Merge pull request #5 from kurax/master

Improve Keyed translations
This commit is contained in:
Kenneth Li 2016-07-20 02:03:29 +08:00 committed by GitHub
commit 1219eb4b1b
24 changed files with 790 additions and 686 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<ClickToJumpToProblem>点击此处转到问题</ClickToJumpToProblem>
<ClickToJumpToProblem>点击此处转到问题地点</ClickToJumpToProblem>
<NeedSawmill>需要锯木机</NeedSawmill>
<NeedSawmillDesc>你需要锯木机才能把原木锯成有用的木板。\n\n建造一个手工锯木机或电动锯木机。</NeedSawmillDesc>
<PoorMood>即将发生精神崩溃</PoorMood>
<PoorMoodDesc>照这样下去这些殖民者的心理状态不久就会达到精神崩溃的程度:\n\n{0}\n立即提升这些殖民者的心理状态否则不好的事情将会发生。</PoorMoodDesc>
<TerribleMood>精神崩溃迫在眉睫</TerribleMood>
<TerribleMoodDesc>这些殖民者们的心理压力已经接近极限,他们随时都可能会精神崩溃:\n\n{0}</TerribleMoodDesc>
<LowMoodDescEnding>检查这些殖民者的需求”选项卡以查看他们为何烦恼。</LowMoodDescEnding>
<ColonistNeedsRescue>殖民者需要救援</ColonistNeedsRescue>
<ColonistsNeedRescue>多个殖民者需要救援</ColonistsNeedRescue>
<ColonistsNeedRescueDesc>这些殖民者们倒在地上无法行动:\n\n{0}\n派遣另一名殖民者去把他们救回来并带到床上。\n\n(先选择一位殖民者,然后右键点击需要救援的人并选择"救援"。</ColonistsNeedRescueDesc>
<NeedSawmillDesc>你需要某种锯木机才能把原木锯成有用的木板。\n\n建造一个手动锯木机或电动锯木机。</NeedSawmillDesc>
<BuildARoom>建造一个房间</BuildARoom>
<BuildARoomDesc>你没有房间。\n\n用四面墙和一扇门来建造一个房间。\n\n使用屏幕底端的建筑师菜单来指定你想要的建造位置。一旦你指定了建造工作你的殖民者们会在可能的情况下去建造它们。</BuildARoomDesc>
<PoorMood>情绪低落</PoorMood>
<PoorMoodDesc>这些居民情绪非常低落,随时可能精神崩溃:\n\n{0}</PoorMoodDesc>
<TerribleMood>精神抑郁</TerribleMood>
<TerribleMoodDesc>这些居民们的心理压力已经接近极限,随时都可能会精神崩溃甚至产生暴力倾向:\n\n{0}</TerribleMoodDesc>
<LowMoodDescEnding>检查这些居民的需求选项卡以查看他们为何烦恼。</LowMoodDescEnding>
<ColonistNeedsRescue>居民需要救援</ColonistNeedsRescue>
<ColonistsNeedRescue>多个居民需要救援</ColonistsNeedRescue>
<ColonistsNeedRescueDesc> 这些居民们倒在地上无法行动:\n\n{0}\n派遣另一名居民去把他们背回床上来。\n\n(先选择一位居民,然后右键点击受害者并选择“救援”。)</ColonistsNeedRescueDesc>
<BuildARoom>建造一间房间</BuildARoom>
<BuildARoomDesc>一间房间是由多面墙体以及门来组成的。\n\n使用屏幕左下角的建筑菜单来指定你想建造的位置之后你的居民会在有空的时候前往建造。</BuildARoomDesc>
<NeedDefenses>需要防御工事</NeedDefenses>
<NeedDefensesDesc>你已经在这里待了一段时间,可能已经被别人发现了。海盗袭击不久就可能会开始。\n\n你应该准备一些防御工事。\n\n建造一些炮塔。</NeedDefensesDesc>
<NeedDefensesDesc>你已经在这里待了一段时间,可能已经被别人发现了。海盗袭击不久就会开始。\n\n你应该着手建造防御工事比如陷阱、沙包或者炮塔。</NeedDefensesDesc>
<NeedDoctor>需要医生</NeedDoctor>
<NeedDoctorDesc>以下殖民者需要治疗。但是你没有把医生工作分配给任何健康的人。\n\n{0}\n给一个健康的殖民者分配医生工作。如果患者没有被及时治疗这些伤口将不会自己痊愈并可能造成永久性的损害。</NeedDoctorDesc>
<NeedDoctorDesc>这些居民需要照顾,但是你没有指派为医生的健康居民。\n\n{0}\n给一个健康的居民分配医生工作。如果患者没有被及时治疗,这些伤口将不会自己痊愈并可能造成永久性的损害。</NeedDoctorDesc>
<NeedMiner>需要矿工</NeedMiner>
<NeedMinerDesc>你布置了一些岩石开采工作,但是没有殖民者在做采矿工作。\n\n给一个殖民者分配采矿工作。</NeedMinerDesc>
<NeedMinerDesc>你布置了一些岩石开采工作,但是没有居民在做采矿工作。\n\n给一个居民分配采矿工作。</NeedMinerDesc>
<NeedWarden>需要狱卒</NeedWarden>
<NeedWardenDesc>你有一名囚犯,但是没有殖民者在做狱卒工作。\n\n给一个殖民者分配狱卒工作。</NeedWardenDesc>
<NeedWardenDesc>你有一名囚犯,但是没有居民在做狱卒工作。\n\n给一个居民分配狱卒工作。</NeedWardenDesc>
<LowFood>食物不足</LowFood>
<LowFoodDesc>你所有的食物营养值总和只有{0}。这已经非常低了。\n\n种甚至去打一些食物来</LowFoodDesc>
<LowFoodDesc>你所有的食物储量总和只有{0},这非常危险。\n\n种植、购买、寻找以及杀戮都会获得食物</LowFoodDesc>
<LowMedicine>药品不足</LowMedicine>
<LowMedicineDesc>你只有{0}的药品库存了。\n\n通过贸易购买更多的药品。</LowMedicineDesc>
<NoMedicineDesc>你的库存已经没有任何药品了。\n\n通过贸易购买更多的药品。</NoMedicineDesc>
<NeedColonistBeds>需要殖民者床</NeedColonistBeds>
<NeedColonistBedsDesc>你的人数比你拥有的床多。有人将会没有地方睡觉。\n\n建造更多床或者把一个囚犯床改变成殖民者床。</NeedColonistBedsDesc>
<LowMedicineDesc>你只有药品储量只有{0}了。\n\n通过贸易购买更多的药品。</LowMedicineDesc>
<NoMedicineDesc>你已经没有任何药物储备了。\n\n通过贸易购买更多的药品。</NoMedicineDesc>
<NeedColonistBeds>居民需要床</NeedColonistBeds>
<NeedColonistBedsDesc>你的人口数量超过了你床位的数量,有人将会无处睡觉。\n\n要么建造更多的床位要么把囚犯床位转成居民床位。\n\n如果你资源不足指定睡眠地点是免费的而且可以立即建造。</NeedColonistBedsDesc>
<HunterLacksWeapon>猎人缺少武器</HunterLacksWeapon>
<HunterLacksWeaponDesc>一个被分配为猎人的殖民者没有武器。他们在得到一把武器之前不会去狩猎。\n\n为了减少受伤的可能性我们推荐你给他们一把长距武器。</HunterLacksWeaponDesc>
<HunterLacksWeaponDesc>某个被分配为猎人的居民没有武器,没有拿到武器之前他们无法狩猎。\n\n为了减少受伤的可能性我们推荐你给他们一把远程武器。</HunterLacksWeaponDesc>
<Starvation>饥饿</Starvation>
<StarvationDesc>这些殖民者快饿死了:\n\n{0}\n给他们弄些食物。你需要一个食物的来源比如说一个营养膏饮用机配上足够的食物供给。另外确保他们不在被征召的状态</StarvationDesc>
<StarvationDesc>这些居民快饿死了:\n\n{0}\n给他们弄些食物</StarvationDesc>
<StarvationAnimals>动物饥饿</StarvationAnimals>
<StarvationAnimalsDesc>殖民地的这些动物都在挨饿:\n\n{0}\n给他们些吃的。</StarvationAnimalsDesc>
<StarvationAnimalsDesc>殖民地的这些动物都在挨饿:\n\n{0}\n给他们些吃的。</StarvationAnimalsDesc>
<Exhaustion>疲劳</Exhaustion>
<ExhaustionDesc>这些殖民者已经精疲力尽了并且需要休息:\n\n{0}\n让他们休息一段时间。他们需要一个供殖民者使用的床。另外,确保他们不在被征召的状态。</ExhaustionDesc>
<ExhaustionDesc>这些居民已经精疲力尽需要休息:\n\n{0}\n让他们休息一段时间。他们需要一个供居民使用的床。另外,确保他们不在被征召的状态。</ExhaustionDesc>
<NeedFoodHopper>需要食物储料器</NeedFoodHopper>
<NeedFoodHopperDesc>你拥有一个营养膏分配机但是边上没有储料器。\n\n营养膏分配机需要一个紧挨的并且装有食物的储料器才能正常工作。\n\n建造一个紧挨着分配机的储料器</NeedFoodHopperDesc>
<NeedFoodHopperDesc>你拥有一个营养膏分配机但是边上没有供料口。\n\n营养膏分配机需要从一个相邻的装满生鲜食物的供料口取料才能正常工作。\n\n建造一个紧挨着分配机的供料口</NeedFoodHopperDesc>
<BuildingNeedsPower>有建筑需要电力</BuildingNeedsPower>
<BuildingsNeedPower>多个建筑需要电力</BuildingsNeedPower>
<BuildingsNeedPowerDesc>没有任何电源连接着这些需要电力的建筑:\n\n{0}\n把它们和一个发电机或者电池连在一起。</BuildingsNeedPowerDesc>
<BuildingsNeedPowerDesc>这些建筑需要电力但是却未与电源连接:\n\n{0}\n把它们和一个发电机或者电池连在一起。</BuildingsNeedPowerDesc>
<AndMore>以及更多</AndMore>
<NeedMealSource>需要食物源</NeedMealSource>
<NeedMealSourceDesc>你没有任何把原料加工成食物的方式。\n\n建造一个营养膏分配机或者一个炉灶。\n\n(它不能被放在监狱房中,否则殖民者将无法使用它)</NeedMealSourceDesc>
<NeedMealSourceDesc>你没有任何把原料加工成食物的方式。\n\n建造一个炉灶、篝火或者营养膏分配机。\n\n(它不能被放在监狱房中,否则居民将无法使用它)</NeedMealSourceDesc>
<NeedHomeArea>需要居住区</NeedHomeArea>
<NeedHomeAreaDesc>你需要规划一片居住区来制定殖民者们清理,灭火和修理东西的地方。\n\n用建筑师菜单,区域选项里的居住区来规划一片区域。</NeedHomeAreaDesc>
<NeedHomeAreaDesc>你需要规划一片居住区,居民们会负责清扫、灭火以及修缮这片区域。\n\n用建筑菜单,区域选项里的居住区来规划一片区域。</NeedHomeAreaDesc>
<NeedBatteries>需要蓄电池</NeedBatteries>
<NeedBatteriesDesc>你只有太阳能电池板没有蓄电池。这表示每次太阳下山你的殖民地就会停电。\n\n建造一两个蓄电池来确保电力足够应付夜晚。</NeedBatteriesDesc>
<NeedBatteriesDesc>你只有太阳能电池板而没有蓄电池,这表示每次太阳下山你的殖民地就会停电。\n\n建造一两个蓄电池来确保电力足够应付夜晚。</NeedBatteriesDesc>
<NoTradingCapacity>没有交易能力</NoTradingCapacity>
<NoTradingCapacityDesc>你没有任何可以和过往飞船交易的能力。\n\n建造一个通讯台。</NoTradingCapacityDesc>
<BrawlerHasRangedWeapon>格斗者持有长距离武器</BrawlerHasRangedWeapon>
<BrawlerHasRangedWeaponDesc>你的殖民者中的一个拥有格斗者特性但却携带了一把长距离武器。这会让他们很不高兴。</BrawlerHasRangedWeaponDesc>
<ShieldUserHasRangedWeapon>防护远程武器的攻击</ShieldUserHasRangedWeapon>
<ShieldUserHasRangedWeaponDesc>当一个殖民者同时装备一件远程武器和防护盾时,他将无法远程射击 (除非和目标已经面对面)。</ShieldUserHasRangedWeaponDesc>
<BrawlerHasRangedWeapon>格斗者持有远程武器</BrawlerHasRangedWeapon>
<BrawlerHasRangedWeaponDesc>你的居民中的一个拥有格斗者特长但却携带了一把远程武器,这会让他们很不高兴。</BrawlerHasRangedWeaponDesc>
<ShieldUserHasRangedWeapon>护盾使用者持有远程武器</ShieldUserHasRangedWeapon>
<ShieldUserHasRangedWeaponDesc>你的一位居民既有护盾也有远程武器,他不能透过护盾来射击(除非目标已在他身边)。</ShieldUserHasRangedWeaponDesc>
<NeedResearchProject>需要研究项目</NeedResearchProject>
<NeedResearchProjectDesc>你有可以用来进行研究项目的装备但是你没有选择一个项目。\n\n打开研究菜单并选择一个项目。</NeedResearchProjectDesc>
<NeedResearchProjectDesc>具备科研的能力但是却未指定一个研究项目。\n\n打开研究菜单并选择一个项目。</NeedResearchProjectDesc>
<NeedDump>需要垃圾区</NeedDump>
<NeedDumpDesc>你指定了你的殖民者们去搬运{0},但是他们没地方去放它们。\n\n规划一个贮存区并且将它的贮存选项设为允许{0}。</NeedDumpDesc>
<NeedDumpDesc>你指定了你的居民们去搬运{0},但是他们没地方去放它们。\n\n规划一个贮存区并且将它的贮存选项设为允许{0}。</NeedDumpDesc>
<!-- Removed
<NeedGrave>需要坟墓</NeedGrave>
<NeedGraveDesc>有一个尸体倒在地上,不过你的殖民者们没地方可以放它。\n\n建造一个坟墓或者垃圾贮存区并设置它们的贮存设定。</NeedGraveDesc>
<NeedGraveDesc>有一个尸体倒在地上,不过你的居民们没地方可以放它。\n\n建造一个坟墓或者垃圾贮存区并设置它们的贮存设定。</NeedGraveDesc>
-->
<ColonistsIdle>{0}位殖民者无事可做</ColonistsIdle>
<ColonistsIdleDesc>这些殖民者们在无所事事地到处走动:\n\n{0}\n你应该给他们找点有意义的事情来做。</ColonistsIdleDesc>
<ColonistsIdle>{0}位居民无事可做</ColonistsIdle>
<ColonistsIdleDesc>这些居民们在无所事事地到处走动:\n\n{0}\n你应该给他们找点有意义的事情来做。</ColonistsIdleDesc>
<!-- Removed
<HaltedConstructions>{0}个建造任务缺少材料</HaltedConstructions>
<HaltedConstructionsDesc>以下建造任务正缺少必需的材料:\n\n{0}\n你应该想办法为你的殖民者们获取对应的材料。</HaltedConstructionsDesc>
<HaltedConstructionsDesc>以下建造任务正缺少必需的材料:\n\n{0}\n你应该想办法为你的居民们获取对应的材料。</HaltedConstructionsDesc>
-->
<ColonistNeedsTreatment>居民需要治疗</ColonistNeedsTreatment>
<ColonistNeedsTreatmentDesc>以下居民需要接受治疗。如果没有被治疗,他们可能因为他们的创伤而死,或没治愈的伤口演变成了永久性的伤口。\n\n{0}\n将他们送到一个医疗床上以接受治疗。\n\n(首先将一个床设为医疗床,然后选项受伤的居民并右击医疗床来将他们设为患者。)</ColonistNeedsTreatmentDesc>
<ColonistNeedsTreatment>殖民者需要治疗</ColonistNeedsTreatment>
<ColonistNeedsTreatmentDesc>以下殖民者需要接受治疗。如果没有被治疗,他们可能因为他们的创伤而死,或没治愈的伤口演变成了永久性的伤口。\n\n{0}\n将他们送到一个医疗床上以接受治疗。\n\n(首先将一个床设为医疗床,然后选项受伤的殖民者并右击医疗床来将他们设为患者。)</ColonistNeedsTreatmentDesc>
<AlertHypothermia>低温症</AlertHypothermia>
<AlertHypothermiaDesc>以下居民得了低温症:\n\n{0}\n确保他们穿着适合这个季节的服装并保证室内区域的正常供暖。</AlertHypothermiaDesc>
<AlertHypothermia>低温病</AlertHypothermia>
<AlertHypothermiaDesc>以下殖民者得了低温症:\n\n{0}\n确保他们穿着适合这个季节的服装并保证室内区域的正常供暖。</AlertHypothermiaDesc>
<ColonistsAwaitingMedicalOperation>{0}位殖民者需要进行手术</ColonistsAwaitingMedicalOperation>
<ColonistsAwaitingMedicalOperationDesc>以下殖民者需要进行手术:\n\n{0}\n确保你拥有所有的必要医疗工具并且有一名空闲的医生。</ColonistsAwaitingMedicalOperationDesc>
<FireInHomeArea>着火了!</FireInHomeArea>
<FireInHomeAreaDesc>在生活区着火了。</FireInHomeAreaDesc>
<PatientsAwaitingMedicalOperation>{0}位病人正等待医疗手术</PatientsAwaitingMedicalOperation>
<PatientsAwaitingMedicalOperationDesc>以下病人正等待医疗手术:\n\n{0}\n确保你拥有所有的必要医疗工具并且有一名空闲的医生。</PatientsAwaitingMedicalOperationDesc>
<FireInHomeArea>火灾!</FireInHomeArea>
<FireInHomeAreaDesc>在居住区发生了一起火灾。</FireInHomeAreaDesc>
<PawnsWithLifeThreateningDisease>致命疾病</PawnsWithLifeThreateningDisease>
<PawnsWithLifeThreateningDiseaseDesc>以下殖民者有因病致死的危险:\n\n{0}\n确保他们能受到医生最大程度的照顾。</PawnsWithLifeThreateningDiseaseDesc>
<PawnsWithLifeThreateningDiseaseAmputationDesc>以下殖民者有因病致死的危险:\n\n{0}\n如果条件允许请考虑给殖民者截肢或替换感染的四肢以挽救他们的生命。</PawnsWithLifeThreateningDiseaseAmputationDesc>
<BilliardsNeedsSpace>台球桌被阻塞</BilliardsNeedsSpace>
<BilliardsNeedsSpaceDesc>台球桌旁边的空间被阻塞,殖民者无法接近台球桌。\n\n台球桌四周都需要有开阔的空间。</BilliardsNeedsSpaceDesc>
<PawnsWithLifeThreateningDiseaseDesc>以下居民有因病致死的危险:\n\n{0}\n确保他们能受到医生最大程度的照顾。</PawnsWithLifeThreateningDiseaseDesc>
<PawnsWithLifeThreateningDiseaseAmputationDesc>以下居民有因病致死的危险:\n\n{0}\n如果条件允许请考虑给居民截肢或替换感染的四肢以挽救他们的生命。</PawnsWithLifeThreateningDiseaseAmputationDesc>
<HunterHasShieldAndRangedWeapon>猎人有盾和远程武器</HunterHasShieldAndRangedWeapon>
<HunterHasShieldAndRangedWeaponDesc>你的一个猎人使用远程武器,装备个人防护罩后会拦截向外射击的子弹。\n\nThey won't be able to hunt unless the shield is removed.</HunterHasShieldAndRangedWeaponDesc>
<BilliardsNeedsSpace>台球桌被挡住了</BilliardsNeedsSpace>
<BilliardsNeedsSpaceDesc>某个台球桌旁边的空间被挡住,居民无法接近台球桌。\n\n台球桌四周都需要有开阔的空间。</BilliardsNeedsSpaceDesc>
<HunterHasShieldAndRangedWeapon>猎人有护盾和远程武器</HunterHasShieldAndRangedWeapon>
<HunterHasShieldAndRangedWeaponDesc>你的某个猎人既有护盾也有远程武器,护盾会阻止远程攻击。\n\n除非解除护盾否则他们无法狩猎。</HunterHasShieldAndRangedWeaponDesc>
</LanguageData>

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<MainPageCredit>泰南西尔维斯特的殖民地模拟器</MainPageCredit>
<MainPageCredit>由Tynan Sylvester制作的殖民模拟器</MainPageCredit>
<Credits_Developers>开发者</Credits_Developers>
<Credit_DirectionVarious>导演, 设计, 代码, 美术</Credit_DirectionVarious>
<Credit_DirectionVarious>导演、设计、代码及美术</Credit_DirectionVarious>
<Credit_MusicAndSound>音乐与音效</Credit_MusicAndSound>
<Credit_Code>代码</Credit_Code>
<Credit_Code>程序</Credit_Code>
<Credit_GameArt>游戏美术</Credit_GameArt>
<Credit_MenuArt>菜单美术</Credit_MenuArt>
<Credit_AdditionalCode>额外代码</Credit_AdditionalCode>
<Credit_SpecialThanks>特别感谢</Credit_SpecialThanks>
<Credits_TitleCommunity>社区志愿者</Credits_TitleCommunity>
<Credit_Tester>测试</Credit_Tester>
<Credit_Tester>测试</Credit_Tester>
<Credit_ModDonation>Mod贡献者</Credit_ModDonation>
<Credit_WritingDonation>编写贡献者</Credit_WritingDonation>
<Credit_Moderator>持人</Credit_Moderator>
<Credit_WikiMaster>维基主人</Credit_WikiMaster>
<Credit_WritingDonation>剧本贡献者</Credit_WritingDonation>
<Credit_Moderator>论坛版</Credit_Moderator>
<Credit_WikiMaster>百科站长</Credit_WikiMaster>
<Credits_TitleLanguage>{0}语言</Credits_TitleLanguage>
<Credit_Writer>编写者</Credit_Writer>
<Credits_TitleLanguage>{0} 语言</Credits_TitleLanguage>
<Credit_Writer>剧本</Credit_Writer>
<Credit_Translator>翻译者</Credit_Translator>
<Credit_OpenSourceLibraries>开源目录</Credit_OpenSourceLibraries>
<Credit_NoiseGeneration>声音生成</Credit_NoiseGeneration>
<Credit_OpenSourceLibraries>开源库</Credit_OpenSourceLibraries>
<Credit_NoiseGeneration>音效生成器</Credit_NoiseGeneration>
<ThanksForPlaying>感谢您的参与!</ThanksForPlaying>
</LanguageData>

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@ -4,43 +4,11 @@
<ClockTime>时间</ClockTime>
<ClockDate>日期</ClockDate>
<ClockYear></ClockYear>
<DateReadoutTip>自从你到达以来过去的天数: {0}\n每个月中有{1}天。</DateReadoutTip>
<DateReadoutTip>自从你到达以来过去的天数{0}\n每个季节有{1}天。\n当前季节{2}</DateReadoutTip>
<FullDate>{2}年{0}{1}日</FullDate>
<FullDate>{2}年{1}第{0}日</FullDate>
<DateReadout>{1} - {0} , {2}</DateReadout>
<SeasonFullDate>{1} - {0}</SeasonFullDate>
<WholeYear>整年</WholeYear>
<MonthFullDate>{0}{1}日</MonthFullDate>
<WholeYear>全年</WholeYear>
<MonthFullJanuary>一月</MonthFullJanuary>
<MonthFullFebruary>二月</MonthFullFebruary>
<MonthFullMarch>三月</MonthFullMarch>
<MonthFullApril>四月</MonthFullApril>
<MonthFullMay>五月</MonthFullMay>
<MonthFullJune>六月</MonthFullJune>
<MonthFullJuly>七月</MonthFullJuly>
<MonthFullAugust>八月</MonthFullAugust>
<MonthFullSeptember>九月</MonthFullSeptember>
<MonthFullOctober>十月</MonthFullOctober>
<MonthFullNovember>十一月</MonthFullNovember>
<MonthFullDecember>十二月</MonthFullDecember>
<MonthShortJanuary>一月</MonthShortJanuary>
<MonthShortFebruary>二月</MonthShortFebruary>
<MonthShortMarch>三月</MonthShortMarch>
<MonthShortApril>四月</MonthShortApril>
<MonthShortMay>五月</MonthShortMay>
<MonthShortJune>六月</MonthShortJune>
<MonthShortJuly>七月</MonthShortJuly>
<MonthShortAugust>八月</MonthShortAugust>
<MonthShortSeptember>九月</MonthShortSeptember>
<MonthShortOctober>十月</MonthShortOctober>
<MonthShortNovember>十一月</MonthShortNovember>
<MonthShortDecember>十二月</MonthShortDecember>
</LanguageData>

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@ -2,108 +2,113 @@
<LanguageData>
<DesignatorCancel>取消</DesignatorCancel>
<DesignatorCancelDesc>取消指定的建造、采矿、搬运、收获和其它所有的指令。</DesignatorCancelDesc>
<DesignatorCancelDesc>取消指定的建造、采矿、搬运、收获以及其它所有的指令。</DesignatorCancelDesc>
<DesignatorCutPlants>采割</DesignatorCutPlants>
<DesignatorCutPlantsDesc>标记需要采割的植物。选中的植物将被完全移除,植物上的食物或资源会被收获。</DesignatorCutPlantsDesc>
<DesignatorCutPlants>剪裁植物</DesignatorCutPlants>
<DesignatorCutPlantsDesc>标记需要剪裁或移除的植物。选中的植物将被完全移除,植物上的食物会被自动收获。</DesignatorCutPlantsDesc>
<DesignatorDeconstruct>拆除</DesignatorDeconstruct>
<DesignatorDeconstructDesc>拆除建筑并回收部分资源。</DesignatorDeconstructDesc>
<DesignatorUninstall>卸载</DesignatorUninstall>
<DesignatorUninstallDesc>Uninstall this so it can be moved, sold, or installed somewhere else.</DesignatorUninstallDesc>
<DesignatorHarvest>收获</DesignatorHarvest>
<DesignatorHarvestDesc>标记需要收获的植物来获取食物或其它作物。</DesignatorHarvestDesc>
<DesignatorHarvestWood>砍伐树木</DesignatorHarvestWood>
<DesignatorHarvestWoodDesc>标记需要被砍掉的树木来获取木头。</DesignatorHarvestWoodDesc>
<DesignatorUninstall>拆装</DesignatorUninstall>
<DesignatorUninstallDesc>将此物拆装以便移动、售出或者安装在别处。</DesignatorUninstallDesc>
<DesignatorHarvest>收割</DesignatorHarvest>
<DesignatorHarvestDesc>标记需要收割的作物以获取食物或其它产品。</DesignatorHarvestDesc>
<DesignatorHarvestWood>伐木</DesignatorHarvestWood>
<DesignatorHarvestWoodDesc>标记需要被砍掉的树木以获取原木。</DesignatorHarvestWoodDesc>
<DesignatorHaulThings>搬运</DesignatorHaulThings>
<DesignatorHaulThingsDesc>标记需要搬到贮存区的垃圾等物品。不需要对食物和尸体使用,这些总是会自动完成的。</DesignatorHaulThingsDesc>
<MustHaulHaulables>只能标记可搬运但不会被自动搬运的物品。(比如垃圾)</MustHaulHaulables>
<DesignatorHaulThingsDesc>标记需要搬到贮存区的石块等物品。不需要对食物和尸体之类使用,这些总是会自动完成的。</DesignatorHaulThingsDesc>
<MustHaulHaulables>只能标记可搬运但不会被自动搬运的物品。(比如石块)</MustHaulHaulables>
<DesignatorHunt>狩猎</DesignatorHunt>
<DesignatorHuntDesc>标记需要被猎人猎取的动物。</DesignatorHuntDesc>
<DesignatorMine></DesignatorMine>
<DesignatorMine></DesignatorMine>
<DesignatorMineDesc>标记需要被开采的岩石。</DesignatorMineDesc>
<DesignatorSmoothFloor>地面</DesignatorSmoothFloor>
<DesignatorSmoothFloorDesc>标记需要被磨的粗糙地面。</DesignatorSmoothFloorDesc>
<DesignatorSmoothFloor>磨地面</DesignatorSmoothFloor>
<DesignatorSmoothFloorDesc>标记需要被磨的粗糙石质地面。</DesignatorSmoothFloorDesc>
<DesignatorPlan>计划</DesignatorPlan>
<DesignatorPlanDesc>放置计划中的指令。它们去了帮助你规划扩张之外没有别的用处。</DesignatorPlanDesc>
<DesignatorPlanRemove>移除计划</DesignatorPlanRemove>
<DesignatorPlanRemoveDesc>移除计划中的指令。</DesignatorPlanRemoveDesc>
<DesignatorAreaHomeExpand>添加生活区</DesignatorAreaHomeExpand>
<DesignatorAreaHomeExpandDesc>殖民者只会修理,清理生活区的物件并只会扑灭生活区里的火。</DesignatorAreaHomeExpandDesc>
<DesignatorAreaHomeClear>移除生活区</DesignatorAreaHomeClear>
<DesignatorAreaHomeClearDesc>移除一片生活区。殖民者不会再在这里清理或者灭火。</DesignatorAreaHomeClearDesc>
<DesignatorAreaNoRoofExpand>添加无屋顶区</DesignatorAreaNoRoofExpand>
<DesignatorAreaNoRoofExpandDesc>添加不会出现屋顶的区域。殖民者也会移除这个区域内的所有屋顶。</DesignatorAreaNoRoofExpandDesc>ignatorRegionNoRoofAddDesc>
<DesignatorAreaNoRoofClear>移除无屋顶区</DesignatorAreaNoRoofClear>
<DesignatorAreaNoRoofClearDesc>移除一片无屋顶区。屋顶会自动生成,已经存在的屋顶不会被移除。</DesignatorAreaNoRoofClearDesc>
<DesignatorAreaSnowClearExpand>添加除雪区</DesignatorAreaSnowClearExpand>
<DesignatorAreaSnowClearExpandDesc>创建一片除雪区域,殖民者会试图除掉这片区域的雪。</DesignatorAreaSnowClearExpandDesc>
<DesignatorAreaSnowClearClear>移除除雪区</DesignatorAreaSnowClearClear>
<DesignatorAreaSnowClearClearDesc>移除一片除雪区域,殖民者不会再除掉这片区域的雪。</DesignatorAreaSnowClearClearDesc>
<DesignatorExpandAreaAllowed>添加活动区</DesignatorExpandAreaAllowed>
<DesignatorExpandAreaAllowedDesc>创建一片允许活动的区域\n\n可以指定殖民者一个活动的区域。殖民者将不接受区域外的工作或满足需要的行为。</DesignatorExpandAreaAllowedDesc>
<DesignatorClearAreaAllowed>移除活动区</DesignatorClearAreaAllowed>
<DesignatorClearAreaAllowedDesc>移除一片允许活动的区域\n\n可以指定殖民者一个活动的区域。殖民者将不接受区域外的工作或满足需要的行为。</DesignatorClearAreaAllowedDesc>
<ManageAreas>管理允许活动区域...</ManageAreas>
<DesignatorAreaHomeExpand>规划居住区域</DesignatorAreaHomeExpand>
<DesignatorAreaHomeExpandDesc>只有在居住区内居民才会修理建筑,打扫地面以及灭火。</DesignatorAreaHomeExpandDesc>
<DesignatorAreaHomeClear>移除居住区域</DesignatorAreaHomeClear>
<DesignatorAreaHomeClearDesc>移除一片居住区域。居民不会再在这里打扫修理或者灭火。</DesignatorAreaHomeClearDesc>
<DesignatorAreaBuildRoofExpand>规划屋顶区域</DesignatorAreaBuildRoofExpand>
<DesignatorAreaBuildRoofExpandDesc>居民会在该区域内建造屋顶。</DesignatorAreaBuildRoofExpandDesc>
<DesignatorAreaBuildRoofClear>移除屋顶区域</DesignatorAreaBuildRoofClear>
<DesignatorAreaBuildRoofClearDesc>移除居民会建造屋顶的区域,当前已建好的屋顶依然存在,但是不会再建新的了。</DesignatorAreaBuildRoofClearDesc>
<DesignatorAreaNoRoofExpand>规划露天区域</DesignatorAreaNoRoofExpand>
<DesignatorAreaNoRoofExpandDesc>居民会移除该区域的屋顶(头顶的山体除外)。</DesignatorAreaNoRoofExpandDesc>
<DesignatorAreaNoRoofClear>移除露天区域</DesignatorAreaNoRoofClear>
<DesignatorAreaNoRoofClearDesc>移除一片露天区域,居民不会再继续拆除屋顶。</DesignatorAreaNoRoofClearDesc>
<DesignatorAreaSnowClearExpand>规划除雪区域</DesignatorAreaSnowClearExpand>
<DesignatorAreaSnowClearExpandDesc>创建一片除雪区域,居民会试图除掉这片区域的雪。</DesignatorAreaSnowClearExpandDesc>
<DesignatorAreaSnowClearClear>移除除雪区域</DesignatorAreaSnowClearClear>
<DesignatorAreaSnowClearClearDesc>移除一片除雪区域,居民不会再试图除掉这片区域的雪。</DesignatorAreaSnowClearClearDesc>
<DesignatorExpandAreaAllowed>规划许可区域</DesignatorExpandAreaAllowed>
<DesignatorExpandAreaAllowedDesc>创建一片允许活动的区域。\n\n许可区域可用于指派给居民居民不会接受许可区域以外的工作或者在区域外寻找他们的所需。</DesignatorExpandAreaAllowedDesc>
<DesignatorClearAreaAllowed>移除许可区域</DesignatorClearAreaAllowed>
<DesignatorClearAreaAllowedDesc>移除一片允许活动的区域。\n\n许可区域可用于指派给居民居民不会接受许可区域以外的工作或者在区域外寻找他们的所需。</DesignatorClearAreaAllowedDesc>
<ManageAreas>区域管理...</ManageAreas>
<DesignatorGrowingZoneDesc>创建一片可供居民种植某种植物的区域。</DesignatorGrowingZoneDesc>
<DesignatorZoneCreateStorageResourcesDesc>创建一片可供居民存放资源的贮存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageResourcesDesc>
<DesignatorZoneCreateStorageDumpingDesc>创建一片可供居民存放垃圾的贮存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageDumpingDesc>
<DesignatorGrowingZoneDesc>指定一片你希望你的殖民者种植某种植物的地方。</DesignatorGrowingZoneDesc>
<DesignatorZoneCreateStorageResourcesDesc>建立一个让你的殖民者们存放资源的贮存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageResourcesDesc>
<DesignatorZoneCreateStorageDumpingDesc>建立一个让你的殖民者们存放垃圾的贮存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageDumpingDesc>
<DesignatorZoneDelete>移除区域</DesignatorZoneDelete>
<DesignatorZoneDeleteDesc>移除贮存区或是种植区这样的区域。</DesignatorZoneDeleteDesc>
<DesignatorZoneDeleteDesc>移除贮存区或者种植区。</DesignatorZoneDeleteDesc>
<DesignatorClaim>占有</DesignatorClaim>
<DesignatorClaimDesc>把中立的建筑标为由你的派系拥有,包括遗迹和被抛弃的包围基地。殖民者会维护占有的建筑。</DesignatorClaimDesc>
<DesignatorRemoveFloor>移除地板</DesignatorRemoveFloor>
<DesignatorRemoveFloorDesc>移除地板露出下面的地形。</DesignatorRemoveFloorDesc>
<DesignatorClaimDesc>把中立的建筑标为归属于你的殖民地,包括远古遗迹以及废弃的基地。占有的建筑可被居民修理和维护。</DesignatorClaimDesc>
<DesignatorStrip>剥光</DesignatorStrip>
<DesignatorRemoveFloor>移除地板</DesignatorRemoveFloor>
<DesignatorRemoveFloorDesc>移除地板以暴露下面的地表。</DesignatorRemoveFloorDesc>
<DesignatorStrip>脱取</DesignatorStrip>
<DesignatorStripDesc>将尸体和伤员的装备脱下。</DesignatorStripDesc>
<DesignatorRearmTrap>重置陷阱</DesignatorRearmTrap>
<DesignatorRearmTrapDesc>重置一个使用过的陷阱,可以再次触发。</DesignatorRearmTrapDesc>
<DesignatorRearmTrapDesc>重置一个使用过的陷阱,使其可以被再次触发。</DesignatorRearmTrapDesc>
<DesignatorOpen>打开</DesignatorOpen>
<DesignatorOpenDesc>打开装满的坟墓或容器。</DesignatorOpenDesc>
<DesignatorSlaughter>屠宰</DesignatorSlaughter>
<DesignatorSlaughterDesc>屠宰驯服的动物。</DesignatorSlaughterDesc>
<DesignatorSlaughterDesc>屠宰一只被驯养的动物。</DesignatorSlaughterDesc>
<DesignatorTame></DesignatorTame>
<DesignatorTameDesc>野生动物。</DesignatorTameDesc>
<DesignatorTame></DesignatorTame>
<DesignatorTameDesc>养一只野生动物。</DesignatorTameDesc>
<!-- Failure messages -->
<UnchosenStuff>未选择材</UnchosenStuff>
<TooCloseToMapEdge>距离地图边缘近。</TooCloseToMapEdge>
<OutOfBounds>在界之外。</OutOfBounds>
<CannotPlaceInUndiscovered>不能放置在未发现的区域内。</CannotPlaceInUndiscovered>
<InteractionSpotBlocked>互动点被{0}挡住</InteractionSpotBlocked>
<InteractionSpotOutOfBounds>互动点在界限之外。</InteractionSpotOutOfBounds>
<InteractionSpotWillBeBlocked>互动点将会被{0}挡住。</InteractionSpotWillBeBlocked>
<WouldBlockInteractionSpot>{0}会挡住{1}的互动点。</WouldBlockInteractionSpot>
<UnchosenStuff>未选择材</UnchosenStuff>
<TooCloseToMapEdge>距离地图边缘近。</TooCloseToMapEdge>
<OutOfBounds>界之外。</OutOfBounds>
<CannotPlaceInUndiscovered>不能放置在未探索的区域内。</CannotPlaceInUndiscovered>
<InteractionSpotBlocked>操作点被{0}挡住了</InteractionSpotBlocked>
<InteractionSpotOutOfBounds>操作点在边界之外。</InteractionSpotOutOfBounds>
<InteractionSpotWillBeBlocked>操作点将会被{0}挡住。</InteractionSpotWillBeBlocked>
<WouldBlockInteractionSpot>{0}会挡住{1}的操作点。</WouldBlockInteractionSpot>
<TerrainIsAlready>这里的地形已经是{0}了。</TerrainIsAlready>
<TerrainBeingSmoothed>地形已标记为平滑.</TerrainBeingSmoothed>
<IdenticalThingExists>已经在同地方存在一样的东西。</IdenticalThingExists>
<IdenticalBlueprintExists>已经在同地方存在一样的蓝图。</IdenticalBlueprintExists>
<TerrainCannotSupport>地形无法支撑此物件。</TerrainCannotSupport>
<TerrainBeingSmoothed>已标记打磨该处地表。</TerrainBeingSmoothed>
<IdenticalThingExists>此处已有同样的东西。</IdenticalThingExists>
<IdenticalBlueprintExists>此处已有一样的蓝图。</IdenticalBlueprintExists>
<TerrainCannotSupport>此处地形无法支撑此物件。</TerrainCannotSupport>
<SpaceAlreadyOccupied>空间已被占用。</SpaceAlreadyOccupied>
<TerrainMustBeRemovable>目标必须是可移除的地板。</TerrainMustBeRemovable>
@ -115,6 +120,6 @@
<!-- Desc helpers -->
<TransmitsPower>传输电力</TransmitsPower>
</LanguageData>

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@ -1,12 +1,11 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<StatsReport_BaseValue>基础值</StatsReport_BaseValue>
<StatsReport_RelevantTraits>相关特</StatsReport_RelevantTraits>
<StatsReport_RelevantGear>相关</StatsReport_RelevantGear>
<StatsReport_RelevantTraits>相关特</StatsReport_RelevantTraits>
<StatsReport_RelevantGear>相关</StatsReport_RelevantGear>
<StatsReport_LifeStage>生命期</StatsReport_LifeStage>
<StatsReport_Material></StatsReport_Material>
<StatsReport_Material></StatsReport_Material>
<StatsReport_CharacterQuality>角色品质</StatsReport_CharacterQuality>
<StatsReport_Skills>技能系数</StatsReport_Skills>
<StatsReport_OtherStats>其它状态系数</StatsReport_OtherStats>
@ -15,22 +14,23 @@
<StatsReport_PostProcessed>曲线处理</StatsReport_PostProcessed>
<StatsReport_FinalValue>最终值</StatsReport_FinalValue>
<StatsReport_MarketValueFromStuffsAndWork>由建造材料和工作数量计算而来的市场价值。</StatsReport_MarketValueFromStuffsAndWork>
<StatsReport_QualityMultiplier>质量乘数</StatsReport_QualityMultiplier>
<StatsReport_AgeMultiplier>年龄乘数{0}</StatsReport_AgeMultiplier>
<StatsReport_HealthMultiplier>健康乘数{0}</StatsReport_HealthMultiplier>
<StatsReport_MoodMultiplier>心情乘数{0}</StatsReport_MoodMultiplier>
<StatsReport_DifficultyMultiplier>难度乘数{0}</StatsReport_DifficultyMultiplier>
<StatsReport_QualityMultiplier>质量倍率</StatsReport_QualityMultiplier>
<StatsReport_AgeMultiplier>年龄{0}的倍率</StatsReport_AgeMultiplier>
<StatsReport_HealthMultiplier>健康{0}的倍率</StatsReport_HealthMultiplier>
<StatsReport_MoodMultiplier>心情{0}的倍率</StatsReport_MoodMultiplier>
<StatsReport_DifficultyMultiplier>难度{0}的倍率</StatsReport_DifficultyMultiplier>
<StatsReport_InBed>卧床</StatsReport_InBed>
<StatsReport_Facilities>能力</StatsReport_Facilities>
<StatsReport_BodySize>体尺寸系数{0}</StatsReport_BodySize>
<StatsReport_MeleeDPSExplanation>在下面的格式里显示数据:\nDPS ( 近战伤害/ 冷却秒时间 / 近战命中几率 )\n\nDPS = 近战伤害 * 近战命中几率 / 冷却秒时间</StatsReport_MeleeDPSExplanation>
<StatsReport_Facilities>设施</StatsReport_Facilities>
<StatsReport_BodySize>材{0}的倍率</StatsReport_BodySize>
<StatsReport_MeleeDPSExplanation>以如下格式显示状态:\nDPS ( 近战伤害 / 冷却时间(秒) / 近战命中几率 )\n\nDPS = 近战伤害 * 近战命中几率 / 冷却秒时间</StatsReport_MeleeDPSExplanation>
<StatsReport_MeleeDamage>近战伤害</StatsReport_MeleeDamage>
<StatsReport_Cooldown>冷却</StatsReport_Cooldown>
<StatsReport_Cooldown>冷却时间</StatsReport_Cooldown>
<StatsReport_MeleeHitChance>近战命中几率</StatsReport_MeleeHitChance>
<StatsReport_CooldownFormat>{0}秒</StatsReport_CooldownFormat>
<StatsReport_LifeExpectancy>预期寿命</StatsReport_LifeExpectancy>
<StatsReport_MissingBodyParts>缺失身体部位的因素</StatsReport_MissingBodyParts>
<AverageOfAllAttacks>平均攻击</AverageOfAllAttacks>
<StatsReport_MissingBodyParts>缺失身体部位的倍率</StatsReport_MissingBodyParts>
<AverageOfAllAttacks>全部攻击平均值</AverageOfAllAttacks>
<StatsReport_UnpoweredWorkTable>无电力供应</StatsReport_UnpoweredWorkTable>
<StatsReport_ScenarioFactor>场景</StatsReport_ScenarioFactor>
</LanguageData>

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@ -7,7 +7,7 @@
<Disconnect>断开连接</Disconnect>
<OfferGift>予礼物</OfferGift>
<OfferGift>予礼物</OfferGift>
<NeedSilverLaunchable>需要{0}可以发射的银石。</NeedSilverLaunchable>
<NotEnoughSilver>银石不足。</NotEnoughSilver>
<SilverForGoodwill>每{0}银石增加{1}好感值</SilverForGoodwill>
@ -16,7 +16,7 @@
<RequestMilitaryAid>请求立即派出军事支援({0}好感值)</RequestMilitaryAid>
<MilitaryAidConfirmMutualEnemy>{0}不会帮你攻击不是他们的敌人的派系。这包括目前对你有威胁的人中的部分人,{1}。你仍然坚持呼叫支援吗?</MilitaryAidConfirmMutualEnemy>
<CallConfirm>是,无论怎样呼叫他们。</CallConfirm>
<CallConfirm>是,依然呼叫他们。</CallConfirm>
<CallCancel>不,算了。</CallCancel>
<MilitaryAidSent>{0}的代表同意派遣士兵来帮助你。</MilitaryAidSent>

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@ -1,41 +1,42 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<Confirm>确定</Confirm>
<GoBack>返回</GoBack>
<OK></OK>
<OK>OK</OK>
<!-- Recovered from errors caused by mods -->
<RecoveredFromErrorsDialogTitle>恢复不兼容或损坏的MODS错误</RecoveredFromErrorsDialogTitle>
<RecoveredFromErrorsText>当前激活的这些MOD之间有冲突错误的隐患。\n\n它们彼此之间不兼容, 可能版本不同或已经损坏。\n\n所有的MOD已被禁用可以在MOD菜单中重新激活</RecoveredFromErrorsText>
<RecoveredFromErrorsDialogTitle>已从不兼容或损坏的Mod错误中恢复</RecoveredFromErrorsDialogTitle>
<RecoveredFromErrorsText>看起来目前启用的一些Mod会产生错误。\n\n它们可能彼此之间不兼容或为不同的游戏版本而设计或者已损坏。\n\n所有的Mod已被禁用可在Mod菜单中重新启用</RecoveredFromErrorsText>
<!-- Errors during loading -->
<ErrorWhileLoadingAssetsTitle>加载资源时出错</ErrorWhileLoadingAssetsTitle>
<ErrorWhileLoadingAssets>加载游戏资源时发生错误。查看错误日志以了解更多信息。</ErrorWhileLoadingAssets>
<ErrorWhileLoadingAssets_ModsInfo>当前游戏加载了自定义的MOD -它们可能会引起这些问题。</ErrorWhileLoadingAssets_ModsInfo>
<ErrorWhileLoadingAssets_ModsInfo>当前游戏加载了自定义的Mod -它们可能会引起这些问题。</ErrorWhileLoadingAssets_ModsInfo>
<ErrorWhileGeneratingMapTitle>生成地图时出错</ErrorWhileGeneratingMapTitle>
<ErrorWhileGeneratingMap>生成新地图时发生错误。查看错误日志以了解更多信息。</ErrorWhileGeneratingMap>
<ErrorWhileLoadingMapTitle>加载地图时出错</ErrorWhileLoadingMapTitle>
<ErrorWhileLoadingMap>加载地图时出现错误。查看错误日志以了解更多信息。</ErrorWhileLoadingMap>
<!-- Missing Steam -->
<SteamClientMissing>无法初始化Steam API。可能的原因\n\n-Steam没有运行。\n-在Steam之外没有steam_appid.txt文件的情况下启动。\n-以与Steam不同的权限运行游戏(例如,“以管理员身份”)。\n\n游戏本版本需要Steam才可运行现在将会退出。</SteamClientMissing>
<!-- Long events -->
<InitializingInterface>正在初始化界面</InitializingInterface>
<UnloadingUnusedAssets>正在释放未使用的资源</UnloadingUnusedAssets>
<LoadingAllActiveMods>正在加载所有激活的MOD</LoadingAllActiveMods>
<LoadingDefs>正在加载defs</LoadingDefs>
<LoadingAllActiveMods>正在加载所有启用的Mod</LoadingAllActiveMods>
<LoadingDefs>正在加载游戏数据</LoadingDefs>
<LoadingAssets>正在加载资源</LoadingAssets>
<Initializing>正在初始化</Initializing>
<LoadingWorld>正在加载世界</LoadingWorld>
<LoadingMap>正在加载地图</LoadingMap>
<InitializingMap>正在初始化地图</InitializingMap>
<SpawningAllThings>正在生成事</SpawningAllThings>
<SpawningAllThings>正在产生万</SpawningAllThings>
<!-- Save/load -->
<SaveGameButton>保存</SaveGameButton>
<OverwriteButton>覆盖</OverwriteButton>
<LoadGameButton>读取</LoadGameButton>
<OverwriteButton>覆盖</OverwriteButton>
<ConfirmDelete>真的要删除{0}吗?</ConfirmDelete>
<DeleteThisSavegame>删除这个存档。</DeleteThisSavegame>
<SavedAs>已保存为{0}。</SavedAs>
@ -43,34 +44,36 @@
<LoadingLongEvent>载入中</LoadingLongEvent>
<SavingLongEvent>保持中</SavingLongEvent>
<PermadeathModeSaveSuffix>(永久死亡)</PermadeathModeSaveSuffix>
<SaveIsFromDifferentGameVersion>运行的游戏版本是 {0} 但是存档数据的版本是 {1}, 二者版本完全不同的。\n\n尝试加载不可能成功。</SaveIsFromDifferentGameVersion>
<SaveIsFromDifferentGameBuild>运行的游戏版本是{0} 但是存档数据的版本是 {1} 二者数据结构不同。\n\n尝试加载有可能成功</SaveIsFromDifferentGameBuild>
<SaveIsFromDifferentGameVersion>运行的游戏版本是{0},然而存档数据的版本是{1},二者版本完全不同。\n\n尝试加载可能不会成功。</SaveIsFromDifferentGameVersion>
<SaveIsFromDifferentGameBuild>运行的游戏版本是{0},然而存档数据的版本是{1},构建版本号不同。\n\n尝试加载通常没有问题</SaveIsFromDifferentGameBuild>
<SaveIsFromThisGameBuild>存档数据版本是当前游戏版本,可以正确加载。</SaveIsFromThisGameBuild>
<SaveIsUnknownFormat>存档数据格式错误,无法正确加载。</SaveIsUnknownFormat>
<ProblemSavingFile>正在保存的文件有点问题{0}:\n\n{1}</ProblemSavingFile>
<ProblemSavingFile>保存文件{0}时出现了错误:\n\n{1}\n\n查看错误日志以了解更多信息。</ProblemSavingFile>
<LoadAnyway>强行载入</LoadAnyway>
<!-- Colony naming-->
<NameColonyMessage>大家都知道你不想永远呆在这块石头上。但{0}建议你还是应该给你的殖民地起个名字。\n\n它叫什么比较好</NameColonyMessage>
<ColonyGainsName>这个殖民地现在被称为{0}。</ColonyGainsName>
<ColonyNameIsInvalid>这个殖民地名无效。</ColonyNameIsInvalid>
<NameColonyMessage>既然看起来你打算在这里待上一阵子了,{0}觉得你应该给这个社区起个名字。\n\n它叫什么比较好</NameColonyMessage>
<ColonyGainsName>社区现在被称为{0}。</ColonyGainsName>
<ColonyNameIsInvalid>那个名字无效。</ColonyNameIsInvalid>
<!-- Renaming -->
<NameIsInvalid>请输入一个有效的名称。</NameIsInvalid>
<NameIsInUse>名称已经被使用。</NameIsInUse>
<ZoneGainsName>这个区域的名称被改为{0}</ZoneGainsName>
<!-- Pawn naming -->
<PawnGainsName>这个殖民者的昵称被改为{0}。</PawnGainsName>
<ZoneGainsName>这个区域的名称被改为{0}。</ZoneGainsName>
<!-- Pawn naming -->
<PawnGainsName>这个居民的昵称现在叫{0}。</PawnGainsName>
<!-- Save game incompatible warning -->
<VersionMismatch>版本不匹配</VersionMismatch>
<SaveGameIncompatibleWarningText>地图存档版本为{0},当前运行游戏版本为{1}。\n\n 读取这个存档很可能会造成游戏崩溃或产生游戏BUG。</SaveGameIncompatibleWarningText>
<WorldFileVersionMismatch>世界生成版本为{0},当前运行游戏版本为{1}。\n\n 读取这个世界很可能会造成游戏崩溃或产生游戏BUG。建议你从新生成一个新世界。</WorldFileVersionMismatch>
<ModsMismatchWarningTitle>MOD不匹配</ModsMismatchWarningTitle>
<ModsMismatchWarningText>保存地图的MOD激活设定和当前游戏运行的设定不同根据MOD的内容有可能发生问题也有可能正常。\n\n保存地图的MOD激活设定是 (按照顺序):\n\n{0}\n\n当前运行的MOD激活设定是:\n\n{1}</ModsMismatchWarningText>
<SaveGameIncompatibleWarningText>该游戏是在游戏版本{0}所保存的\n我们当前运行的游戏版本为{1}\n\n 读取这个存档很可能会造成游戏崩溃或产生游戏BUG。</SaveGameIncompatibleWarningText>
<WorldFileVersionMismatch>世界文件是由版本为{0}的游戏所生成的\n我们当前运行的游戏版本为{1}\n\n 读取这个世界很可能会造成游戏崩溃或产生游戏BUG。建议你重新生成一个世界。</WorldFileVersionMismatch>
<FileIncompatibleWarning>该文件是在游戏版本{0}所保存的\n我们当前运行的游戏版本为{1}\n\n读取这个文件很可能会造成游戏崩溃或产生游戏BUG。</FileIncompatibleWarning>
<ModsMismatchWarningTitle>Mod不匹配</ModsMismatchWarningTitle>
<ModsMismatchWarningText>该文件所使用的Mod与当前所启用的Mod不相同根据Mod的内容有可能发生问题也有可能正常。\n\n文件是以如下列表保存的(按照顺序)\n\n{0}\n\n我们当前所启用的Mod是(按照顺序)\n\n{1}</ModsMismatchWarningText>
<!-- Resolution change dialog -->
<ConfirmResolutionChange>你已经改变了你当前的分辨率。目前游戏显示是否正常?\n\n将在{0}秒后恢复原始设置……</ConfirmResolutionChange>
<ConfirmResolutionChange>你已经改变了你当前的分辨率。目前游戏显示是否正常?\n\n将在{0}秒后恢复原始设置...</ConfirmResolutionChange>
<ResolutionKeep>保持</ResolutionKeep>
<ResolutionRevert>恢复</ResolutionRevert>
@ -81,53 +84,53 @@
<Finished>已完成</Finished>
<InProgress>研究中</InProgress>
<Locked>未解锁</Locked>
<ResearchMenuWithoutBench>你的殖民者们在你建造研究桌之前是无法进行研究的。\n\n不过仍然可以查看并选择研究项目。</ResearchMenuWithoutBench>
<ResearchMenuWithoutBench>你的居民们在你建造研究桌之前是无法进行研究的。\n\n不过你可以只是查看研究项目。</ResearchMenuWithoutBench>
<ResearchPrerequisites>前置研究</ResearchPrerequisites>
<RequiredResearchBench>研究台</RequiredResearchBench>
<RequiredResearchBenchFacilities>研究台设施</RequiredResearchBenchFacilities>
<RequiredResearchBench>需研究台</RequiredResearchBench>
<RequiredResearchBenchFacilities>需研究台设施</RequiredResearchBenchFacilities>
<!-- Advanced game start options -->
<MapTemperatureDangerWarning>警告: 你将会降落在一个冰冻的区域。这可能会让生存非常艰难。如果你并不想挑战艰难的环境,选择另一个降落点或另一个月份。</MapTemperatureDangerWarning>
<MapSizePerformanceWarning>警告: 在大地图下游戏性能可能会根据配置不同有所下降。\n\n如果你的配置较低请选择小地图。\n\n巨大尺寸没有经过测试</MapSizePerformanceWarning>
<MapSizePerformanceWarning>警告:在大地图下游戏性能可能会下降。巨大尺寸未经测试,而且基本上不会良好地运行</MapSizePerformanceWarning>
<MapSize>地图大小</MapSize>
<MapSizeDesc>{0}x{0} ({1}个方块)</MapSizeDesc>
<MapSizeSmall></MapSizeSmall>
<MapSizeMedium></MapSizeMedium>
<MapSizeLarge></MapSizeLarge>
<MapSizeExtreme>巨大</MapSizeExtreme>
<MapStartSeason>开始季节:</MapStartSeason>
<MapStartSeason>起始季节:</MapStartSeason>
<MapStartSeasonDefault>自动</MapStartSeasonDefault>
<PermadeathMode>永久死亡模式</PermadeathMode>
<PermadeathModeInfo>在永久死亡模式,只有一个保存文档,并只能在退出游戏时保存进度。当殖民地凋零时,你不能通过重读进度来弥补错误。\n\n RimWorld的这种游戏方式意味着你必须接受每一个戏剧性的转变 -无论是悲惨或满怀希望 - 都发挥了充分的影响。</PermadeathModeInfo>
<PermadeathModeInfo>在永久死亡模式,只有一个存档,并只能在退出游戏时保存进度。你不能通过重读进度来弥补错误,殖民地毁灭了就是毁灭了。\n\n这是玩RimWorld的正确姿势每一个戏剧性的转变(无论是悲惨或满怀希望)都发挥了充分的影响。</PermadeathModeInfo>
<!-- Bill config -->
<Suspended>已暂停</Suspended>
<NotSuspended>未暂停</NotSuspended>
<SuspendedAllCaps>已暂停</SuspendedAllCaps>
<RepeatCount>重复: {0}次</RepeatCount>
<RepeatCount>重复{0}次</RepeatCount>
<Forever>永远</Forever>
<Details>详述</Details>
<IngredientSearchRadius>材料搜索半径</IngredientSearchRadius>
<Details>细节</Details>
<IngredientSearchRadius>原料来源范围</IngredientSearchRadius>
<CurrentlyHave>目前有</CurrentlyHave>
<CountingProducts>计数</CountingProducts>
<Infinite>无限</Infinite>
<MinimumSkillLevel>最小{0}技能</MinimumSkillLevel>
<AllowedSkillRange>有效{0}技能范围:</AllowedSkillRange>
<RecipeCannotHaveTargetCount>(因为这个配方有多个或是不可预估的成品所以不能为它指定目标数量)</RecipeCannotHaveTargetCount>
<WorkAmount>工作量</WorkAmount>
<MinimumSkills>最低技能值:</MinimumSkills>
<MinimumSkills>最低技能值</MinimumSkills>
<BillRequires>需要{0}{1}</BillRequires>
<BillRequiresNutrition>需要{0} 食物</BillRequiresNutrition>
<BillRequiresMayVary>(数量可能会因为非标准体积的原料而改变,比如黄金。)</BillRequiresMayVary>
<ThisIsSmallVolume>这是一个小体积的原料.每单位只有120 正常的体积。所以,如果要求同样数量的材料,需要材料的数量是一般的20倍。</ThisIsSmallVolume>
<UsableIngredients>可使用的原料</UsableIngredients>
<DoXTimes>做X</DoXTimes>
<DoUntilYouHaveX>做直到拥有X个</DoUntilYouHaveX>
<DoForever>永远做下去</DoForever>
<BillRequiresNutrition>需要{0}营养膏</BillRequiresNutrition>
<BillRequiresMayVary>提醒“小量”原料例如黄金需要20倍这么多。</BillRequiresMayVary>
<ThisIsSmallVolume>这是一个“小量”原料,每单位只有正常量的二十分之一。所以,如果要求同样数量的原料,其所需数量将是20倍。</ThisIsSmallVolume>
<UsableIngredients>原料</UsableIngredients>
<DoXTimes>做X</DoXTimes>
<DoUntilYouHaveX>维持X个</DoUntilYouHaveX>
<DoForever>一直做</DoForever>
<BillRepeatTargetCountShort>到{0}</BillRepeatTargetCountShort>
<BillStoreMode_DropOnFloor>在地上</BillStoreMode_DropOnFloor>
<BillStoreMode_BestStockpile>放到最合适的贮</BillStoreMode_BestStockpile>
<BillStoreMode_NearestStockpileAnyPriority>放到最近的贮</BillStoreMode_NearestStockpileAnyPriority>
<BillStoreMode_DropOnFloor>在地上</BillStoreMode_DropOnFloor>
<BillStoreMode_BestStockpile>放到最合适的贮</BillStoreMode_BestStockpile>
<BillStoreMode_NearestStockpileAnyPriority>放到最近的贮</BillStoreMode_NearestStockpileAnyPriority>
<!-- Info card -->
<Damage>伤害</Damage>
@ -144,7 +147,10 @@
<GrowingTime>生长时间</GrowingTime>
<GrowingTimeDesc>植物只在每天有光照的时间段生长。植物完全成熟的时间是按照有效生长的时间计算,因此实际成熟的时间是通常标示的几倍。低温环境还会延缓生长。</GrowingTimeDesc>
<Days></Days>
<MinGrowingSkillToSow>播种所需的最低种植技能</MinGrowingSkillToSow>
<FertilityRequirement>肥沃度需求</FertilityRequirement>
<SoilFertilitySensitivityGrowthRate>土壤肥沃敏感度(生长率)</SoilFertilitySensitivityGrowthRate>
<SoilFertilitySensitivityPlantChance>土壤肥沃敏感度(种植几率)</SoilFertilitySensitivityPlantChance>
<LightRequirement>光照需求</LightRequirement>
<Attributes>来源</Attributes>
<LifeSpan>寿命</LifeSpan>
@ -157,39 +163,40 @@
<RecruitDifficulty>招募难度</RecruitDifficulty>
<MarketValue>基础价值</MarketValue>
<Covers>覆盖</Covers>
<BodyPartEfficiency>身体部件效率</BodyPartEfficiency>
<MoodChange>情绪改变</MoodChange>
<MedicineXpGainFactor>经验获取系数</MedicineXpGainFactor>
<BodyPartEfficiency>身体部位效率</BodyPartEfficiency>
<MoodChange>心情改变</MoodChange>
<Wildness>野生</Wildness>
<WildnessExplanation>野生动物更难驯服、训练和处理。</WildnessExplanation>
<AnimalFilthRate>动物污物产生速度</AnimalFilthRate>
<AnimalFilthRateExplanation>当动物在建筑地面走动会产生的污物。此值表示这种生物行走后每{0}格产生的平均污物量。\n\n巨大或较小的宠物会产生更多的污秽。</AnimalFilthRateExplanation>
<AnimalFilthRateExplanation>当动物在建筑地面走动会产生的污物。此值表示这种生物行走后每{0}格产生的平均污物量。\n\n体形较大或者难以作为宠物的动物会产生更多的污秽。</AnimalFilthRateExplanation>
<TimeRecordsCategory>时间</TimeRecordsCategory>
<MiscRecordsCategory>杂项</MiscRecordsCategory>
<!-- Trade -->
<DragToTrade>拖拽来进行交易</DragToTrade>
<BuyPriceDesc>购买这些需要消耗的钱。</BuyPriceDesc>
<PositiveBuysNegativeSells>正数购买。\n负数出售。</PositiveBuysNegativeSells>
<BuyPriceDesc>购买这些需要的钱。</BuyPriceDesc>
<SellPriceDesc>卖出这些可以获得的钱。</SellPriceDesc>
<PriceTypeDesc>这个物品的价格是{0}。</PriceTypeDesc>
<ColonyCount>殖民地拥有的待售物品数量。\n\n你只能卖出轨道交易信标附近并且在户外的物品。</ColonyCount>
<TraderCount>交易商拥有的物品数量。</TraderCount>
<PriceTypeDesc>对于该物品,该价格{0}。</PriceTypeDesc>
<ColonyCount>殖民地对于该物品的待售数量。\n\n你只能卖出轨道交易信标附近并且在户外的物品。</ColonyCount>
<TraderCount>商人对于该物品的待交易数量。</TraderCount>
<AcceptButton>接受</AcceptButton>
<ResetButton>重置</ResetButton>
<CancelButton>取消</CancelButton>
<YourTradeableSilver>当前可用于交易的银石: {0}</YourTradeableSilver>
<YourTradeableSilverTip>你只能使用轨道交易信标附近而且顶上没有屋顶的银用来交易。</YourTradeableSilverTip>
<TraderHasNoMore>交易商没有更多了。</TraderHasNoMore>
<YourTradeableSilver>当前可用于交易的白银:{0}</YourTradeableSilver>
<YourTradeableSilverTip>你只能使用轨道交易信标附近而且顶上没有屋顶的银用来交易。</YourTradeableSilverTip>
<TraderHasNoMore>没有更多了。</TraderHasNoMore>
<ColonyHasNoMore>没有更多待售的了。</ColonyHasNoMore>
<TraderWillNotTrade>交易商不想交易这种商品。</TraderWillNotTrade>
<NegotiatorTalkingImpaired>因为身体状态不佳无法和{0}谈判.\n\n这将影响到贸易价格.\n\n考虑用一个健康殖民者来谈判</NegotiatorTalkingImpaired>
<ConfirmTraderShortFunds>贸易商没有足够的白银支付这次交易,继续么?</ConfirmTraderShortFunds>
<TraderWillNotTrade>不想交易这种商品。</TraderWillNotTrade>
<NegotiatorTalkingImpaired>你的还价人{0}由于身体问题无法正常交谈。\n\n这将影响到贸易价格.\n\n考虑用一个更健康居民来还价</NegotiatorTalkingImpaired>
<ConfirmTraderShortFunds>贸易商没有足够的白银支付这次交易,继续么</ConfirmTraderShortFunds>
<SortBy>排序方式</SortBy>
<!-- Comms -->
<SocialSkillIs>社交技能: {0}</SocialSkillIs>
<SocialSkillIs>社交技能{0}</SocialSkillIs>
<!--Research-->
<ResearchFinished>完成的研究: {0}</ResearchFinished>
<ResearchFinished>完成的研究{0}</ResearchFinished>
<ResearchScreen>研究界面</ResearchScreen>
<!--HistoryUpload-->
@ -197,15 +204,18 @@
<HistoryUploadMessagePlayerName>尽管游戏数据默认是匿名上传的,但你仍然可以附上你的的名字。</HistoryUploadMessagePlayerName>
<HistoryUploadYes>允许上传游戏数据</HistoryUploadYes>
<HistoryUploadNo>不允许上传游戏数据</HistoryUploadNo>
<HistoryUploadYesOnce>上传这次的数据</HistoryUploadYesOnce>
<HistoryUploadNoOnce>不上传这次的数据,并在晚些再问我</HistoryUploadNoOnce>
<HistoryUploadYesOnce>仅上传这次的数据</HistoryUploadYesOnce>
<HistoryUploadNoOnce>本次不上传,回头再问我</HistoryUploadNoOnce>
<!-- Outfit management -->
<Outfit>装备</Outfit>
<SelectOutfit>选择装备...</SelectOutfit>
<NewOutfit>新的装备</NewOutfit>
<DeleteOutfit>删除装备...</DeleteOutfit>
<OutfitInUse>装备正被{0}使用.</OutfitInUse>
<NoOutfitSelected>没有装备被选择</NoOutfitSelected>
<!-- Outfit management -->
<Outfit>着装配置</Outfit>
<SelectOutfit>选择配置...</SelectOutfit>
<NewOutfit>新的配置</NewOutfit>
<DeleteOutfit>删除配置...</DeleteOutfit>
<OutfitInUse>着装配置正被{0}使用。</OutfitInUse>
<NoOutfitSelected>未选择着装配置</NoOutfitSelected>
<!-- Growing -->
<NoGrowerCanPlant>{0}需要种植技能{1}级才能播种。\n\n你的健康居民里没人有这个水平所以无法播种该植物。</NoGrowerCanPlant>
</LanguageData>

View File

@ -2,10 +2,10 @@
<LanguageData>
<!-- glow -->
<Dark></Dark>
<Dark></Dark>
<Lit>光亮</Lit>
<LitBrightly>非常光</LitBrightly>
<LitBrightly></LitBrightly>
<!-- history upload pref -->
<Unspecified>未决定</Unspecified>
<Always>允许</Always>
@ -18,18 +18,26 @@
<PriceTypeExpensive>昂贵</PriceTypeExpensive>
<PriceTypeExorbitant>极度昂贵</PriceTypeExorbitant>
<!-- Storage priority labels -->
<StoragePriorityUnstored>不存储</StoragePriorityUnstored>
<StoragePriorityLow>较低</StoragePriorityLow>
<StoragePriorityNormal>普通</StoragePriorityNormal>
<StoragePriorityPreferred>优先</StoragePriorityPreferred>
<StoragePriorityImportant>重要</StoragePriorityImportant>
<StoragePriorityCritical>关键</StoragePriorityCritical>
<!-- Food type flags -->
<FoodTypeFlags_VegetableOrFruit>蔬菜</FoodTypeFlags_VegetableOrFruit>
<FoodTypeFlags_Meat>生肉</FoodTypeFlags_Meat>
<FoodTypeFlags_Corpse>尸体</FoodTypeFlags_Corpse>
<FoodTypeFlags_Seeds>种子</FoodTypeFlags_Seeds>
<FoodTypeFlags_AnimalProduct>畜产品</FoodTypeFlags_AnimalProduct>
<FoodTypeFlags_AnimalProduct>动物制</FoodTypeFlags_AnimalProduct>
<FoodTypeFlags_Plant>活的植物</FoodTypeFlags_Plant>
<FoodTypeFlags_Tree>活的树</FoodTypeFlags_Tree>
<FoodTypeFlags_Meal></FoodTypeFlags_Meal>
<FoodTypeFlags_Processed>加工食品</FoodTypeFlags_Processed>
<FoodTypeFlags_NutritionalDrug></FoodTypeFlags_NutritionalDrug>
<FoodTypeFlags_AnimalKibble>粗磨</FoodTypeFlags_AnimalKibble>
<FoodTypeFlags_Tree>活的树</FoodTypeFlags_Tree>
<FoodTypeFlags_Meal></FoodTypeFlags_Meal>
<FoodTypeFlags_Processed>加工食品</FoodTypeFlags_Processed>
<FoodTypeFlags_Liquor>酒类</FoodTypeFlags_Liquor>
<FoodTypeFlags_Kibble>宠物粮食</FoodTypeFlags_Kibble>
<!-- Quality category -->
<QualityCategory_Awful>极差</QualityCategory_Awful>
@ -41,39 +49,37 @@
<QualityCategory_Excellent>极佳</QualityCategory_Excellent>
<QualityCategory_Masterwork>大师级</QualityCategory_Masterwork>
<QualityCategory_Legendary>传奇级</QualityCategory_Legendary>
<QualityCategoryShort_Awful>糟糕</QualityCategoryShort_Awful>
<QualityCategoryShort_Awful>极差</QualityCategoryShort_Awful>
<QualityCategoryShort_Shoddy>劣质</QualityCategoryShort_Shoddy>
<QualityCategoryShort_Poor>低劣</QualityCategoryShort_Poor>
<QualityCategoryShort_Poor>较差</QualityCategoryShort_Poor>
<QualityCategoryShort_Normal>一般</QualityCategoryShort_Normal>
<QualityCategoryShort_Good>良好</QualityCategoryShort_Good>
<QualityCategoryShort_Superior>优秀</QualityCategoryShort_Superior>
<QualityCategoryShort_Excellent>卓越</QualityCategoryShort_Excellent>
<QualityCategoryShort_Excellent>极佳</QualityCategoryShort_Excellent>
<QualityCategoryShort_Masterwork>大师</QualityCategoryShort_Masterwork>
<QualityCategoryShort_Legendary>传奇</QualityCategoryShort_Legendary>
<!-- Hunger -->
<HungerLevel_Starving>极度饥饿</HungerLevel_Starving>
<HungerLevel_UrgentlyHungry>非常饿</HungerLevel_UrgentlyHungry>
<HungerLevel_UrgentlyHungry>非常饿</HungerLevel_UrgentlyHungry>
<HungerLevel_Hungry>饥饿</HungerLevel_Hungry>
<HungerLevel_Fed>满足</HungerLevel_Fed>
<HungerLevel_Fed>已吃饱</HungerLevel_Fed>
<!-- -Fatigue -->
<HungerLevel_Exhausted>精疲力竭</HungerLevel_Exhausted>
<HungerLevel_VeryTired>非常疲劳</HungerLevel_VeryTired>
<HungerLevel_Tired>疲劳</HungerLevel_Tired>
<HungerLevel_Rested>精力充沛</HungerLevel_Rested>
<!-- Hilliness -->
<Hilliness_Flat>平地</Hilliness_Flat>
<Hilliness_SmallHills>小山丘</Hilliness_SmallHills>
<Hilliness_LargeHills>大山丘</Hilliness_LargeHills>
<Hilliness_Mountainous></Hilliness_Mountainous>
<Hilliness_Mountainous></Hilliness_Mountainous>
<!-- Steam workshop interaction -->
<WorkshopInteractStage_CreatingItem>创建</WorkshopInteractStage_CreatingItem>
<WorkshopInteractStage_SubmittingItem>提交</WorkshopInteractStage_SubmittingItem>
<WorkshopInteractStage_CreatingItem>正在创建</WorkshopInteractStage_CreatingItem>
<WorkshopInteractStage_SubmittingItem>正在提交</WorkshopInteractStage_SubmittingItem>
<EItemUpdateStatus_k_EItemUpdateStatusInvalid>无效</EItemUpdateStatus_k_EItemUpdateStatusInvalid>
<EItemUpdateStatus_k_EItemUpdateStatusPreparingConfig>准备配置数据</EItemUpdateStatus_k_EItemUpdateStatusPreparingConfig>
<EItemUpdateStatus_k_EItemUpdateStatusPreparingContent>准备内容文件</EItemUpdateStatus_k_EItemUpdateStatusPreparingContent>
@ -81,6 +87,10 @@
<EItemUpdateStatus_k_EItemUpdateStatusUploadingPreviewFile>上传预览文件</EItemUpdateStatus_k_EItemUpdateStatusUploadingPreviewFile>
<EItemUpdateStatus_k_EItemUpdateStatusCommittingChanges>提交变更</EItemUpdateStatus_k_EItemUpdateStatusCommittingChanges>
<!-- Mod sources -->
<ContentSource_LocalFolder>本地文件夹</ContentSource_LocalFolder>
<ContentSource_SteamWorkshop>Steam创意工坊</ContentSource_SteamWorkshop>
<!-- Trainable intelligence -->
<TrainableIntelligence_None></TrainableIntelligence_None>
<TrainableIntelligence_Simple>简单</TrainableIntelligence_Simple>
@ -89,10 +99,10 @@
<!-- Medical care category -->
<MedicalCareCategory_NoCare>没有医疗照顾</MedicalCareCategory_NoCare>
<MedicalCareCategory_NoMeds>有医生照顾,但没有药物</MedicalCareCategory_NoMeds>
<MedicalCareCategory_HerbalOrWorse>提供草药或更糟</MedicalCareCategory_HerbalOrWorse>
<MedicalCareCategory_NormalOrWorse>提供正常的用药或更糟</MedicalCareCategory_NormalOrWorse>
<MedicalCareCategory_Best>提供最好的医疗照顾</MedicalCareCategory_Best>
<MedicalCareCategory_NoMeds>有医生照顾,但没有药物供</MedicalCareCategory_NoMeds>
<MedicalCareCategory_HerbalOrWorse>有草药以下级别的供给</MedicalCareCategory_HerbalOrWorse>
<MedicalCareCategory_NormalOrWorse>有普通药物以下级别的供给</MedicalCareCategory_NormalOrWorse>
<MedicalCareCategory_Best>得到最好的医疗照顾</MedicalCareCategory_Best>
<!-- Hostility response mode -->
<HostilityResponseMode_Ignore>无视</HostilityResponseMode_Ignore>
@ -104,5 +114,33 @@
<HediffGrowthMode_Stable>稳定</HediffGrowthMode_Stable>
<HediffGrowthMode_Remission>缓解</HediffGrowthMode_Remission>
<!-- TechLevel -->
<TechLevel_Animal>原始社会</TechLevel_Animal>
<TechLevel_Neolithic>石器时代</TechLevel_Neolithic>
<TechLevel_Medieval>中世纪</TechLevel_Medieval>
<TechLevel_Industrial>工业时代</TechLevel_Industrial>
<TechLevel_Spacer>太空时代</TechLevel_Spacer>
<TechLevel_Ultra>未来时代</TechLevel_Ultra>
<TechLevel_Transcendent>超未来时代</TechLevel_Transcendent>
<!-- Player pawns arrive method -->
<PlayerPawnsArriveMethod_Standing>地面</PlayerPawnsArriveMethod_Standing>
<PlayerPawnsArriveMethod_DropPods>空投舱</PlayerPawnsArriveMethod_DropPods>
<!-- Pawn generation context -->
<PawnGenerationContext_All>全部角色</PawnGenerationContext_All>
<PawnGenerationContext_PlayerStarter>玩家起始角色</PawnGenerationContext_PlayerStarter>
<PawnGenerationContext_NonPlayer>非玩家角色</PawnGenerationContext_NonPlayer>
<!-- Animal name display mode -->
<ShowAnimalNames>显示动物名字</ShowAnimalNames>
<AnimalNameDisplayMode_TameNamed>已驯服(仅限已取名的)</AnimalNameDisplayMode_TameNamed>
<AnimalNameDisplayMode_TameAll>已驯服(全部的)</AnimalNameDisplayMode_TameAll>
<!-- Temperature -->
<Celsius>摄氏度</Celsius>
<Fahrenheit>华氏度</Fahrenheit>
<Kelvin>开尔文</Kelvin>
</LanguageData>

View File

@ -1,122 +1,121 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<CallOnRadio>呼叫{0}</CallOnRadio>
<CannotUseReason>无法使用({0})</CannotUseReason>
<CannotUseSolarFlare>无法使用(太阳耀斑)</CannotUseSolarFlare>
<CannotUseNoPower>无法使用(没有电力)</CannotUseNoPower>
<CannotUseNoPath>无法使用(没有路径)</CannotUseNoPath>
<CannotUseReserved>无法使用(被预留)</CannotUseReserved>
<CannotUseReserved>无法使用(已有归属)</CannotUseReserved>
<CannotUseFull>无法使用(满了)</CannotUseFull>
<FireAt>对{0}开火</FireAt>
<OutOfRange>超出射程</OutOfRange>
<CannotHitTarget>无法击中目标</CannotHitTarget>
<IsIncapableOfViolenceLower>{0}无法从事暴力</IsIncapableOfViolenceLower>
<IsIncapableOfViolenceLower>{0}无法从事暴力活动</IsIncapableOfViolenceLower>
<IsNotDraftedLower>{0}未征募</IsNotDraftedLower>
<CannotOrderNonControlledLower>不能命令非控制单位</CannotOrderNonControlledLower>
<OrderManThing>操纵{0}</OrderManThing>
<MeleeAttack>近身攻击{0}</MeleeAttack>
<MeleeAttackToDeath>近身攻击{0}直到杀死</MeleeAttackToDeath>
<NoPath>没有路径</NoPath>
<ForbiddenLower>禁止的</ForbiddenLower>
<SociallyImproperLower>社交不当</SociallyImproperLower>
<PrisonerRoomLower>囚犯房间</PrisonerRoomLower>
<BurningLower>燃烧中</BurningLower>
<NoEmptyPlaceLower>没有可用的空地来放置它</NoEmptyPlaceLower>
<AlreadyFilledLower>已经装满了</AlreadyFilledLower>
<MissingMaterials>需要材料</MissingMaterials>
<MissingSkill>技能太低</MissingSkill>
<NoEmptyGraveLower>没有空闲的坟墓来安葬它</NoEmptyGraveLower>
<AnimalInteractedTooRecently>最近动物已经互动过了</AnimalInteractedTooRecently>
<ForbiddenLower>禁止的</ForbiddenLower>
<ForbiddenOutsideAllowedAreaLower>位于许可区域之外</ForbiddenOutsideAllowedAreaLower>
<SociallyImproperLower>社交不当</SociallyImproperLower>
<PrisonerRoomLower>囚犯房间</PrisonerRoomLower>
<BurningLower>燃烧中</BurningLower>
<NoEmptyPlaceLower>没有可用的空地来放置它</NoEmptyPlaceLower>
<AlreadyFilledLower>已经装满了</AlreadyFilledLower>
<MissingMaterials>需要材料</MissingMaterials>
<MissingSkill>技能太低</MissingSkill>
<NoEmptyGraveLower>没有空闲的坟墓来安葬它</NoEmptyGraveLower>
<AnimalInteractedTooRecently>最近已经和动物互动过了</AnimalInteractedTooRecently>
<NoUsableFood>没有可用的食物</NoUsableFood>
<NoFood>没有食物</NoFood>
<AnimalsSkillTooLow>动物技能太低</AnimalsSkillTooLow>
<NoComponentsToRepair>需要零部件</NoComponentsToRepair>
<NoFuelToRefuel>需要 {0}</NoFuelToRefuel>
<NoComponentsToRepair>需要零部件</NoComponentsToRepair>
<NoFuelToRefuel>需要 {0}</NoFuelToRefuel>
<ConsumeThing>享用{0}</ConsumeThing>
<Teetotaler>绝对禁酒者</Teetotaler>
<CannotGoNoPath>无法走到目标(没有路径)</CannotGoNoPath>
<GoHere>走到这里</GoHere>
<Teetotaler>禁酒主义者</Teetotaler>
<CannotGoNoPath>无法前往这里(没有路径)</CannotGoNoPath>
<GoHere>前往这里</GoHere>
<Arrest>拘捕{0}</Arrest>
<TryToArrest>拘捕 {0}</TryToArrest>
<TryToArrest>试拘捕{0}</TryToArrest>
<CannotArrest>无法拘捕</CannotArrest>
<Capture>俘虏{0}</Capture>
<CannotCapture>无法俘虏</CannotCapture>
<Capture>捕捉{0}</Capture>
<CannotCapture>无法捕捉</CannotCapture>
<Rescue>救援{0}</Rescue>
<CannotRescue>无法救援</CannotRescue>
<CarryToCryptosleepCasket>把{0}到低温休眠舱</CarryToCryptosleepCasket>
<CannotCarryToCryptosleepCasket>无法到低温休眠舱</CannotCarryToCryptosleepCasket>
<CarryToCryptosleepCasket>把{0}到低温休眠舱</CarryToCryptosleepCasket>
<CannotCarryToCryptosleepCasket>无法到低温休眠舱</CannotCarryToCryptosleepCasket>
<NoCryptosleepCasket>没有可用的低温休眠舱。</NoCryptosleepCasket>
<NoPrisonerBed>没有在封闭房间中的囚犯床。</NoPrisonerBed>
<NoNonPrisonerBed>没有可的非囚犯床。</NoNonPrisonerBed>
<NoAnimalBed>无法到达,未保留动物窝铺。</NoAnimalBed>
<Reserved>已经为别人预留出</Reserved>
<ReservedBy>预留给了{0}。</ReservedBy>
<IsReservedBy>{0}被预留给了{1}。</IsReservedBy>
<NoPrisonerBed>没有可以到达的、未归属的且在封闭房间中的囚犯床。</NoPrisonerBed>
<NoNonPrisonerBed>没有可以到达的且未归属的非囚犯床。</NoNonPrisonerBed>
<NoAnimalBed>没有可以到达的且未归属的动物窝铺。</NoAnimalBed>
<Reserved>已经归属于别人了</Reserved>
<ReservedBy>归属于{0}。</ReservedBy>
<IsReservedBy>{0}归属于{1}。</IsReservedBy>
<Incapable>没有能力</Incapable>
<IncapableOfCapacity>{0}能力不足</IncapableOfCapacity>
<Incapable>无法胜任</Incapable>
<IncapableOfCapacity>无法胜任{0}</IncapableOfCapacity>
<MinSkill>最低技能</MinSkill>
<Equip>装备{0}</Equip>
<EquipWarningBrawler>(近战者的心情会降低)</EquipWarningBrawler>
<EquipWarningBrawler>(搏斗家将会不高兴)</EquipWarningBrawler>
<CannotEquip>无法装备{0}</CannotEquip>
<ForceWear>强制穿上{0}</ForceWear>
<CannotWear>无法穿上{0}</CannotWear>
<CannotWearBecauseOfMissingBodyParts>缺失身体部位</CannotWearBecauseOfMissingBodyParts>
<CannotWearBecauseOfMissingBodyParts>身体部位缺失</CannotWearBecauseOfMissingBodyParts>
<Strip>脱下{0}</Strip>
<CannotStrip>无法脱下{0}</CannotStrip>
<Deposit>将{0}放置到{1}</Deposit>
<CannotDeposit>无法将{0}放置到{1}</CannotDeposit>
<SelfDestructHere>在此自毁</SelfDestructHere>
<Drop>丢下{0}</Drop>
<UseMedicalBed>休息直到伤口痊愈</UseMedicalBed>
<UseMedicalBed>休息直到康复</UseMedicalBed>
<NotInjured>没有受伤</NotInjured>
<SomeoneElseSleeping>被占用</SomeoneElseSleeping>
<SomeoneElseSleeping>被占用</SomeoneElseSleeping>
<TradeWith>和{0}</TradeWith>
<CannotTrade>不能</CannotTrade>
<TradeWith>和{0}</TradeWith>
<CannotTrade>不能</CannotTrade>
<!-- Specific thing interactions -->
<EnterCryptosleepCasket>进入低温休眠舱</EnterCryptosleepCasket>
<OpenCryptosleepCasket>打开低温休眠舱</OpenCryptosleepCasket>
<!-- e.g. Cannot VERB OBJECT, Cannot repair wall, Cannot haul metal, etc.-->
<CannotGenericWork>无法{0}{1}</CannotGenericWork>
<!-- e.g. Already GERUND OBJECt, Already repairing wall, already hauling metal, etc-->
<CannotMissingHealthActivities>无法优先当前任务(健康问题: {0})</CannotMissingHealthActivities>
<CannotMissingHealthActivities>不能执行优先命令(无法胜任{0})</CannotMissingHealthActivities>
<CannotGenericAlreadyAm>已经在{0}{1}中</CannotGenericAlreadyAm>
<CannotPrioritizeIsNotA>无法优先当前任务({0}不是{1})</CannotPrioritizeIsNotA>
<CannotPrioritizeIsNotA>不能执行优先命令({0}不是{1})</CannotPrioritizeIsNotA>
<CannotPrioritizeResearch>无法优先当前任务(研究是一项长期的工作)</CannotPrioritizeResearch>
<CannotPrioritizeResearch>不能执行优先命令(研究是一项长期的工作)</CannotPrioritizeResearch>
<CannotPrioritizeForbidden>无法优先当前任务({0}是禁止的)</CannotPrioritizeForbidden>
<CannotPrioritizeForbidden>不能执行优先命令({0}已禁用)</CannotPrioritizeForbidden>
<CannotPrioritizeForbiddenOutsideAllowedArea>不能执行优先命令({0}在许可区域之外)</CannotPrioritizeForbiddenOutsideAllowedArea>
<!-- e.g. Prioritize GERUND OBJECT, Prioritize repairing wall, prioritize hauling metal, etc-->
<PrioritizeGeneric>优先{0}{1}</PrioritizeGeneric>

View File

@ -1,88 +1,84 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<CommandForbiddenDesc>已禁止——殖民者不会和这个物件互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁止-殖民者会和这个物件互动。</CommandNotForbiddenDesc>
<CommandForbiddenDesc>已禁用 - 居民不能和这个物件互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁用 - 居民可以和这个物件互动。</CommandNotForbiddenDesc>
<!-- Power -->
<CommandTogglePowerDesc>开关电力。</CommandTogglePowerDesc>
<CommandTogglePowerLabel>开关电力</CommandTogglePowerLabel>
<CommandTogglePowerLabel>开关电源</CommandTogglePowerLabel>
<CommandTogglePowerDesc>开关电源。</CommandTogglePowerDesc>
<CommandDesignateTogglePowerLabel>指派开关电源</CommandDesignateTogglePowerLabel>
<CommandDesignateTogglePowerDesc>指定一件需要切换电路状态的电器。一名殖民者将随后前往拨动开关。</CommandDesignateTogglePowerDesc>
<CommandTryReconnectLabel>重新连接</CommandTryReconnectLabel>
<CommandTryReconnectDesc>尝试连接到附近另一个电网里。在当前连接的电网没有电但附近有另一个电网时很有用。</CommandTryReconnectDesc>
<CommandGatherSpotToggleLabel>空闲集合点</CommandGatherSpotToggleLabel>
<CommandGatherSpotToggleDescActive>开启——殖民者们空闲时会在这个物件附近集合。</CommandGatherSpotToggleDescActive>
<CommandGatherSpotToggleDescInactive>关闭——殖民者们空闲时不会在这个物件附近集合。</CommandGatherSpotToggleDescInactive>
<CommandDesignateTogglePowerDesc>指定一件需要切换电源状态的电器。一名居民将随后前往拨动开关。</CommandDesignateTogglePowerDesc>
<CommandTryReconnectLabel>重新连接</CommandTryReconnectLabel>
<CommandTryReconnectDesc>尝试连接到范围允许的另一个电网内,在当前连接的电网没有电但附近有另一个电网时很有用。</CommandTryReconnectDesc>
<CommandGatherSpotToggleLabel>集合点</CommandGatherSpotToggleLabel>
<CommandGatherSpotToggleDescActive>开启 - 居民们空闲时会在这个物件附近集合。</CommandGatherSpotToggleDescActive>
<CommandGatherSpotToggleDescInactive>关闭 - 居民们空闲时不会在这个物件附近集合。</CommandGatherSpotToggleDescInactive>
<!-- Drafting -->
<CommandDraftLabel>征召</CommandDraftLabel>
<CommandUndraftLabel>取消征召</CommandUndraftLabel>
<CommandToggleDraftDesc>切换征召状态。\n\n被征召的人会遵守命令并战斗。他们不会工作,吃饭或着休息。</CommandToggleDraftDesc>
<CommandToggleDraftDesc>切换军事征召状态。\n\n被征召的居民会遵守命令并战斗。他们不会工作,吃饭或着休息。</CommandToggleDraftDesc>
<IsIncapped>{0}无法行动。</IsIncapped>
<CommandClearPrioritizedWork>取消优先事项</CommandClearPrioritizedWork>
<CommandClearPrioritizedWorkDesc>取消任何已经指派的优先工作,该角色会回到他的自主行为之中。</CommandClearPrioritizedWorkDesc>
<CommandCancelConstructionLabel>取消</CommandCancelConstructionLabel>
<CommandCancelConstructionDesc>取消建造命令。</CommandCancelConstructionDesc>
<CommandGetOutOfBedLabel>离床</CommandGetOutOfBedLabel>
<CommandGetOutOfBedDesc>离开当前使用的床</CommandGetOutOfBedDesc>
<CommandBedSetOwnerLabel>设定主人</CommandBedSetOwnerLabel>
<CommandBedSetOwnerDesc>将这张床分配给一个指定的殖民者。</CommandBedSetOwnerDesc>
<CommandGraveAssignColonistLabel>指定殖民者</CommandGraveAssignColonistLabel>
<CommandGraveAssignColonistDesc>将此墓指定由一个特定的殖民者拥有。</CommandGraveAssignColonistDesc>
<CommandGraveSetToUnassignedLabel>取消指定</CommandGraveSetToUnassignedLabel>
<CommandGraveSetToUnassignedDesc>将此墓不指定给任何人。</CommandGraveSetToUnassignedDesc>
<BuildingAssign>指定</BuildingAssign>
<CommandBedSetForPrisonersLabel>设为囚犯使用</CommandBedSetForPrisonersLabel>
<CommandBedSetForPrisonersDesc>把这个房间内的床设为仅供囚犯使用。</CommandBedSetForPrisonersDesc>
<CommandBedSetForPrisonersFailOutdoors>无法将室外的床设为囚犯使用。</CommandBedSetForPrisonersFailOutdoors>
<CommandBedSetForColonistsLabel>设为殖民者使用</CommandBedSetForColonistsLabel>
<CommandBedSetForColonistsDesc>把这个房间内的床设为仅供殖民者使用。</CommandBedSetForColonistsDesc>
<CommandBedSetAsMedicalLabel>设为医疗床</CommandBedSetAsMedicalLabel>
<CommandBedSetAsMedicalDesc>将这个床设为医疗用途的床。</CommandBedSetAsMedicalDesc>
<CommandBedSetAsNonMedicalLabel>设为非医疗床</CommandBedSetAsNonMedicalLabel>
<CommandBedSetAsNonMedicalDesc>将这个床设为非医疗用途的床。</CommandBedSetAsNonMedicalDesc>
<TurningOnPrisonerBedWarning>开启囚房模式将会影响整个房间(囚犯和殖民者不能睡在同一个房间)。\n\n以下角色将会失去他们对床的所有权:</TurningOnPrisonerBedWarning>
<TurningOffPrisonerBedWarning>关闭囚房模式将会影响整个房间(囚犯和殖民者不能睡在同一个房间)。\n\n以下角色将会失去他们对床的所有权:</TurningOffPrisonerBedWarning>
<AreYouSure>你确定要这么做吗?</AreYouSure>
<CommandDetonateDesc>开始爆破倒计时。</CommandDetonateDesc>
<CommandDetonateLabel>爆破</CommandDetonateLabel>
<CommandRenameZoneDesc>重命名这个区域。</CommandRenameZoneDesc>
<CommandGetOutOfBedLabel>起床</CommandGetOutOfBedLabel>
<CommandGetOutOfBedDesc>离开当前的床。</CommandGetOutOfBedDesc>
<CommandBedSetOwnerLabel>设定归属</CommandBedSetOwnerLabel>
<CommandBedSetOwnerDesc>将这张床分配给一个指定的居民。</CommandBedSetOwnerDesc>
<CommandGraveAssignColonistLabel>指定居民</CommandGraveAssignColonistLabel>
<CommandGraveAssignColonistDesc>将这块墓分配给一个指定的居民。</CommandGraveAssignColonistDesc>
<BuildingAssign>分配</BuildingAssign>
<BuildingUnassign>取消分配</BuildingUnassign>
<CommandBedSetForPrisonersLabel>囚犯专用</CommandBedSetForPrisonersLabel>
<CommandBedSetForPrisonersDesc>设置这个房间内的床是否仅供囚犯使用。</CommandBedSetForPrisonersDesc>
<CommandBedSetForPrisonersFailOutdoors>无法将室外的床设为囚犯使用。</CommandBedSetForPrisonersFailOutdoors>
<CommandBedSetAsMedicalLabel>医疗专用</CommandBedSetAsMedicalLabel>
<CommandBedSetAsMedicalDesc>设置这张床是否仅供医疗用途所使用。</CommandBedSetAsMedicalDesc>
<TurningOnPrisonerBedWarning>开启囚房模式将会影响整个房间(囚犯和居民不能睡在同一个房间)。\n\n这些人将会失去他们对床的所有权</TurningOnPrisonerBedWarning>
<TurningOffPrisonerBedWarning>关闭囚房模式将会影响整个房间(囚犯和居民不能睡在同一个房间)。\n\n这些人将会失去他们对床的所有权</TurningOffPrisonerBedWarning>
<AreYouSure>你确定要这么做吗?</AreYouSure>
<CommandDetonateLabel>爆破</CommandDetonateLabel>
<CommandDetonateDesc>开始爆破倒计时。</CommandDetonateDesc>
<CommandRenameZoneLabel>重命名</CommandRenameZoneLabel>
<CommandRenameZoneDesc>重命名这个区域。</CommandRenameZoneDesc>
<CommandHideZoneLabel>隐藏</CommandHideZoneLabel>
<CommandHideZoneDesc>显示/隐藏这个区域。</CommandHideZoneDesc>
<CommandUnhideZoneLabel>取消隐藏</CommandUnhideZoneLabel>
<CommandUnhideZoneLabel>显示</CommandUnhideZoneLabel>
<CommandHideZoneDesc>隐藏或显示这个区域。</CommandHideZoneDesc>
<CommandDeleteZoneLabel>删除</CommandDeleteZoneLabel>
<CommandDeleteZoneDesc>删除这个区域。</CommandDeleteZoneDesc>
<CommandCopyZoneSettingsLabel>复制设定</CommandCopyZoneSettingsLabel>
<CommandCopyZoneSettingsLabel>复制区域设置</CommandCopyZoneSettingsLabel>
<CommandCopyZoneSettingsDesc>将此区域的设置复制到剪贴板,可以将设置粘贴到另一个区域上。</CommandCopyZoneSettingsDesc>
<CommandPasteZoneSettingsLabel>粘贴设定</CommandPasteZoneSettingsLabel>
<CommandPasteZoneSettingsLabel>粘贴区域设置</CommandPasteZoneSettingsLabel>
<CommandPasteZoneSettingsDesc>用剪贴板上的设置覆盖此区域的设置。</CommandPasteZoneSettingsDesc>
<CommandAllowSow>允许播种</CommandAllowSow>
<CommandAllowSowDesc>当禁用时,殖民者不会在此区域播种植物。但他们仍然会收获成熟的植物。</CommandAllowSowDesc>
<CommandAllowSowDesc>当禁用时,居民不会在此区域播种植物。但他们仍然会收获成熟的植物。</CommandAllowSowDesc>
<!-- Artillery -->
<CommandSetForceAttackTarget>强制设定目标</CommandSetForceAttackTarget>
<CommandSetForceAttackTargetDesc>设定这个炮塔必须不停试图攻击的目标。</CommandSetForceAttackTargetDesc>
<CommandSetForceAttackTarget>设置强制目标</CommandSetForceAttackTarget>
<CommandSetForceAttackTargetDesc>为这个炮台设定一个其必须持续攻击的目标。</CommandSetForceAttackTargetDesc>
<CommandStopForceAttack>停止强制攻击</CommandStopForceAttack>
<CommandStopForceAttackDesc>停止强制攻击目标并允许炮塔自由开火。</CommandStopForceAttackDesc>
<CommandStopAttackFailNotForceAttacking>不再强制攻击目标</CommandStopAttackFailNotForceAttacking>
<CommandStopAttackFailNotForceAttacking>当前没有强制攻击</CommandStopAttackFailNotForceAttacking>
<MessageTargetBeyondMaximumRange>目标超出最大射程。</MessageTargetBeyondMaximumRange>
<MessageTargetBelowMinimumRange>目标低于最小射程。</MessageTargetBelowMinimumRange>
<MessageTargetBelowMinimumRange>目标近于最小射程。</MessageTargetBelowMinimumRange>
<!-- Ship computer core -->
<CommandShipLaunch>发射飞船</CommandShipLaunch>
@ -90,18 +86,16 @@
<CommandShipLaunchReport>显示发射报告</CommandShipLaunchReport>
<CommandShipLaunchReportDesc>显示一份关于飞船的发射能力的报告。</CommandShipLaunchReportDesc>
<!-- Pod -->
<CommandPodEject>弹出休眠者</CommandPodEject>
<CommandPodEjectDesc>唤醒低温休眠者并将他们弹出。</CommandPodEjectDesc>
<CommandPodEjectFailEmpty>内部没有人。</CommandPodEjectFailEmpty>
<!-- Door -->
<CommandToggleDoorForbid>开关门锁</CommandToggleDoorForbid>
<CommandToggleDoorForbidDesc>锁住或解锁一扇门。被锁住的门不会为任何人敞开。</CommandToggleDoorForbidDesc>
<CommandToggleDoorHoldOpen>敞门</CommandToggleDoorHoldOpen>
<CommandToggleDoorHoldOpenDesc>当激活时,殖民者将不会关闭这道门。如果门是自动并有电力供应,它将会自动打开。</CommandToggleDoorHoldOpenDesc>
<CommandPodEjectFailEmpty>里面没有人。</CommandPodEjectFailEmpty>
<!-- Door -->
<CommandToggleDoorForbid>禁止通过</CommandToggleDoorForbid>
<CommandToggleDoorForbidDesc>当门禁止通过时,居民及盟军将无法通过。不会影响敌军以及动物与该门的互动行为。</CommandToggleDoorForbidDesc>
<CommandToggleDoorHoldOpen>保持打开</CommandToggleDoorHoldOpen>
<CommandToggleDoorHoldOpenDesc>当启用时,居民在通过后不会随手关门。</CommandToggleDoorHoldOpenDesc>
<!-- Temperature control -->
<CommandResetTemp>重置</CommandResetTemp>
@ -110,29 +104,38 @@
<CommandLowerTempDesc>降低目标温度。</CommandLowerTempDesc>
<!-- Install/reinstall -->
<CommandInstall>安装</CommandInstall>
<CommandInstallDesc>这个物品目前已经为运输或贮藏打包。用这个指令来将这个物品安装到需要被观看或使用的位置。</CommandInstallDesc>
<CommandReinstall>重新安装...</CommandReinstall>
<CommandReinstallDesc>指定此物品需要卸载并重新安装在其他地方。</CommandReinstallDesc>
<!-- Trade beacon -->
<CommandMakeBeaconStockpileDesc>在贸易信标有效半径范围内创建一个存储区。</CommandMakeBeaconStockpileDesc>
<CommandMakeBeaconStockpileLabel>建立存储区</CommandMakeBeaconStockpileLabel>
<CommandInstall>安置</CommandInstall>
<CommandInstallDesc>该物品已被打包以便于运输与贮藏,使用本指令可将物品安置于指定地点。</CommandInstallDesc>
<CommandReinstall>重新安置于...</CommandReinstall>
<CommandReinstallDesc>指定此物品需要拆装以可被安置在其他地方。</CommandReinstallDesc>
<!-- Sun lamp -->
<CommandSunLampMakeGrowingZoneDesc>在太阳灯有效半径范围内创建一个存储区。</CommandSunLampMakeGrowingZoneDesc>
<!-- Trade beacon -->
<CommandMakeBeaconStockpileDesc>在贸易信标有效半径范围内创建一个贮存区。</CommandMakeBeaconStockpileDesc>
<CommandMakeBeaconStockpileLabel>建立贮存区</CommandMakeBeaconStockpileLabel>
<!-- Sun lamp -->
<CommandSunLampMakeGrowingZoneDesc>围绕该建筑建立一个完全符合灯光形状的种植区。</CommandSunLampMakeGrowingZoneDesc>
<CommandSunLampMakeGrowingZoneLabel>建立种植区</CommandSunLampMakeGrowingZoneLabel>
<!-- Trap -->
<CommandAutoRearm>自动重装</CommandAutoRearm>
<CommandAutoRearmDesc>当激活时,将自动指派未准备的陷阱进行重装。</CommandAutoRearmDesc>
<!-- Animal control -->
<CommandReleaseAnimalsLabel>放开动物</CommandReleaseAnimalsLabel>
<CommandReleaseAnimalsDesc>当此项打开时,可以控制动物攻击远处的目标。当此项关闭时,动物逗留附近保护主人。</CommandReleaseAnimalsDesc>
<!-- Squad attack -->
<!-- Trap -->
<CommandAutoRearm>自动重置</CommandAutoRearm>
<CommandAutoRearmDesc>如果启用,该陷阱会在触发后自动被指派重置。</CommandAutoRearmDesc>
<!-- Animal control -->
<CommandReleaseAnimalsLabel>解开动物栓绳</CommandReleaseAnimalsLabel>
<CommandReleaseAnimalsDesc>如果启用,受驯的动物可以上前攻击远处目标。如果禁用,它们则在身边保护主人。</CommandReleaseAnimalsDesc>
<!-- Squad attack -->
<CommandSquadAttack>攻击</CommandSquadAttack>
<CommandSquadAttackDesc>命令选定的殖民者攻击指定目标。</CommandSquadAttackDesc>
<CommandSquadAttackDesc>命令选定的居民攻击指定目标。</CommandSquadAttackDesc>
<!-- Hold fire -->
<CommandHoldFire>停火</CommandHoldFire>
<CommandHoldFireDesc>结束任何正在进行的攻击。</CommandHoldFireDesc>
<!-- Select plant to grow -->
<CommandSelectPlantToGrowMulti>选择要种植的植物</CommandSelectPlantToGrowMulti>
<CommandSelectPlantToGrow>植物:{0}</CommandSelectPlantToGrow>
<CommandSelectPlantToGrowDesc>决定要在此播种的植物。</CommandSelectPlantToGrowDesc>
</LanguageData>

View File

@ -27,6 +27,4 @@
<ProsheCap></ProsheCap>
<ProitCap></ProitCap>
</LanguageData>

View File

@ -19,15 +19,16 @@
<TabArt>艺术</TabArt>
<TabSocial>社交</TabSocial>
<!-- Bills tab -->
<AddBill>添加清单</AddBill>
<RecipeRequiresSkills>配方{0}需要如下技能。你的殖民者中没有达到技能要求的人,所以没有人完成这个清单。</RecipeRequiresSkills>
<MinimumSkill>最小技能</MinimumSkill>
<SuspendedCaps>已暂停</SuspendedCaps>
<BoundWorkerIs>工作者: {0}</BoundWorkerIs>
<BoundWorkerIs>负责人:{0}</BoundWorkerIs>
<PlantVerb>种植</PlantVerb>
<!-- Guest/prisoner tab -->
<RecruitmentDifficulty>招募难度</RecruitmentDifficulty>
<GetsFood>得到食物</GetsFood>
@ -39,39 +40,40 @@
<PrisonerAttemptRecruit>试图招募</PrisonerAttemptRecruit>
<PrisonerRelease>释放</PrisonerRelease>
<PrisonerExecution>处决</PrisonerExecution>
<!-- Medical - general -->
<MoveSpeed>移动速度</MoveSpeed>
<Efficiency>效率</Efficiency>
<MissingBodyPart>不存在</MissingBodyPart>
<DestroyedBodyPart></DestroyedBodyPart>
<ShatteredBodyPart></ShatteredBodyPart>
<RemovedBodyPart></RemovedBodyPart>
<MissingBodyPart>没了</MissingBodyPart>
<DestroyedBodyPart>破坏</DestroyedBodyPart>
<ShatteredBodyPart>被碾</ShatteredBodyPart>
<RemovedBodyPart>被摘</RemovedBodyPart>
<Healthy>健康</Healthy>
<InPain>感到疼痛</InPain>
<PainLevel></PainLevel>
<PainLevel></PainLevel>
<Dead>死亡</Dead>
<Unconscious>失去知觉</Unconscious>
<PainShock>暂时休克</PainShock>
<Injured>受伤</Injured>
<NoInjuries>(没有受伤)</NoInjuries>
<WholeBody>全身</WholeBody>
<DataProcessing>数据处理</DataProcessing>
<DataProcessing>数据处理</DataProcessing>
<Communication>交流</Communication>
<AffectsLower>影响</AffectsLower>
<BleedingRate>失率</BleedingRate>
<BleedingRate>血速度</BleedingRate>
<HealthOverview>概况</HealthOverview>
<MedicalOperationsShort>手术({0})</MedicalOperationsShort>
<MedicalOperationsMechanoidsShort>改({0})</MedicalOperationsMechanoidsShort>
<MedicalOperationsMechanoidsShort>({0})</MedicalOperationsMechanoidsShort>
<MedicalOperations>医疗手术</MedicalOperations>
<Amputate>截肢</Amputate>
<Harvest>摘除</Harvest>
<Harvest>捐赠</Harvest>
<RemoveOrgan>摘除</RemoveOrgan>
<MemoryLower>记忆</MemoryLower>
<SocialInteractionsLower>社交影响</SocialInteractionsLower>
<SocialInteractionsLower>社交互动</SocialInteractionsLower>
<HungerRate>饥饿度</HungerRate>
<Tiredness>劳累度</Tiredness>
<!-- Medical - Body and activities condition -->
<None></None>
@ -81,29 +83,30 @@
<GoodCondition>健康</GoodCondition>
<Enhanced>增强</Enhanced>
<SeriouslyImpaired>严重受损</SeriouslyImpaired>
<Impaired>严重受损</Impaired>
<Impaired>受损</Impaired>
<SlightlyImpaired>轻微受损</SlightlyImpaired>
<NoPain></NoPain>
<LittlePain>少量</LittlePain>
<LittlePain>轻微</LittlePain>
<MediumPain>中等</MediumPain>
<SeverePain>严重</SeverePain>
<ExtremePain>极度</ExtremePain>
<!-- Training tab-->
<TrainableIntelligence>可训练的智力</TrainableIntelligence>
<CannotTrainNotSmartEnough>需要可训练的智力 {0}.</CannotTrainNotSmartEnough>
<CannotTrainTooSmall>{0}太小去训练.</CannotTrainTooSmall>
<TrainingNeedsPrerequisite>先决条件: {0}</TrainingNeedsPrerequisite>
<TrainableIntelligence>智力级别</TrainableIntelligence>
<CannotTrainNotSmartEnough>要求{0}智力级别。</CannotTrainNotSmartEnough>
<CannotTrainTooSmall>{0}太小了,无法接受这个训练。</CannotTrainTooSmall>
<TrainingNeedsPrerequisite>先决条件:{0}</TrainingNeedsPrerequisite>
<!-- Social tab -->
<NoRelationships>(无关系)</NoRelationships>
<Kidnapped>被绑架</Kidnapped>
<Slave>奴隶</Slave>
<FactionLeader>派系领袖</FactionLeader>
<OpinionOf>对{0}的印象</OpinionOf>
<SomeonesOpinionOfMe>{0}对我的印象</SomeonesOpinionOfMe>
<OpinionOf>对{0}的看法</OpinionOf>
<SomeonesOpinionOfMe>{0}对我的看法</SomeonesOpinionOfMe>
<IAmDead>我死了</IAmDead>
<IAmPsychopath>我是一个精神病患者</IAmPsychopath>
<IAmPsychopath>我是精神病</IAmPsychopath>
</LanguageData>

View File

@ -3,108 +3,117 @@
<LetterLabelAnimalInsanitySingle>动物发狂</LetterLabelAnimalInsanitySingle>
<AnimalInsanitySingle>一个当地的{0}发疯了。它会攻击任何它看的见的人。</AnimalInsanitySingle>
<LetterLabelAnimalInsanityMultiple>动物发狂!</LetterLabelAnimalInsanityMultiple>
<AnimalInsanityMultiple>某种心灵电波扫过了整个地平线。你的殖民者们没什么问题,但是……\n\n看来这个区域的好多{0}们都被这玩意弄疯了。</AnimalInsanityMultiple>
<LetterLabelAnimalInsanityMultiple>动物发狂</LetterLabelAnimalInsanityMultiple>
<AnimalInsanityMultiple>某种心灵电波扫过了地表。你的居民们没什么问题,但是……\n\n看来这个区域的好多{0}们都被这玩意弄疯了。</AnimalInsanityMultiple>
<LetterLabelCropBlight>枯萎病</LetterLabelCropBlight>
<CropBlight>一种神秘的枯萎病毁掉了你的农作物。</CropBlight>
<LetterLabelMiracleHeal>奇迹</LetterLabelMiracleHeal>
<MiracleHeal>{0}奇迹般的恢复健康了!</MiracleHeal>
<MiracleHeal>{0}奇迹般的恢复健康了</MiracleHeal>
<!-- Enemy raids -->
<EnemyRaidWalkIn>一群来自{1}的{0}来到了附近。</EnemyRaidWalkIn>
<EnemyRaidEdgeDrop>一群来自{1}的{0}从轨道降落到了附近。</EnemyRaidEdgeDrop>
<EnemyRaidCenterDrop>一群来自{1}的{0}从轨道直接降落到了你的殖民地上!</EnemyRaidCenterDrop>
<EnemyRaidWalkIn>一群来自于{1}的{0}抵达了附近。</EnemyRaidWalkIn>
<EnemyRaidEdgeDrop>一群来自于{1}的{0}坐空投舱降落到了附近。</EnemyRaidEdgeDrop>
<EnemyRaidCenterDrop>一群来自于{1}的{0}从轨道直接降落到了你的殖民地上!</EnemyRaidCenterDrop>
<EnemyRaidLeaderPresent>{0}中的一员,{1},是其派系的首领。</EnemyRaidLeaderPresent>
<!-- Friendly raids -->
<FriendlyRaidWalkIn>一群来自{1}的{0}来到了附近。</FriendlyRaidWalkIn>
<FriendlyRaidEdgeDrop>一群来自{1}的{0}从轨道降落到了附近。</FriendlyRaidEdgeDrop>
<FriendlyRaidCenterDrop>一群来自{1}的{0}从轨道直接降落到了你的殖民地上!</FriendlyRaidCenterDrop>
<FriendlyRaidWalkIn>一群来自{1}的友好{0}抵达了附近。</FriendlyRaidWalkIn>
<FriendlyRaidEdgeDrop>一群来自{1}的友好{0}坐空投舱降落到了附近。</FriendlyRaidEdgeDrop>
<FriendlyRaidCenterDrop>一群来自{1}的友好{0}从轨道直接降落到了你的殖民地上!</FriendlyRaidCenterDrop>
<FriendlyRaidLeaderPresent>{0}中的一员,{1},是其派系的首领。</FriendlyRaidLeaderPresent>
<LetterLabelRefugeePodCrash>逃生舱坠毁</LetterLabelRefugeePodCrash>
<RefugeePodCrash>你侦测到了一个逃生舱在附近坠毁了。\n\n如果有人在撞击后还活了下来他们的伤势估计好不到哪去。</RefugeePodCrash>
<LetterLabelCargoPodCrash>货舱坠毁</LetterLabelCargoPodCrash>
<CargoPodCrash>测到了一组货舱在附近坠毁了。\n\n你或许能在废墟中找到不少有用的东西。</CargoPodCrash>
<CargoPodCrash>测到了一组货舱在附近坠毁了。\n\n你或许能在废墟中找到不少有用的东西。</CargoPodCrash>
<AnElectricalConduit>一根电缆</AnElectricalConduit>
<ShortCircuit>{0}的故障引起了短路。\n\n所有电池里整整{1}Wd的能量都以爆炸的形式被释放出来。</ShortCircuit>
<ShortCircuitWasLarge>这么多电能造成了一场规模可观的爆炸。</ShortCircuitWasLarge>
<ShortCircuitWasHuge>爆炸的规模可不小啊,哇</ShortCircuitWasHuge>
<ShortCircuitWasHuge>真是一场大爆炸,天啊</ShortCircuitWasHuge>
<TraderArrival>一艘商船正巧经过。\n\n他们的被称作{0}。他们是{1}。</TraderArrival>
<TraderArrival>一艘商船正巧经过。\n\n他们被称作{0}是{1}。</TraderArrival>
<SingleTravelerPassing>一位从{1}来的{0}正巧路过。HECAP的名字叫{2}。</SingleTravelerPassing>
<GroupTravelersPassing>一群来自{0}的旅行者正巧路过。</GroupTravelersPassing>
<LetterLabelSingleVisitorArrives>访客</LetterLabelSingleVisitorArrives>
<SingleVisitorArrives>一位来自{1}的{0}来拜访殖民地。\n\nHECAP的名字叫{2}。</SingleVisitorArrives>
<SingleVisitorArrivesTraderInfo>\n\nHECAP似乎有几个物品要交易。</SingleVisitorArrivesTraderInfo>
<LetterLabelGroupVisitorsArrive>访客</LetterLabelGroupVisitorsArrive>
<GroupVisitorsArrive>一组来自{0}的人来拜访殖民地。</GroupVisitorsArrive>
<GroupVisitorsArriveTraderInfo>\n\n他们似乎有几个物品要交易。</GroupVisitorsArriveTraderInfo>
<SingleVisitorArrives>一位来自{1}的{0}来拜访殖民地。\n\nHECAP的名字叫{2}。{3}{4}</SingleVisitorArrives>
<SingleVisitorArrivesTraderInfo>\n\nHECAP似乎有几个物品想要交易。</SingleVisitorArrivesTraderInfo>
<SingleVisitorArrivesLeaderInfo>\n\nHECAP是其派系的首领。</SingleVisitorArrivesLeaderInfo>
<LetterLabelGroupVisitorsArrive>多位访客</LetterLabelGroupVisitorsArrive>
<GroupVisitorsArrive>一组来自{0}的人来拜访殖民地。{1}{2}</GroupVisitorsArrive>
<GroupVisitorsArriveTraderInfo>\n\n他们似乎有几个物品要交易。</GroupVisitorsArriveTraderInfo>
<GroupVisitorsArriveLeaderInfo>\n\n其中有一个访客{0},是其派系的首领。</GroupVisitorsArriveLeaderInfo>
<VisitorsLeaving>来自{0}的参观者离开了。</VisitorsLeaving>
<LetterLabelWandererJoin>流浪者加入</LetterLabelWandererJoin>
<WandererJoin>一位{0}名叫NAME来到了这里并加入了殖民地。HECAP是一位{1}。</WandererJoin>
<WandererJoin>一位名叫NAME的{0}来到了这里并加入了殖民地。HECAP是一位{1}。</WandererJoin>
<LetterLabelManhunterPackArrived>猎杀人类</LetterLabelManhunterPackArrived>
<ManhunterPackArrived>一群猎杀人类的{0} 已经进入该地区。他们将四处游荡猎杀人类。\n\n猎杀者无法通过门墙所以如果你在墙后面应该是安全的。\n\n猎杀者将会在几天后离开。</ManhunterPackArrived>
<ManhunterPackArrived>一群猎杀人类的{0}已经进入该地区。他们将四处游荡猎杀人类。\n\n猎杀者无法通过门墙所以如果你躲在屋里应该是安全的。他们也不会攻击关闭的炮台,所以你想留下炮台也可以关掉它们。\n\n猎杀者将会在几天后离开。</ManhunterPackArrived>
<!-- Crashed ship part-->
<MessageAnimalInsanityPulse>这个远古结构发射了一波心灵脉冲,它让附近的动物都发疯了。</MessageAnimalInsanityPulse>
<LetterShipPartDroveColonistInsane>这个远古结构发射了一波心灵脉冲,它让殖民者{0}发疯了。</LetterShipPartDroveColonistInsane>
<LetterShipPartDroveColonistInsane>这个坠毁的飞船部件发射了心灵脉冲,使得居民{0}发疯了。</LetterShipPartDroveColonistInsane>
<AwokeDaysAgo>{0}天前醒来</AwokeDaysAgo>
<PsychicDroneLevel>心灵等级: {0}</PsychicDroneLevel>
<PsychicDroneLevel>灵能等级:{0}</PsychicDroneLevel>
<PsychicDroneLevelLow></PsychicDroneLevelLow>
<PsychicDroneLevelMedium></PsychicDroneLevelMedium>
<PsychicDroneLevelHigh></PsychicDroneLevelHigh>
<PsychicDroneLevelExtreme></PsychicDroneLevelExtreme>
<PsychicDroneLevelExtreme></PsychicDroneLevelExtreme>
<LetterLabelPsychicDroneLevelIncreased>心灵干扰加剧</LetterLabelPsychicDroneLevelIncreased>
<LetterPsychicDroneLevelIncreased>这个坠毁的飞船件传出了一种强大的心灵波。这个区域里所有的人类都感到了扰乱,恐慌并变得偏执起来。</LetterPsychicDroneLevelIncreased>
<LetterPsychicDroneLevelIncreased>这个坠毁的飞船件传出了一种强大的心灵波。这个区域里所有的人类都感到了扰乱,恐慌并变得偏执起来。</LetterPsychicDroneLevelIncreased>
<!-- Agent revealed -->
<LetterLabelAgentRevealed>特工</LetterLabelAgentRevealed>
<LetterAgentRevealed>{0}的身份被识破了,他/她是你的敌人{1}派来的一名间谍。\n\n他们现在正试图逃跑。</LetterAgentRevealed>
<LetterAgentRevealed>{0}被发现是你的敌人{1}所派来的一名特工。\n\n他们现在正试图逃跑。</LetterAgentRevealed>
<!-- Distant psychic drone -->
<LetterLabelPsychicDrone>心灵冲击</LetterLabelPsychicDrone>
<LetterIncidentPsychicDrone>所有{0}的殖民者都感到十分痛苦!\n\n某种发射源在遥远的地方向这个地区投射了一种强大的心灵冲击波它的频率似乎只影响{0}。接下来几天之内,有些人的心情会比以往更差一些。</LetterIncidentPsychicDrone>
<LetterLabelPsychicDrone>心灵冲击</LetterLabelPsychicDrone>
<LetterIncidentPsychicDrone>所有的{0}居民都感到十分痛苦!\n\n某种发射源在遥远的地方向这个地区投射了一种强大的心灵冲击波它的频率似乎只影响{0}。接下来几天之内,有些人的心情会比以往更差一些。</LetterIncidentPsychicDrone>
<LetterLabelPsychicSoothe>心灵抚慰</LetterLabelPsychicSoothe>
<LetterIncidentPsychicSoothe>所有{0}的殖民者都感到十分开心!\n\n某种发射源的在遥远的地方向这个地区投射了一种强大的幸福心灵波它的频率似乎只影响 {0}。接下来几天之内,有些人的心情会比以往更好一些。</LetterIncidentPsychicSoothe>
<LetterIncidentPsychicSoothe>所有的{0}居民都感到十分开心!\n\n某种发射源的在遥远的地方向这个地区投射了一种强大的幸福心灵波它的频率似乎只影响{0}。接下来几天之内,有些人的心情会比以往更好一些。</LetterIncidentPsychicSoothe>
<!-- Beavers -->
<LetterLabelBeaversArrived>海狸!</LetterLabelBeaversArrived>
<LetterLabelBeaversArrived>海狸</LetterLabelBeaversArrived>
<BeaversArrived>一群饥饿的大海狸到来了。\n\n在他们啃倒这个区域最后一棵树之前消灭他们。</BeaversArrived>
<!-- Refugee chased -->
<RefugeeChasedInitial>附近一名叫{0}的{1}发来呼救信号。HE说自己正被来自{3}的{2}追捕!\n\nHE祈求得到保护并想加入殖民地。HE的生物年龄是{4}岁。\n\n警告 - 如果你接受请求, 你将要对抗尾随HIS的{2}。</RefugeeChasedInitial>
<RefugeeChasedInitial_Accept>提供其安全</RefugeeChasedInitial_Accept>
<RefugeeChasedInitial_Reject>忽略消息</RefugeeChasedInitial_Reject>
<RefugeeChasedRejected>喇叭传出{0} 恐慌的尖叫声,随后联系中断。</RefugeeChasedRejected>
<RefugeeChasedInitial>附近一名叫{0}的{1}发来呼救信号。HECAP正被来自{3}的{2}追捕!\n\nHECAP祈求得到保护并想加入殖民地。HE的生物年龄是{4}岁。\n\n警告 - 如果你接受请求你将要对抗尾随HIS的{2}。</RefugeeChasedInitial>
<RefugeeChasedInitial_Accept>提供保护</RefugeeChasedInitial_Accept>
<RefugeeChasedInitial_Reject>忽略消息</RefugeeChasedInitial_Reject>
<RefugeeChasedRejected>喇叭传出{0}恐慌的尖叫声,随后联系中断。</RefugeeChasedRejected>
<!-- Self-tame -->
<LetterLabelAnimalSelfTame>{0}自驯服</LetterLabelAnimalSelfTame>
<LetterAnimalSelfTame>{0} 变得驯服.</LetterAnimalSelfTame>
<LetterAnimalSelfTameAndNameNumerical>{0}变得驯服。现在已被指定 {1}.</LetterAnimalSelfTameAndNameNumerical>
<LetterAnimalSelfTameAndName>{0}变得驯服。殖民者决定将它命名为{1}.</LetterAnimalSelfTameAndName>
<LetterLabelAnimalSelfTame>{0}主动驯化</LetterLabelAnimalSelfTame>
<LetterAnimalSelfTame>{0}变得驯服了。</LetterAnimalSelfTame>
<LetterAnimalSelfTameAndNameNumerical>{0}变得驯服了。现在已被指派{1}。</LetterAnimalSelfTameAndNameNumerical>
<LetterAnimalSelfTameAndName>{0}变得驯服了。居民决定将它命名为{1}。</LetterAnimalSelfTameAndName>
<!-- Farm animals wander in -->
<LetterLabelFarmAnimalsWanderIn>{0}加入</LetterLabelFarmAnimalsWanderIn>
<LetterFarmAnimalsWanderIn>一群{0} 被遗弃或丢失,在该地区游荡。\n\n他们似乎习惯与人接触,加入了殖民地。</LetterFarmAnimalsWanderIn>
<LetterFarmAnimalsWanderIn>一群被遗弃或者迷失的{0}在该地区游荡。\n\n他们似乎已习惯与人接触,加入了殖民地。</LetterFarmAnimalsWanderIn>
<!-- Thrumbo passes -->
<LetterLabelThrumboPasses>罕见的独角兽</LetterLabelThrumboPasses>
<LetterThrumboPasses>一小群独角兽来到了这片区域。\n\n这种罕见的野兽通常是温顺的但你和它起冲突会变得非常危险。贸易商愿意出大价钱收购这些独角兽珍贵的角和皮毛。\n\n独角兽逗留几天后会离开。</LetterThrumboPasses>
<!-- Trader caravan -->
<LetterLabelTraderCaravanArrival>来自{0}的贸易</LetterLabelTraderCaravanArrival>
<LetterTraderCaravanArrival>一个来自{0}的贸易商队正在接近。\n\n他们将在殖民地逗留了几天。你可以攻击他们,但这会激怒他们的派系!</LetterTraderCaravanArrival>
<!-- Trader caravan -->
<LetterLabelTraderCaravanArrival>来自{0}的商</LetterLabelTraderCaravanArrival>
<LetterTraderCaravanArrival>一个来自{0}的贸易商队正在接近。\n\n他们会在殖民地逗留几天。你可以攻击他们,但这会激怒他们的派系!</LetterTraderCaravanArrival>
<!-- Building breaks down -->
<LetterLabelBuildingBrokenDown>损坏: {0}</LetterLabelBuildingBrokenDown>
<LetterBuildingBrokenDown>一个机器 ({0}) 损坏了。 它停止了工作,直到一个有修理工作的殖民者去修复它。</LetterBuildingBrokenDown>
<LetterLabelBuildingBrokenDown>损坏:{0}</LetterLabelBuildingBrokenDown>
<LetterBuildingBrokenDown>一个机器({0})损坏了。需要一个有修理技能的居民去修好它才能继续工作。</LetterBuildingBrokenDown>
<!-- Ransom demand -->
<RansomDemand>{1}通过电波联系你,他们绑架了前居民{0}并索要赎金。\n\n如果用{2}白银来交换他们会将HIM释放给你。</RansomDemand>
<RansomDemand_Accept>接受</RansomDemand_Accept>
<RansomDemand_Reject>拒绝</RansomDemand_Reject>
</LanguageData>

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@ -1,51 +1,51 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Work tab -->
<ManualPriorities>自定义优先</ManualPriorities>
<HigherPriority>高优先</HigherPriority>
<LowerPriority>低优先</LowerPriority>
<RelevantSkills>相关技能:{0}\n平均相关技能:{1} / {2}</RelevantSkills>
<ClickToJumpTo>点击并跳跃到:</ClickToJumpTo>
<!-- Work tab -->
<ManualPriorities>自定义优先</ManualPriorities>
<HigherPriority>高优先</HigherPriority>
<LowerPriority>低优先</LowerPriority>
<RelevantSkills>相关技能{0}\n平均相关技能{1} / {2}</RelevantSkills>
<ClickToJumpTo>点击跳转到:</ClickToJumpTo>
<CannotDoThisWork>{0}不能做这种工作。</CannotDoThisWork>
<NoneBrackets>(无)</NoneBrackets>
<IncapableOfWorkTypeBecauseOfCapacities>因这个殖民者的健康状况,他不能从事这种类型的工作。</IncapableOfWorkTypeBecauseOfCapacities>
<IncapableOfWorkTypeBecauseOfCapacities>该居民的健康状况不允许他从事这种类型的工作。</IncapableOfWorkTypeBecauseOfCapacities>
<EmergencyWorkMarker>E</EmergencyWorkMarker>
<!-- Outfits tab -->
<CurrentOutfit>当前装备</CurrentOutfit>
<ManageOutfits>管理装备</ManageOutfits>
<ClearForcedApparel>强制清除</ClearForcedApparel>
<!-- Outfits tab -->
<CurrentOutfit>当前着装配置</CurrentOutfit>
<ManageOutfits>管理着装配置</ManageOutfits>
<ClearForcedApparel>取消强制着装</ClearForcedApparel>
<ApparelForcedLower>强制</ApparelForcedLower>
<ForcedApparel>强制</ForcedApparel>
<ForcedApparel>强制</ForcedApparel>
<OutfitEdit>编辑...</OutfitEdit>
<!-- Restrictions tab -->
<Copy>复制</Copy>
<Paste>粘贴</Paste>
<AllowedArea>允许活动区域</AllowedArea>
<AllowedArea>许可区域</AllowedArea>
<!-- Animals tab -->
<Master>主人</Master>
<PregnantIconDesc>怀孕 ({0} / {1})</PregnantIconDesc>
<!-- Factions tab -->
<Hostile>敌对</Hostile>
<HostileTo>与{0}敌对</HostileTo>
<CurrentGoodwill>和这个派系的当前好感度。</CurrentGoodwill>
<!-- Statistics tab -->
<Playtime>游戏时间</Playtime>
<Playtime>游戏时间</Playtime>
<Storyteller>故事叙述者</Storyteller>
<ColonyWealthTotal>殖民地财富</ColonyWealthTotal>
<ColonyWealthItems>殖民地财富(物品)</ColonyWealthItems>
<ColonyWealthBuildings>殖民地财富(建筑)</ColonyWealthBuildings>
<NumThreatBigs>主要威胁</NumThreatBigs>
<NumEnemyRaids>敌人袭击</NumEnemyRaids>
<DamageTaken>到的伤害</DamageTaken>
<ColonistsKilled>殖民者死亡</ColonistsKilled>
<ColonistsLaunched>发射到太空的殖民者</ColonistsLaunched>
<DamageTaken>已承受伤害</DamageTaken>
<ColonistsKilled>被杀害居民</ColonistsKilled>
<ColonistsLaunched>进入太空的居民</ColonistsLaunched>
<!-- History tab -->
<SelectGraph>选择图表</SelectGraph>
<Last30Days>最近30天</Last30Days>
@ -53,7 +53,13 @@
<Last300Days>最近300天</Last300Days>
<AllDays>全部</AllDays>
<Day></Day>
<Value></Value>
<Value></Value>
<External>外部</External>
<!-- Research tab -->
<ProjectTechLevel>项目科技等级</ProjectTechLevel>
<YourTechLevel>你的科技等级</YourTechLevel>
<ResearchCostMultiplier>开销倍率</ResearchCostMultiplier>
<ResearchCostComparison>你的项目基础开销{0}由于你的科技等级现已变成{1}。</ResearchCostComparison>
</LanguageData>

View File

@ -2,11 +2,11 @@
<LanguageData>
<SaveButton>保存</SaveButton>
<!--<CancelButton>取消i</CancelButton>-->
<!--<CancelButton>取消</CancelButton>-->
<ClearBinding>清除</ClearBinding>
<ResetBinding>重设为默认</ResetBinding>
<BindingButtonToolTip>点击左键来绑定这个按钮或右击查看选项</BindingButtonToolTip>
<BindingButtonToolTip>点击左键来绑定本键或右击查看选项</BindingButtonToolTip>
<PressAnyKeyOrEsc>按任意键或按Esc来取消...</PressAnyKeyOrEsc>
<KeyBindingOverwritten>Key binding overwritten: {0}</KeyBindingOverwritten>
<KeyBindingOverwritten>键位绑定已被覆盖:{0}</KeyBindingOverwritten>
</LanguageData>

View File

@ -6,22 +6,23 @@
<GameVolume>游戏音量</GameVolume>
<MusicVolume>音乐音量</MusicVolume>
<Antialiasing>反锯齿</Antialiasing>
<!-- Gameplay -->
<EdgeScreenScroll>屏幕边缘滚动</EdgeScreenScroll>
<PauseOnLoad>读取游戏后暂停</PauseOnLoad>
<CustomCursor>替换指针</CustomCursor>
<PauseOnUrgentLetter>紧急消息时暂停</PauseOnUrgentLetter>
<CustomCursor>使用游戏鼠标指针</CustomCursor>
<KeyboardConfig>键位设置</KeyboardConfig>
<ChooseLanguage>选择语言</ChooseLanguage>
<AdaptiveTutor>自适应教程</AdaptiveTutor>
<ResetAdaptiveTutor>重设自适应教程</ResetAdaptiveTutor>
<AdaptiveTutorIsReset>自适应教程重设成功。他将从头重新教你。</AdaptiveTutorIsReset>
<RunInBackground>背景继续运行</RunInBackground>
<DevelopmentMode>开发模式</DevelopmentMode>
<ResetModsConfigOnCrash>在崩溃后自动重置MOD配置</ResetModsConfigOnCrash>
<LogVerbose>记录数据</LogVerbose>
<RunInBackground>后台继续运行</RunInBackground>
<DevelopmentMode>开发模式</DevelopmentMode>
<ResetModsConfigOnCrash>在崩溃后自动重置Mod配置</ResetModsConfigOnCrash>
<LogVerbose>详细日志</LogVerbose>
<OpenSaveGameDataFolder>打开存档文件夹</OpenSaveGameDataFolder>
<NamesYouWantToSee>在游戏中或者游戏背景故事中你想看到的角色姓氏:</NamesYouWantToSee>
<NamesYouWantToSee>在游戏中或者游戏背景故事中你想看到的角色姓氏</NamesYouWantToSee>
<ChangeStoryteller>选择故事叙述者</ChangeStoryteller>
<AutosaveInterval>自动保存间隔</AutosaveInterval>
<TemperatureMode>温度模式</TemperatureMode>
@ -31,7 +32,7 @@
<!-- Resolution -->
<Resolution>分辨率</Resolution>
<Fullscreen>全屏显示</Fullscreen>
<!-- Privacy-->
<Privacy>隐私</Privacy>
<UserName>用户名</UserName>

View File

@ -5,87 +5,106 @@
<CreateWorld>创建世界</CreateWorld>
<NewColony>新殖民地</NewColony>
<BackToGame>回到游戏</BackToGame>
<ReviewScenario>回顾场景</ReviewScenario>
<Save>保存</Save>
<Load>读取</Load>
<LoadGame>读取游戏</LoadGame>
<Options>选项</Options>
<Mods>Mod</Mods>
<Credits>制作组</Credits>
<QuitToMainMenu>返回主菜单</QuitToMainMenu>
<SaveAndQuitToMainMenu>并返回主菜单</SaveAndQuitToMainMenu>
<SaveAndQuitToMainMenu>并返回主菜单</SaveAndQuitToMainMenu>
<QuitToOS>退出游戏</QuitToOS>
<SaveAndQuitToOS>并退出游戏</SaveAndQuitToOS>
<FictionPrimer>游戏背景</FictionPrimer>
<LudeonBlog>Ludeon博客</LudeonBlog>
<Forums>论坛</Forums>
<SaveAndQuitToOS>并退出游戏</SaveAndQuitToOS>
<FictionPrimer>游戏简介</FictionPrimer>
<LudeonBlog>开发组博客</LudeonBlog>
<Forums>官方论坛</Forums>
<OfficialWiki>官方百科</OfficialWiki>
<TynansTwitter>Tynan的twitter</TynansTwitter>
<TynansTwitter>Tynan的Twitter</TynansTwitter>
<TynansDesignBook>Tynan的设计指南书</TynansDesignBook>
<HelpTranslate>帮助翻译RimWorld</HelpTranslate>
<BuySoundtrack>购买原声</BuySoundtrack>
<BuySoundtrack>购买原声音乐</BuySoundtrack>
<!--=========== Create/review world ================-->
<ReviewWorld>查看世界</ReviewWorld>
<WorldGenerate>创建</WorldGenerate>
<WorldGenerate>生成</WorldGenerate>
<WorldSaveAndFinish>保存并完成</WorldSaveAndFinish>
<Reset>重设</Reset>
<WorldSize>尺寸</WorldSize>
<WorldSeed>种子</WorldSeed>
<RandomizeSeed>随机种子</RandomizeSeed>
<!--=========== Select world ===================-->
<SelectWorld>选择世界</SelectWorld>
<WorldChooseButton>选择</WorldChooseButton>
<NoWorldsFilesFound>没有发现世界文件请先创造一个世界。</NoWorldsFilesFound>
<NoWorldsFilesFound>没有发现世界文件请先创造一个世界。</NoWorldsFilesFound>
<!--=========== Version info ==========-->
<BuildNowAvailable>版本{0}已经发布。检查Ludeon.com来获取更多信息。</BuildNowAvailable>
<BuildUpToDate>版本已是最新</BuildUpToDate>
<ErrorGettingVersionInfo>获取版本信息错误: {0}</ErrorGettingVersionInfo>
<BuildNowAvailable>版本{0}已经发布。访问ludeon.com来获取更多信息。</BuildNowAvailable>
<BuildUpToDate>当前为最新版本。</BuildUpToDate>
<ErrorGettingVersionInfo>获取版本信息错误{0}</ErrorGettingVersionInfo>
<LoadingVersionInfo>正在加载版本信息...</LoadingVersionInfo>
<!--=========== World generator =========-->
<GenerateWorld>创建世界</GenerateWorld>
<!--=========== Mods screen ==========-->
<GenerateWorld>生成世界</GenerateWorld>
<!--=========== Mods config ==========-->
<OpenSteamWorkshop>打开Steam创意工坊</OpenSteamWorkshop>
<GetModsFromForum>从论坛获取MOD</GetModsFromForum>
<GetModsFromForum>从论坛获取Mod</GetModsFromForum>
<OpenModsDataFolder>打开Mod数据文件夹</OpenModsDataFolder>
<ConfirmDisableCoreMod>你确定要关闭Core(核心)模组吗?除非有完全替代游戏核心所有功能的模组,否则游戏将完全无法运行。\n\n记住其它模组能通过使用同样的defName来覆盖游戏内的设定。</ConfirmDisableCoreMod>
<ConfirmDeleteMod>你确定要删除所有{0}的内容?</ConfirmDeleteMod>
<Unsubscribe>注销账号</Unsubscribe>
<ConfirmUnsubscribe>你确定要注销{0}账号</ConfirmUnsubscribe>
<ConfirmDisableCoreMod>你确定要关闭核心Mod吗除非有完全替代游戏核心所有功能的Mod否则游戏将完全无法运行。\n\n记住其它Mod能通过使用同样的defName来覆盖游戏内的设定。</ConfirmDisableCoreMod>
<ConfirmDeleteMod>你确定要删除{0}的所有内容?</ConfirmDeleteMod>
<Unsubscribe>取消订阅</Unsubscribe>
<ConfirmUnsubscribe>你确定要取消订阅{0}</ConfirmUnsubscribe>
<Author>作者</Author>
<WorkshopPage>创意工坊页面</WorkshopPage>
<UploadToSteamWorkshop>上传到Steam创意工坊</UploadToSteamWorkshop>
<UpdateOnSteamWorkshop>更新Steam创意工坊</UpdateOnSteamWorkshop>
<UploadAlreadyInProgress>正在更新中。</UploadAlreadyInProgress>
<WorkshopSubmissionFailed>创意工坊提交失败。\n\n原因: {0}</WorkshopSubmissionFailed>
<YouAgreeToSteamWorkshopLegal>提交这个MOD。你将同意Steam创意工坊的Workshop服务条款。点击这里获得更多的信息。</YouAgreeToSteamWorkshopLegal>
<WorkshopUploadSucceeded>成功上传 {0}。</WorkshopUploadSucceeded>
<DownloadingMod>正在下载 {0}</DownloadingMod>
<UpdateOnSteamWorkshop>更新至Steam创意工坊</UpdateOnSteamWorkshop>
<UploadAlreadyInProgress>已经在进行更新。</UploadAlreadyInProgress>
<WorkshopSubmissionFailed>创意工坊提交失败。\n\n原因{0}</WorkshopSubmissionFailed>
<WorkshopUploadSucceeded>已成功上传{0}。</WorkshopUploadSucceeded>
<Downloading>正在下载</Downloading>
<Source>来源</Source>
<ModTargetVersion>对应版本:{0}</ModTargetVersion>
<ModNotMadeForThisVersion>该Mod不是为当前版本的RimWorld开发的所以可能无法正常运行。</ModNotMadeForThisVersion>
<MessageModNeedsWellFormattedTargetVersion>Mod需要在About.xml里指定一个正确格式的所对应的版本信息。例如&lt;targetVersion&gt;{0}&lt;/targetVersion&gt;</MessageModNeedsWellFormattedTargetVersion>
<!--=========== Select scenario =============-->
<ChooseScenario>选择场景</ChooseScenario>
<ScenariosCustom>自定义</ScenariosCustom>
<ScenariosSteamWorkshop>Steam创意工坊</ScenariosSteamWorkshop>
<ScenarioEditor>场景编辑器</ScenarioEditor>
<Delete>删除</Delete>
<!--============ Scenario editor ===============-->
<Seed>种子</Seed>
<Load>载入</Load>
<EditMode>编辑模式</EditMode>
<Summary>概要</Summary>
<AddPart>增加规则</AddPart>
<TextFieldsMustBeFilled>所有的文本项都不可为空。</TextFieldsMustBeFilled>
<ConfirmSteamWorkshopUpload>你确定要把这个上传至Steam创意工坊吗\n\n你必须同意Steam创意工坊服务条款。条款全文在这里\n\nhttp://steamcommunity.com/sharedfiles/workshoplegalagreement</ConfirmSteamWorkshopUpload>
<ConfirmContentAuthor>你应该仅上传你自己创造的作品。\n\n你确定这是你自己所创作的内容吗</ConfirmContentAuthor>
<Incompatible>不兼容</Incompatible>
<TooMany>数量过多(最大值{0})</TooMany>
<CanBeUpdatedOnWorkshop>由于你是作者,因此可以更新创意工坊。</CanBeUpdatedOnWorkshop>
<!--=========== Select storyteller ==========-->
<ChooseAIStoryteller>选择AI故事叙述者</ChooseAIStoryteller>
<HowStorytellersWork>AI故事叙述者会制造海盗掠夺资源降落或动物袭击这样的事件。他们的选择会影响你的殖民地的故事。</HowStorytellersWork>
<MustChooseChallengeScale>请选择一个挑战规模。</MustChooseChallengeScale>
<HowStorytellersWork>AI故事叙述者会制造海盗掠夺资源降落或动物袭击这样的事件。他们的选择会影响你的殖民地故事。</HowStorytellersWork>
<MustChooseDifficulty>请选择一个难度设置。</MustChooseDifficulty>
<Difficulty>难度</Difficulty>
<!--=========== Landing site select =========-->
<SelectLandingSite>选择着陆点</SelectLandingSite>
<SelectRandomSite>选择随机着陆点</SelectRandomSite>
<SelectSite>选择地点</SelectSite>
<MustSelectLandingSite>请选择一个着陆点。</MustSelectLandingSite>
<CannotLandBiome>你不能在这个生态系统上着陆: {0}</CannotLandBiome>
<CannotLandBiome>你不能在这个生态系统上着陆{0}</CannotLandBiome>
<WorldRenderMode>视图</WorldRenderMode>
<WorldRenderModeFull>全部</WorldRenderModeFull>
<WorldRenderModeTemperature>温度</WorldRenderModeTemperature>
<WorldRenderModeElevation>海拔</WorldRenderModeElevation>
<WorldRenderModeFertility>湿</WorldRenderModeFertility>
<WorldRenderModeFertility>肥沃</WorldRenderModeFertility>
<WorldRenderModeRainfall>降雨量</WorldRenderModeRainfall>
<WorldRenderModeBiomes>生态系统</WorldRenderModeBiomes>
<BiomeNotImplemented>此生态系统尚未加入游戏。</BiomeNotImplemented>
@ -93,10 +112,10 @@
<Biome>生态系统</Biome>
<Terrain>地形</Terrain>
<Elevation>海拔</Elevation>
<Fertility>湿</Fertility>
<Fertility>肥沃</Fertility>
<AvgTemp>平均温度</AvgTemp>
<AvgJanTemp>平均温度(一月): {0}</AvgJanTemp>
<AvgJulTemp>平均温度(七月): {0}</AvgJulTemp>
<AvgWinterTemp>平均温度(冬季){0}</AvgWinterTemp>
<AvgSummerTemp>平均温度(夏季){0}</AvgSummerTemp>
<Rainfall>降雨量</Rainfall>
<HasCoast0>北部有海岸</HasCoast0>
<HasCoast1>东部有海岸</HasCoast1>
@ -104,18 +123,17 @@
<HasCoast3>西部有海岸</HasCoast3>
<FactionBase>派系基地</FactionBase>
<StoneTypesHere>岩石类型</StoneTypesHere>
<!--=========== Character chooser ==========-->
<CreateCharacters>创建角色</CreateCharacters>
<FirstNameDesc>角色的姓氏。\n\n这只会在部分菜单中显示。</FirstNameDesc>
<ShortIdentifierDesc>角色的简称。\n\n这会在所有情况下都显示。可以和姓或者名一样也可以是一个完全不一样的绰号。</ShortIdentifierDesc>
<LastNameDesc>角色的名字。\n\n这只会在部分菜单中显示。</LastNameDesc>
<Randomize>随机</Randomize>
<Randomize>随机</Randomize>
<AgeIndicator>年龄{0}</AgeIndicator>
<Backstory>背景故事</Backstory>
<IncapableOf>无法</IncapableOf>
<Traits></Traits>
<IncapableOf>无法胜任</IncapableOf>
<Traits></Traits>
<PermanentMoodEffect>永久心情效果</PermanentMoodEffect>
<Skills>技能</Skills>
<NoneLower></NoneLower>
@ -124,7 +142,7 @@
<Male>男性</Male>
<Female>女性</Female>
<Pain>痛苦</Pain>
<Health>健康</Health>
<Health>健康</Health>
<Relations>关系</Relations>
<!--=========== Misc ==========-->
@ -139,7 +157,7 @@
<EveryoneNeedsValidName>每个角色都需要一个有效的名字。</EveryoneNeedsValidName>
<GeneratingWorld>生成世界中...</GeneratingWorld>
<GeneratingMap>生成地图中...</GeneratingMap>
<GeneratingWorld>生成世界中</GeneratingWorld>
<GeneratingMap>生成地图中</GeneratingMap>
</LanguageData>

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@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
</LanguageData>

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@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<Autosaving>自动保存</Autosaving>
<Autosaving>正在自动保存</Autosaving>
<GameStartDialog>你们三人在休眠舱睡觉时突然被警报和撕裂的金属的声音吵醒。你们好不容易在飞船被撕成碎片之前逃到了逃逸舱。\n\n不久过后你降落在了这个未知边缘世界上。\n\n在飞船残骸还在你们身边不断坠毁时你们已经开始在想生存的计划了。</GameStartDialog>
<Colony>殖民地</Colony>
@ -10,23 +10,34 @@
<ChangeLanguageFromMainMenu>你只能在主菜单的设定界面内改变语言。</ChangeLanguageFromMainMenu>
<AndLower></AndLower>
<DisabledLower>禁用</DisabledLower>
<DisabledLower>禁用</DisabledLower>
<CloseButton>关闭</CloseButton>
<VersionIndicator>版本{0}</VersionIndicator>
<VersionIndicator>版本 {0}</VersionIndicator>
<DevelopmentBuildLower>开发者版</DevelopmentBuildLower>
<CompiledOn>汇编于{0}</CompiledOn>
<LoggedIntoSteamAs>用 {0}登陆到Steam平台</LoggedIntoSteamAs>
<CompiledOn>编译于 {0}</CompiledOn>
<LoggedIntoSteamAs>以{0}身份登入Steam</LoggedIntoSteamAs>
<!-- General-use words -->
<Yes></Yes>
<No></No>
<min>最小</min>
<max>最大</max>
<chance>几率</chance>
<context>上下文</context>
<multiplier>倍率</multiplier>
<damage>伤害</damage>
<radius>半径</radius>
<durationDays>持续时间(天)</durationDays>
<!-- Content generation-->
<MeatLabel>{0}肉</MeatLabel>
<MeatDesc>{0}上的生肉。</MeatDesc>
<MeatDesc>割下来的生肉,可以拿来做菜,或者生吃</MeatDesc>
<LeatherLabel>{0}皮</LeatherLabel>
<LeatherDesc>由{0}的皮肤制成的皮革</LeatherDesc>
<LeatherDesc>鞣制晒干的皮,用来制作衣物以及包裹的良好传统材料。</LeatherDesc>
<CorpseLabel>{0}尸体</CorpseLabel>
<CorpseDesc>{0}的尸体。</CorpseDesc>
@ -38,23 +49,22 @@
<RoughHewnStoneTerrainDesc>非常粗糙的天然{0}地面。</RoughHewnStoneTerrainDesc>
<SmoothStoneTerrainLabel>光滑的{0}</SmoothStoneTerrainLabel>
<SmoothStoneTerrainDesc>光滑的天然{0}地面。</SmoothStoneTerrainDesc>
<BlueprintLabelExtra> (蓝图)</BlueprintLabelExtra>
<FrameLabelExtra> (框架)</FrameLabelExtra>
<FrameLabelExtra> (建造中)</FrameLabelExtra>
<!-- For things made of stuff, e.g. "Stone bed" -->
<!-- 0 is the stuffAdjective property under stuffProps and 1 is the label -->
<ThingMadeOfStuffLabel>{0}{1}</ThingMadeOfStuffLabel>
<!-- To express ownership. -->
<SomeonesSomething>{0}的{1}</SomeonesSomething>
<SomeonesRoom>{0}的{1}</SomeonesRoom>
<CouplesRoom>{0}和{1}的{2}</CouplesRoom>
<VariousLabel>(各类)</VariousLabel>
<VariousLabel>(各类)</VariousLabel>
<!-- History events -->
<ColonistDied>殖民者死亡</ColonistDied>
<ColonistDied>居民死亡</ColonistDied>

39
Keyed/ScenParts.xml Normal file
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@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- ======================== Non-grouped ========================-->
<ScenPart_PlayerFaction>你的阵营属于{0}。</ScenPart_PlayerFaction>
<ScenPart_StartWithPawns>游戏起始有{0}名居民。</ScenPart_StartWithPawns>
<RandomPet>随机宠物</RandomPet>
<ScenPart_StartingResearchFinished>游戏起始附带研究项目:{0}</ScenPart_StartingResearchFinished>
<ScenPart_ArriveInDropPods>使用空投舱抵达。</ScenPart_ArriveInDropPods>
<ScenPart_StatFactor>属性值“{0}”的统一倍率为{1}。</ScenPart_StatFactor>
<!-- Pawn modifiers -->
<ScenPart_PawnsHaveHediff>{0}有{1}的几率起始附带{2}。</ScenPart_PawnsHaveHediff>
<ConfigurableSeverity>严厉度:{0}</ConfigurableSeverity>
<ScenPart_PawnsHaveTrait>{0}有{1}的几率起始附带特征:{2}</ScenPart_PawnsHaveTrait>
<ScenPart_OnPawnDeathExplode>角色与生物在死亡时爆炸({0},半径{1})。</ScenPart_OnPawnDeathExplode>
<!-- Pawn filters -->
<ScenPart_StartingPawnAgeMin>你的居民最小年龄{0}岁。</ScenPart_StartingPawnAgeMin>
<ScenPart_StartingPawnAgeMax>你的居民最大年龄{0}岁。</ScenPart_StartingPawnAgeMax>
<ScenPart_StartingPawnAgeRange>你的居民的年龄范围为{0}至{1}岁。</ScenPart_StartingPawnAgeRange>
<!-- ======================== Grouped ========================-->
<ScenPart_StartWith>起始资源</ScenPart_StartWith>
<ScenPart_MapScatteredWith>地图上散布着</ScenPart_MapScatteredWith>
<ScenPart_PermaMapCondition>永久地图条件</ScenPart_PermaMapCondition>
<ScenPart_DisableIncident>事故已禁用</ScenPart_DisableIncident>
<ScenPart_DisallowBuilding>无法建造</ScenPart_DisallowBuilding>
</LanguageData>

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@ -4,36 +4,37 @@
<Level>等级</Level>
<ProgressToNextLevel>到下一级的进度</ProgressToNextLevel>
<Experience>经验</Experience>
<Passion>兴趣度</Passion>
<PassionNone>无 (学习速度{0}倍)</PassionNone>
<PassionMinor>感兴趣 (学习速度{0}倍)</PassionMinor>
<PassionMajor>炽烈(学习速度{0}倍)</PassionMajor>
<EffectsAtLevel>{0}级的效果:</EffectsAtLevel>
<Passion>学习兴趣</Passion>
<PassionNone>没有(学习效率{0})</PassionNone>
<PassionMinor>好奇(学习效率{0})</PassionMinor>
<PassionMajor>浓厚(学习效率{0})</PassionMajor>
<LearnedMaxToday>今日学习已达上限({0}/{1},日后的学习倍率为{2})</LearnedMaxToday>
<EffectsAtLevel>在{0}级时的效果</EffectsAtLevel>
<SkillMax>最大</SkillMax>
<Skill0>无能力</Skill0>
<Skill1>不称职</Skill1>
<Skill2>认识基本</Skill2>
<Skill3>熟悉基本</Skill3>
<Skill4>新手</Skill4>
<Skill5>强力新手</Skill5>
<Skill6>从业者</Skill6>
<Skill7>熟练的从业者</Skill7>
<Skill0>完全不懂</Skill0>
<Skill1>无法胜任</Skill1>
<Skill2>初步了解</Skill2>
<Skill3>基本熟悉</Skill3>
<Skill4>初级菜鸟</Skill4>
<Skill5>入门新手</Skill5>
<Skill6>实习阶段</Skill6>
<Skill7>熟练实习</Skill7>
<Skill8>专业人员</Skill8>
<Skill9>熟练的专业人员</Skill9>
<Skill10>专家</Skill10>
<Skill9>熟练专业</Skill9>
<Skill10>领域专家</Skill10>
<Skill11>强力专家</Skill11>
<Skill12>非常强力的专家</Skill12>
<Skill13>大师</Skill13>
<Skill12>超强专家</Skill12>
<Skill13>领域大师</Skill13>
<Skill14>强力大师</Skill14>
<Skill15>球级大师</Skill15>
<Skill16>星系大师</Skill16>
<Skill17>倍受尊敬的大师</Skill17>
<Skill18>远见者</Skill18>
<Skill19>传奇</Skill19>
<Skill20>上帝级</Skill20>
<Skill15>大师</Skill15>
<Skill16>星系大师</Skill16>
<Skill17>终极大师</Skill17>
<Skill18>预见先知</Skill18>
<Skill19>永恒传奇</Skill19>
<Skill20>造物之主</Skill20>

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@ -1,37 +1,36 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<LetterDay></LetterDay>
<LetterHour></LetterHour>
<LetterMinute></LetterMinute>
<LetterSecond></LetterSecond>
<DaysLower></DaysLower>
<SecondsLower></SecondsLower>
<DaysLower></DaysLower>
<SecondsLower></SecondsLower>
<SeasonSpring>春季</SeasonSpring>
<SeasonSummer>夏季</SeasonSummer>
<SeasonFall>秋季</SeasonFall>
<SeasonWinter>冬季</SeasonWinter>
<SeasonSpring>春季</SeasonSpring>
<SeasonSummer>夏季</SeasonSummer>
<SeasonFall>秋季</SeasonFall>
<SeasonWinter>冬季</SeasonWinter>
<Born>出生: {0}</Born>
<AgeChronological>历法年龄: {0} 年, {1} 季, {2} </AgeChronological>
<AgeBiological>物年龄: {0} 年, {1} 季, {2} </AgeBiological>
<Born>生日:{0}</Born>
<AgeChronological>历法年龄{0}年{1}季{2}</AgeChronological>
<AgeBiological>理年龄:{0}年{1}季{2}</AgeBiological>
<!-- Date periods -->
<Period1Year>1 年</Period1Year>
<PeriodYears>{0} 年</PeriodYears>
<Period1Season>1 季</Period1Season>
<PeriodSeasons>{0} 季</PeriodSeasons>
<Period1Day>1 天</Period1Day>
<PeriodDays>{0} 天</PeriodDays>
<Period1Hour>1 时</Period1Hour>
<PeriodHours>{0} 时</PeriodHours>
<Period1Year>1年</Period1Year>
<PeriodYears>{0}年</PeriodYears>
<Period1Season>1季</Period1Season>
<PeriodSeasons>{0}季</PeriodSeasons>
<Period1Day>1天</Period1Day>
<PeriodDays>{0}天</PeriodDays>
<Period1Hour>1小时</Period1Hour>
<PeriodHours>{0}小时</PeriodHours>
<!-- Misc -->
<Started>最早</Started>
<Lasted>最近</Lasted>
<OccurredTimeAgo>发生{0}前</OccurredTimeAgo>
<Started>起始于</Started>
<Lasted>持续了</Lasted>
<OccurredTimeAgo>发生{0}前</OccurredTimeAgo>
</LanguageData>

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@ -3,7 +3,7 @@
<WorkTagNone></WorkTagNone>
<WorkTagIntellectual>脑力工作</WorkTagIntellectual>
<WorkTagManualDumb>简单劳动</WorkTagManualDumb>
<WorkTagManualDumb>体力劳动</WorkTagManualDumb>
<WorkTagManualSkilled>专业劳动</WorkTagManualSkilled>
<WorkTagViolent>暴力</WorkTagViolent>
<WorkTagCaring>照料</WorkTagCaring>

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@ -1,12 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageInfo>
<friendlyNameNative>简体中文</friendlyNameNative>
<friendlyNameEnglish>ChineseSimplified</friendlyNameEnglish>
<friendlyNameEnglish>Simplified Chinese</friendlyNameEnglish>
<canBeTiny>true</canBeTiny>
<credits>
<li Class="CreditRecord_Role">
<roleKey>Credit_Translator</roleKey>
<creditee>Bigmap</creditee>
</li>
<li Class="CreditRecord_Role">
<roleKey>Credit_Translator</roleKey>
<creditee>魔都KK</creditee>
</li>
</credits>
</LanguageInfo>