  <Stat_Thing_ReloadDestroyOnEmpty_Desc>这个道具会在最后一个{CHARGENOUN}使用完后消失。</Stat_Thing_ReloadDestroyOnEmpty_Desc>
  <!-- EN: The overall efficiency of this body part. -->
  <Stat_Thing_BodyPartEfficiency_Desc>这个身体部位的整体效率。</Stat_Thing_BodyPartEfficiency_Desc>
  <!-- EN: Biocoding -->
  <Stat_Thing_Biocoded_Name>生体识别</Stat_Thing_Biocoded_Name>
  <!-- EN: This item has been coded to only accept a particular individual's bio-signature. -->
  <Stat_Thing_Biocoded_Desc>该物品经过生体编译只能给识别给特定的人使用。</Stat_Thing_Biocoded_Desc>
  <!-- EN: Required apparel -->
  <Stat_Pawn_RequiredApparel_Name>需要衣物</Stat_Pawn_RequiredApparel_Name>

  <!-- Drugs -->
  <!-- EN: The active chemical in this.\n\nIn some cases, the same chemical is present in multiple different drugs. These different drugs will satisfy the same addiction in different ways. -->
  <Stat_Thing_Drug_Chemical_Desc>这种药物的活性化学物质。\n\n某些情况下，多种不同的药物可能含有同一化学成分。这些不同的药物能通过不同的方式来满足同一种成瘾需求。</Stat_Thing_Drug_Chemical_Desc>
  <!-- EN: The category this drug belongs to. -->
  <Stat_Thing_Drug_Category_Desc>这种成瘾品归属的类别。</Stat_Thing_Drug_Category_Desc>
  <!-- EN: The intensity of high gained per dose of this drug. -->
  <Stat_Thing_Drug_HighGainPerDose_Desc>每剂这种药物能提供的浓度。</Stat_Thing_Drug_HighGainPerDose_Desc>
  <!-- EN: How much this drug's high will decay each day. -->
  <Stat_Thing_Drug_HighFallPerDay_Desc>这种药物每天减少的浓度。</Stat_Thing_Drug_HighFallPerDay_Desc>
  <!-- EN: How long this drug's high will last per dose.\n\nThis is calculated from the high gained per dose and the high fall rate. -->
  <Stat_Thing_Drug_HighDurationPerDose_Desc>这种药物服用后能维持有效浓度的时间。\n\n这是由每剂药物浓度和浓度降低速率计算出来的。</Stat_Thing_Drug_HighDurationPerDose_Desc>
  <!-- EN: How much a user's tolerance to the chemical will increase for each dose of this drug.\n\nThis can be different for different forms of the same chemical. -->
  <Stat_Thing_Drug_ToleranceGainPerDose_Desc>使用者每剂这种药物会提升的抗药性。\n\n对于同一化学物质，不同的获得方式会有不同的抗药性。</Stat_Thing_Drug_ToleranceGainPerDose_Desc>
  <!-- EN: How much a user's tolerance to the chemical will fall per day. -->
  <Stat_Thing_Drug_ToleranceFallPerDay_Desc>使用者对这种化学物质抗药性每天减少的量。</Stat_Thing_Drug_ToleranceFallPerDay_Desc>
  <!-- EN: The minimum tolerance required to become newly addicted to this drug.\n\nIf a user is below this tolerance level, they can't become newly addicted from taking a dose. -->
  <Stat_Thing_Drug_MinToleranceForAddiction_Desc>初次成瘾所需的最低抗药性。\n\n如果服用者的抗药性低于这个数值，他们在未成瘾时服用这个药物就不会成瘾。</Stat_Thing_Drug_MinToleranceForAddiction_Desc>
  <!-- EN: A user will never become addicted if they never take the drug more often than this.\n\nThis is calculated from the drug's minimum tolerance to addict, the tolerance gain per dose, and the rate of tolerance decay.\n\nNote that some drugs don't have a safe interval. Such drugs can addict on any dose, even the first one. -->
  <Stat_Thing_Drug_SafeDoseInterval_Desc>安全服用间隔，服用者如果从未超过此频率服用药物，就不会成瘾。\n\n这是根据药物成瘾抗药性阈值、每剂抗药性和抗药性降低速率来计算出来的。\n\n请注意，有些药物没有安全服用间隔，这类药物在任何剂量下服用都会成瘾。</Stat_Thing_Drug_SafeDoseInterval_Desc>
  <!-- EN: The chance of a random overdose when taking this drug. Random overdoses can happen on any dose, whether it's a new user's first try or an experienced addict's hundredth hit. -->
  <Stat_Thing_Drug_RandomODChance_Desc>服用这种药物会随机地产生药物过量的可能性。无论是初次尝试还是有数以百计经验的瘾君子，都有可能在服用时产生随机的药物过量。</Stat_Thing_Drug_RandomODChance_Desc>
  <!-- EN: The chance of addiction per dose of this drug.\n\nIf the drug has a minimum tolerance to addict, the tolerance must be above that level for this to apply. If there is no minimum tolerance, any dose can cause an addiction. -->
  <Stat_Thing_Drug_Addictiveness_Desc>该药物的成瘾性，每剂药物产生成瘾的几率。\n\n如果这种药物有一个最低成瘾抗药性，那么只有在抗药性高于这个数值时才会成瘾。否则任何剂量都有可能导致成瘾。</Stat_Thing_Drug_Addictiveness_Desc>
  <!-- EN: New addictions caused by this drug begin at this severity level.\n\nTaking more of the drug will increase addiction severity, while time will reduce it. -->
  <Stat_Thing_Drug_AddictionSeverityInitial_Desc>由这种药物产生成瘾性的初始严重程度。\n\n服用更多的药物会增加成瘾的严重程度，而随着时间会逐渐减少。</Stat_Thing_Drug_AddictionSeverityInitial_Desc>
  <!-- EN: How long it takes to recover from an initial addiction to this drug.\n\nThis is be calculated from the new addiction severity divided by the rate of addiction recovery. An addiction which has been fed will take longer. -->
  <Stat_Thing_Drug_AddictionRecoveryTime_Desc>摆脱这种药物的初次成瘾所需的时间。\n\n这是根据初始成瘾程度除以成瘾恢复速度来计算的，累计过的成瘾度会需要更长的时间。</Stat_Thing_Drug_AddictionRecoveryTime_Desc>
  <!-- EN: How much severity is added to an existing addiction for each dose of this drug.\n\nAddiction severity cannot go above 100%. -->
  <Stat_Thing_Drug_AddictionSeverityPerDose_Desc>每剂这种药物对成瘾性增加的严重程度。\n\n成瘾度不能超过100%。</Stat_Thing_Drug_AddictionSeverityPerDose_Desc>
  <!-- EN: How often an addict needs to take a dose of this drug to feed the addiction and prevent withdrawal.\n\nThis is calculated from the addiction need fall rate and the need fill per dose. -->
  <Stat_Thing_Drug_AddictionNeedDoseInterval_Desc>药物成瘾者防止产生戒断而需要服用此药物的间隔。\n\n这是根据成瘾性需求的降低速率和每剂满足成瘾需求的量来计算出来的。</Stat_Thing_Drug_AddictionNeedDoseInterval_Desc>
  <!-- EN: How much each dose of this drug fills an addict's need for the chemical. -->
  <Stat_Thing_Drug_AddictionNeedOffset_Desc>这种药物每剂能满足对应化学品需求的量。</Stat_Thing_Drug_AddictionNeedOffset_Desc>
  <!-- EN: How quickly an addict's need for the chemical will fall. -->
  <Stat_Thing_Drug_AddictionNeedFallRate_Desc>成瘾者对这种化学品需求的满足度降低速率。</Stat_Thing_Drug_AddictionNeedFallRate_Desc>
  <!-- EN: The market value of drugs that must be consumed per day to support an addiction to this drug without going into withdrawal.\n\nThis value is calculated from the addict's chemical need per dose, the need fall rate, and the market value of this drug.\n\nNote that there may be other ways to get the same chemical with different costs. -->
  <Stat_Thing_Drug_AddictionCost_Desc>在满足需求并不产生戒断的情况下每日必须消费成瘾品的市场价值。\n\n这个值时根据每剂化学品需求、需求下降速率和该药物的市场价值计算出来的。\n\n需要注意的是可能有多种不同的方式来获取相同的化学物质。</Stat_Thing_Drug_AddictionCost_Desc>

  <!-- EN: Style -->
  <Stat_Thing_StyleLabel>风格</Stat_Thing_StyleLabel>
  <!-- EN: An object's style determines its appearance. This has no gameplay effect. Styles often form the differing methods of construction used by people of different beliefs and cultures. -->
  <Stat_Thing_StyleDesc>一个物体的风格决定了它的外观。这没有游戏的效果。风格往往形成不同信仰和文化的人所使用的不同的建筑方法。</Stat_Thing_StyleDesc>

  <!-- EN: Gestation time -->
  <Stat_Animal_GestationTime>妊娠周期</Stat_Animal_GestationTime>
  <!-- EN: The time this species takes to gestate its offspring or eggs. -->
  <Stat_Animal_GestationTimeDesc>这个物种孕育其后代或卵的时间。</Stat_Animal_GestationTimeDesc>
  <!-- EN: Litter size -->
  <Stat_Animal_LitterSize>后代规模</Stat_Animal_LitterSize>
  <!-- EN: The number of offspring this creature creates per litter. If this is a range, any specific litter will have a random number of offspring in this range. -->
  <Stat_Animal_LitterSizeDesc>这个生物每胎生产的后代数量。如果这是一个范围，任何特定的子代数量都会在这个范围内有一个随机数。</Stat_Animal_LitterSizeDesc>
  <!-- EN: Adult meat amount -->
  <Stat_Animal_AdultMeatAmount>成年产肉量</Stat_Animal_AdultMeatAmount>
  <!-- EN: The base amount of meat yielded by butchering an adult member of this species. The actual yield is affected by other factors such as damage to the body and butcher skill. -->
  <Stat_Animal_AdultMeatAmountDesc>屠宰该物种的成年成员所产生的基本肉量。实际产量受其他因素的影响，如对身体的损害和屠夫的技能。</Stat_Animal_AdultMeatAmountDesc>
  <!-- EN: Growth time -->
  <Stat_Animal_GrowthTime>成长时间</Stat_Animal_GrowthTime>
  <!-- EN: How long it normally takes for this creature to reach adulthood. This time will be longer if the creature starves. -->
  <Stat_Animal_GrowthTimeDesc>这种生物通常需要多长时间才能达到成年。如果该生物挨饿，这个时间会更长。</Stat_Animal_GrowthTimeDesc>
  <!-- EN: Meat per day during growth -->
  <Stat_Animal_MeatPerDayDuringGrowth>每日成长肉量</Stat_Animal_MeatPerDayDuringGrowth>
  <!-- EN: This creature gains this amount of meat for each day it grows, up until it reaches adulthood.\n\nThis value is calculated from the meat amount and growth time. -->
  <Stat_Animal_MeatPerDayDuringGrowthDesc>这种生物每生长一天就会获得这个数量的肉，直到它达到成年。\n\n这个值是由肉量和生长时间计算出来的。</Stat_Animal_MeatPerDayDuringGrowthDesc>
  <!-- EN: Grass to maintain -->
  <Stat_Animal_GrassToMaintain>日常草植量</Stat_Animal_GrassToMaintain>
  <!-- EN: The typical number of grass plants that this creature needs in order to fulfill its dietary needs. This is based on normal grass at typical growth rates and ignores winter. -->
  <Stat_Animal_GrassToMaintainDesc>该生物为满足其饮食需求而需要的典型草株数。这是基于正常草的典型生长速度，忽略了冬季。</Stat_Animal_GrassToMaintainDesc>
  <!-- EN: Egg type -->
  <Stat_Animal_EggType>卵类型</Stat_Animal_EggType>
  <!-- EN: The type of egg this creature lays. -->
  <Stat_Animal_EggTypeDesc>这种生物所产的卵的类型。</Stat_Animal_EggTypeDesc>
  <!-- EN: Eggs per year -->
  <Stat_Animal_EggsPerYear>每年产卵</Stat_Animal_EggsPerYear>
  <!-- EN: The number of eggs this creature will lay per year. Some creatures need to be fertilized to lay eggs. Egg laying will be slower if the creature starves. -->
  <Stat_Animal_EggsPerYearDesc>这种生物每年会产多少个卵。有些生物需要受精后才能产卵。如果该生物挨饿，产卵速度会变慢。</Stat_Animal_EggsPerYearDesc>
  <!-- EN: Egg nutrition -->
  <Stat_Animal_EggNutrition>卵营养值</Stat_Animal_EggNutrition>
  <!-- EN: The amount of nutrition in a single egg laid by this creature. -->
  <Stat_Animal_EggNutritionDesc>这种生物所产的一个卵中的营养值。</Stat_Animal_EggNutritionDesc>
  <!-- EN: Egg nutrition per year -->
  <Stat_Animal_EggNutritionYearly>每年产卵营养值</Stat_Animal_EggNutritionYearly>
  <!-- EN: The amount of yearly nutrition generated by eggs laid by this creature each year.\n\nThis value is calculated from eggs per year and egg nutrition. -->
  <Stat_Animal_EggNutritionYearlyDesc>这种生物每年产的卵所产生的营养值。\n\n这个值是由每年的卵和卵的营养计算出来的。</Stat_Animal_EggNutritionYearlyDesc>
  <!-- EN: Egg market value -->
  <Stat_Animal_EggMarketValue>卵市场价</Stat_Animal_EggMarketValue>
  <!-- EN: The market value of a single laid egg. -->
  <Stat_Animal_EggMarketValueDesc>一个卵的市场价。</Stat_Animal_EggMarketValueDesc>
  <!-- EN: Egg value per year -->
  <Stat_Animal_EggMarketValueYearly>每年卵市场价</Stat_Animal_EggMarketValueYearly>
  <!-- EN: The total value of eggs normally laid over the course of a year.\n\nThis is calculated from eggs per year and egg market value. -->
  <Stat_Animal_EggMarketValueYearlyDesc>通常一年中所产卵的总价值。\n\n这是由每年的卵产量和卵的市场价值计算出来的。</Stat_Animal_EggMarketValueYearlyDesc>
  <!-- EN: Milk type -->
  <Stat_Animal_MilkType>产物类型</Stat_Animal_MilkType>
  <!-- EN: The type of milk this creature produces. -->
  <Stat_Animal_MilkTypeDesc>这种生物产出的产物类型。</Stat_Animal_MilkTypeDesc>
  <!-- EN: Milk amount -->
  <Stat_Animal_MilkAmount>产量</Stat_Animal_MilkAmount>
  <!-- EN: The amount of milk this creature produces each time it is milked. -->
  <Stat_Animal_MilkAmountDesc>这种生物每次收取时产出物量。</Stat_Animal_MilkAmountDesc>
  <!-- EN: Milking interval -->
  <Stat_Animal_MilkGrowthTime>产出周期</Stat_Animal_MilkGrowthTime>
  <!-- EN: The amount of time this creature needs between milkings. -->
  <Stat_Animal_MilkGrowthTimeDesc>这种生物在两次收取之间需要多少时间。</Stat_Animal_MilkGrowthTimeDesc>
  <!-- EN: Milk per year -->
  <Stat_Animal_MilkPerYear>年产量</Stat_Animal_MilkPerYear>
  <!-- EN: The amount of milk produced by this animal over the course of a year.\n\nThis is calculated from milk amount and milking interval. -->
  <Stat_Animal_MilkPerYearDesc>该动物在一年中的产物总量。\n\n这是由产量和产出周期计算出来的。</Stat_Animal_MilkPerYearDesc>
  <!-- EN: Milk market value -->
  <Stat_Animal_MilkValue>产物市场价格</Stat_Animal_MilkValue>
  <!-- EN: The value of one unit of this creature's milk. -->
  <Stat_Animal_MilkValueDesc>一个单位此生物的产物的价值。</Stat_Animal_MilkValueDesc>
  <!-- EN: Milk value per year -->
  <Stat_Animal_MilkValuePerYear>每年产值</Stat_Animal_MilkValuePerYear>
  <!-- EN: The market value of one year's worth of milk from this creature, assuming it never goes hungry and is milked instantly at the end of each milk interval.\n\nThis is calculated from milk per year and milk market value. -->
  <Stat_Animal_MilkValuePerYearDesc>这种动物一年的产物总价值，假设它从不挨饿，在每个产出周期结束时立即收取。\n\n这是由年产量和产物市场价格计算出来的。</Stat_Animal_MilkValuePerYearDesc>
  <!-- EN: Wool type -->
  <Stat_Animal_WoolType>毛类型</Stat_Animal_WoolType>
  <!-- EN: The type of wool produced by this creature. -->
  <Stat_Animal_WoolTypeDesc>这种生物生产的毛的类型。</Stat_Animal_WoolTypeDesc>
  <!-- EN: Wool amount -->
  <Stat_Animal_WoolAmount>产毛量</Stat_Animal_WoolAmount>
  <!-- EN: The amount of wool yielded by this creature each time it is shorn. -->
  <Stat_Animal_WoolAmountDesc>这种生物每次剪羊毛时产生的数量。</Stat_Animal_WoolAmountDesc>
  <!-- EN: Wool shearing interval -->
  <Stat_Animal_WoolGrowthTime>产毛周期</Stat_Animal_WoolGrowthTime>
  <!-- EN: The time after shearing before this creature can be shorn again. -->
  <Stat_Animal_WoolGrowthTimeDesc>剪毛后该生物可以再次剪毛的时间。</Stat_Animal_WoolGrowthTimeDesc>
  <!-- EN: Wool amount per year -->
  <Stat_Animal_WoolPerYear>每年产毛量</Stat_Animal_WoolPerYear>
  <!-- EN: The amount of wool produced by this creature per year.\n\nThis is calculated from wool amount and wool shearing interval. -->
  <Stat_Animal_WoolPerYearDesc>这种动物每年生产的毛数量。\n\n这是由产毛量和产毛周期计算出来的。</Stat_Animal_WoolPerYearDesc>
  <!-- EN: Wool market value -->
  <Stat_Animal_WoolValue>毛市场价</Stat_Animal_WoolValue>
  <!-- EN: The market value of one unit of this creature's wool. -->
  <Stat_Animal_WoolValueDesc>一单位这种生物产毛的市场价。</Stat_Animal_WoolValueDesc>
  <!-- EN: Wool value per year -->
  <Stat_Animal_WoolValuePerYear>每年产毛价值</Stat_Animal_WoolValuePerYear>
  <!-- EN: The market value of one year's worth of wool from this creature.\n\nThis is calculated from wool amount per year and wool market value. -->
  <Stat_Animal_WoolValuePerYearDesc>这种动物一年的毛的市场价值。\n\n这是由每年的产毛量和毛的市场价值计算出来的。</Stat_Animal_WoolValuePerYearDesc>

  <!-- EN: How much of the total possible study you have performed on this object. -->
  <Stat_Studiable_Desc>可对此对象进行研究的总点数。</Stat_Studiable_Desc>

  <!-- EN: Source -->
  <Stat_Source_Label>出自</Stat_Source_Label>
  <!-- EN: This content came from the official expansion -->
  <Stat_Source_OfficialExpansionReport>来自于官方扩展</Stat_Source_OfficialExpansionReport>
  <!-- EN: This content came from the mod -->
  <Stat_Source_ModReport>来自于社区mod</Stat_Source_ModReport>
  
</LanguageData>