Recover from merge
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<ColonistNeedsRescue>殖民者需要救援</ColonistNeedsRescue>
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<ColonistsNeedRescue>多个殖民者需要救援</ColonistsNeedRescue>
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<ColonistsNeedRescueDesc>以下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救援他们并带到床上。\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>
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<ColonistsNeedRescueDesc>以下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救援他们并带到床上。\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>
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<NeedDefenses>需要防御工事</NeedDefenses>
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<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你应该部署一些防御工事,不论是陷阱、沙袋,还是炮塔。</NeedDefensesDesc>
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<NeedDefensesDesc>你已经在这里待了一段时间,可能已经被别人发现了。海盗随时可能会来袭击你的殖民地。\n\n你应该部署一些防御工事,不论是陷阱、沙袋,还是炮塔。</NeedDefensesDesc>
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<NeedDoctor>需要医生</NeedDoctor>
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<NeedDoctorDesc>以下殖民者需要治疗。但你没有将健康的殖民者分配为医生。\n\n{0}\n在“工作”标签中给一个健康的殖民者分配“照顾”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>
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<NeedDoctorDesc>以下殖民者需要治疗。但你没有将健康的殖民者分配为医生。\n\n{0}\n在「工作」标签中给一个健康的殖民者分配「照顾」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>
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<NeedMiner>需要矿工</NeedMiner>
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<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>
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<NeedMinerDesc>你布置了一些岩石开采工作,但是没有殖民者从事「采矿」工作。\n\n给一位殖民者分配「采矿」工作。</NeedMinerDesc>
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<NeedWarden>需要狱卒</NeedWarden>
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<NeedWardenDesc>你有一名囚犯,但是没有殖民者在做“监管”工作。\n\n给一个殖民者分配“监管”工作。</NeedWardenDesc>
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<NeedWardenDesc>你有一名囚犯,但是没有殖民者从事「监管」工作。\n\n给一位殖民者分配「监管」工作。</NeedWardenDesc>
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<LowFood>食物不足</LowFood>
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<LowFoodDesc>储存区中所储存的食物营养值总和只有{0}。这已经非常低了。\n\n种,买,找,甚至去打猎以获取食物。</LowFoodDesc>
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<LowMedicine>药品不足</LowMedicine>
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<LowMedicineDesc>你只有{0}的药品库存了。\n\n通过贸易购买更多的药品,或者种植“草药”。</LowMedicineDesc>
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<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,或者种植“草药”。</NoMedicineDesc>
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<LowMedicineDesc>你只有{0}的药品库存了。\n\n通过贸易购买更多的药品,或者种植「草药」。</LowMedicineDesc>
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<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,或者种植「草药」。</NoMedicineDesc>
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<NeedColonistBeds>需要殖民者床</NeedColonistBeds>
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<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>
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<NeedColonistBeds>缺少床铺</NeedColonistBeds>
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<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>
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<HunterLacksWeapon>猎人缺少武器</HunterLacksWeapon>
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<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>
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<AlertTatteredApparelDesc>你的这些殖民者还在穿着破衣烂衫\n\n{0}\n给他们一些像样的衣服吧\n\n你可以通过缝纫台来制作新的衣服,或者从商人手里购买。</AlertTatteredApparelDesc>
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<Starvation>饥饿</Starvation>
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<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,并且殖民者不会去吃牢房内的食物。另外,确保他们不在被征召的状态。</StarvationDesc>
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<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,比如说一个营养膏合成机配上足够的食物供给,并且殖民者不会去吃牢房内的食物。另外,确保他们不在被征召的状态。</StarvationDesc>
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<StarvationAnimals>动物饥饿</StarvationAnimals>
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<StarvationAnimalsDesc>殖民地的这些动物都在挨饿:\n\n{0}\n给他们一些吃的。</StarvationAnimalsDesc>
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<Exhaustion>疲劳</Exhaustion>
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<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>
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<NeedFoodHopper>需要食物储料器</NeedFoodHopper>
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<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>
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<NeedFoodHopper>缺少进料口</NeedFoodHopper>
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<NeedFoodHopperDesc>你拥有一个营养膏分配机但是边上没有进料口。\n\n营养膏合成机需要一个紧挨着并且装有食物的进料口才能正常工作。\n\n建造一个进料口紧挨着合成机。</NeedFoodHopperDesc>
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<NeedMealSource>需要食物源</NeedMealSource>
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<NeedMealSource>缺少食物源</NeedMealSource>
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<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,或者营养膏合成机。\n\n(不能放置在监狱房中,否则殖民者将无法使用它)</NeedMealSourceDesc>
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<NeedJoySource>需要娱乐设施</NeedJoySource>
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<NeedJoySourceDesc>你的殖民者非常渴望新的娱乐项目\n\n掷马蹄铁、象棋、桌球等活动都可以为居民提供娱乐项目。</NeedJoySourceDesc>
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<NeedJoySource>缺少娱乐设施</NeedJoySource>
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<NeedJoySourceDesc>你的殖民者生活太过枯燥,需要给他们找点乐子。\n\n马蹄钉、象棋、桌球等都可以为殖民者提供娱乐项目。</NeedJoySourceDesc>
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<NeedBatteries>需要蓄电池</NeedBatteries>
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<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>
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<NeedBatteriesDesc>你只有太阳能板而没有电池。这意味着太阳下山后你的殖民地就会停电。\n\n建造一两个蓄电池以应付夜间的电力需求。</NeedBatteriesDesc>
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<BrawlerHasRangedWeapon>格斗者持有远程武器</BrawlerHasRangedWeapon>
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<BrawlerHasRangedWeaponDesc>你的殖民者中的一个拥有格斗者特性但却携带了一把远程武器。这会让他们很不高兴。</BrawlerHasRangedWeaponDesc>
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<HunterHasShieldAndRangedWeapon>猎人有护盾和远程武器</HunterHasShieldAndRangedWeapon>
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<HunterHasShieldAndRangedWeaponDesc>你的猎人既有远程武器,又装备了护盾,护盾会导致无法射击。\n\n脱下护盾之前他们不会去打猎。</HunterHasShieldAndRangedWeaponDesc>
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<NeedWarmClothes>需要御寒的衣物</NeedWarmClothes>
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<NeedWarmClothes>缺少御寒的衣物</NeedWarmClothes>
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<NeedWarmClothesDesc1>至少{0}人没有能够御寒的衣物。</NeedWarmClothesDesc1>
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<NeedWarmClothesDesc1All>有殖民者没有在冬天御寒的衣物</NeedWarmClothesDesc1All>
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<NeedWarmClothesDesc2>你的殖民者{0}因为寒冷晕倒在了路上。\n\n你可以在缝纫台制作御寒衣物,或者从商人处购买。</NeedWarmClothesDesc2>
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<DesignatorCancel>取消</DesignatorCancel>
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<DesignatorCancelDesc>取消指定的建造、采矿、搬运、收获和其它所有的指令。</DesignatorCancelDesc>
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<DesignatorCutPlants>剪裁植物</DesignatorCutPlants>
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<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>
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<DesignatorCutPlants>割除</DesignatorCutPlants>
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<DesignatorCutPlantsDesc>标记需要割除的植物。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>
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<DesignatorDeconstruct>拆除</DesignatorDeconstruct>
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<DesignatorDeconstructDesc>拆除建筑并回收部分资源。</DesignatorDeconstructDesc>
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<DesignatorUninstall>卸载</DesignatorUninstall>
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<DesignatorUninstallDesc>卸载这个物品,可以移动、出售或安装在其他地方。</DesignatorUninstallDesc>
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<DesignatorUninstallDesc>卸载这个物品,以便移动、出售或安装在其他地方。</DesignatorUninstallDesc>
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<DesignatorHarvest>收获</DesignatorHarvest>
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<DesignatorHarvestDesc>标记需要收获的植物来获取食物或其它作物。</DesignatorHarvestDesc>
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<DesignatorHarvestDesc>标记需要收割的作物以获取食物或其它产品</DesignatorHarvestDesc>
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<DesignatorHarvestWood>砍伐树木</DesignatorHarvestWood>
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<DesignatorHarvestWoodDesc>标记需要被砍掉的树木来获取木头。</DesignatorHarvestWoodDesc>
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<DesignatorHarvestWood>伐木</DesignatorHarvestWood>
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<DesignatorHarvestWoodDesc>标记需要被砍掉的树木以获取原木</DesignatorHarvestWoodDesc>
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<DesignatorHaulThings>搬运</DesignatorHaulThings>
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<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>
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<MustHaulHaulables>只能标记可搬运但不会被自动搬运的物品。(比如石块)</MustHaulHaulables>
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<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,这些一般会自动完成的。</DesignatorHaulThingsDesc>
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<MustHaulHaulables>只能标记可搬运但不会被自动搬运的物品。(比如岩石堆和钢渣)</MustHaulHaulables>
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<DesignatorHunt>狩猎</DesignatorHunt>
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<DesignatorHuntDesc>标记需要被猎人猎取的动物。</DesignatorHuntDesc>
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<DesignatorMine>开采</DesignatorMine>
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<DesignatorMineDesc>标记需要被开采的岩石。</DesignatorMineDesc>
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<DesignatorSmoothFloor>磨光地面</DesignatorSmoothFloor>
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<DesignatorSmoothFloorDesc>标记需要被磨光的粗糙地面。</DesignatorSmoothFloorDesc>
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<DesignatorSmoothFloor>打磨地面</DesignatorSmoothFloor>
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<DesignatorSmoothFloorDesc>标记需要被打磨的粗糙石质地面</DesignatorSmoothFloorDesc>
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<DesignatorPlan>计划</DesignatorPlan>
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<DesignatorPlanDesc>放置计划标记。它们除了帮助你规划未来的扩张之外没有别的作用。</DesignatorPlanDesc>
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<DesignatorPlanRemove>移除计划</DesignatorPlanRemove>
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<DesignatorPlanRemoveDesc>移除计划中的指令。</DesignatorPlanRemoveDesc>
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<DesignatorPlanRemoveDesc>移除计划标记。</DesignatorPlanRemoveDesc>
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<DesignatorAreaHomeExpand>添加生活区</DesignatorAreaHomeExpand>
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<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>
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<DesignatorAreaHomeClear>移除生活区</DesignatorAreaHomeClear>
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<DesignatorAreaHomeClearDesc>移除一片生活区。殖民者不会再在这里清理或者灭火。</DesignatorAreaHomeClearDesc>
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<DesignatorAreaBuildRoofExpand>添加建造屋顶区</DesignatorAreaBuildRoofExpand>
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<DesignatorAreaBuildRoofExpandDesc>殖民者会在该区域内建造屋顶。</DesignatorAreaBuildRoofExpandDesc>
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<DesignatorAreaBuildRoofClear>移除建造屋顶区</DesignatorAreaBuildRoofClear>
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<DesignatorAreaBuildRoofExpand>添加屋顶区</DesignatorAreaBuildRoofExpand>
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<DesignatorAreaBuildRoofExpandDesc>殖民者会在该区域内建造屋顶。注意:屋顶需要支撑,距离离支撑物过远则无法建造屋顶。</DesignatorAreaBuildRoofExpandDesc>
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<DesignatorAreaBuildRoofClear>移除屋顶区</DesignatorAreaBuildRoofClear>
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<DesignatorAreaBuildRoofClearDesc>移除建造屋顶区。已有的屋顶会保留,但殖民者不会再建造屋顶。</DesignatorAreaBuildRoofClearDesc>
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<DesignatorAreaNoRoofExpand>添加无屋顶区</DesignatorAreaNoRoofExpand>
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<DesignatorAreaNoRoofExpand>添加露天区域</DesignatorAreaNoRoofExpand>
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<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>
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<DesignatorAreaNoRoofClear>移除无屋顶区</DesignatorAreaNoRoofClear>
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<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>
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<DesignatorAreaNoRoofClear>移除露天区域</DesignatorAreaNoRoofClear>
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<DesignatorAreaNoRoofClearDesc>移除一片露天区域,居民不会再继续拆除屋顶。</DesignatorAreaNoRoofClearDesc>
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<DesignatorAreaSnowClearExpand>添加除雪区</DesignatorAreaSnowClearExpand>
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<DesignatorAreaSnowClearExpandDesc>殖民者会清除该区域内的雪。</DesignatorAreaSnowClearExpandDesc>
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<DesignatorAreaSnowClearClearDesc>移除除雪区。殖民者不会再清除该区域的雪。</DesignatorAreaSnowClearClearDesc>
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<DesignatorExpandAreaAllowed>添加活动区</DesignatorExpandAreaAllowed>
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<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>
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<DesignatorExpandAreaAllowedDesc>创建一片允许活动的区域。\n\n许可区域会对所有居民生效,居民不会进行位于许可区域以外的工作指令,也不会在区域外自动寻找所需物品。</DesignatorExpandAreaAllowedDesc>
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<DesignatorClearAreaAllowed>移除活动区</DesignatorClearAreaAllowed>
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<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>
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<ManageAreas>管理允许活动区域</ManageAreas>
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<DesignatorGrowingZoneDesc>指定一片你希望你的殖民者种植某种植物的地方。</DesignatorGrowingZoneDesc>
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<DesignatorGrowingZoneDesc>创建一片可供居民种植某种植物的区域。</DesignatorGrowingZoneDesc>
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<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>
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<DesignatorZoneCreateStorageResourcesDesc>创建一片可供殖民者存放资源的储存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageResourcesDesc>
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<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>
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<DesignatorZoneCreateStorageDumpingDesc>创建一片可供殖民者存放垃圾的储存区。\n这个工具也可以用来扩张已经存在的贮存区。</DesignatorZoneCreateStorageDumpingDesc>
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<DesignatorZoneDelete>移除区域</DesignatorZoneDelete>
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<DesignatorZoneDeleteDesc>移除贮存区或是种植区这样的区域。</DesignatorZoneDeleteDesc>
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<DesignatorZoneDeleteDesc>移除储存区或者种植区。</DesignatorZoneDeleteDesc>
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<DesignatorClaim>占有</DesignatorClaim>
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<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>
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<DesignatorRemoveFloor>移除地板</DesignatorRemoveFloor>
|
||||
<DesignatorRemoveFloorDesc>移除地板露出下面的地形。</DesignatorRemoveFloorDesc>
|
||||
<DesignatorRemoveFloorDesc>移除地板,将地表暴露在外。</DesignatorRemoveFloorDesc>
|
||||
|
||||
<DesignatorStrip>剥光</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>
|
||||
<DesignatorOpenDesc>打开坟墓或休眠仓。</DesignatorOpenDesc>
|
||||
|
||||
<DesignatorSlaughter>屠宰</DesignatorSlaughter>
|
||||
<DesignatorSlaughterDesc>屠宰驯养的动物。</DesignatorSlaughterDesc>
|
||||
@ -98,17 +98,17 @@
|
||||
<!-- Failure messages -->
|
||||
<UnchosenStuff>未选择材质</UnchosenStuff>
|
||||
<TooCloseToMapEdge>距离地图边缘太近。</TooCloseToMapEdge>
|
||||
<OutOfBounds>在界限之外。</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>
|
||||
<OutOfBounds>在边界之外。</OutOfBounds>
|
||||
<CannotPlaceInUndiscovered>不能放置在未探索的区域内。</CannotPlaceInUndiscovered>
|
||||
<InteractionSpotBlocked>操作点被{0}挡住。</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>此处已存在同样的东西。</IdenticalThingExists>
|
||||
<IdenticalBlueprintExists>此处已经存在相同的蓝图。</IdenticalBlueprintExists>
|
||||
<TerrainCannotSupport>地形无法支撑此物体。</TerrainCannotSupport>
|
||||
<SpaceAlreadyOccupied>空间已被占用。</SpaceAlreadyOccupied>
|
||||
<TerrainMustBeRemovable>目标必须是可移除的地板。</TerrainMustBeRemovable>
|
||||
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
<StatsReport_BaseValue>基础值</StatsReport_BaseValue>
|
||||
<StatsReport_RelevantTraits>相关特性</StatsReport_RelevantTraits>
|
||||
<StatsReport_RelevantGear>相关工具</StatsReport_RelevantGear>
|
||||
<StatsReport_RelevantGear>相关装备</StatsReport_RelevantGear>
|
||||
<StatsReport_RelevantHediffs>相关健康状况</StatsReport_RelevantHediffs>
|
||||
<StatsReport_LifeStage>生命阶段</StatsReport_LifeStage>
|
||||
<StatsReport_Material>材质</StatsReport_Material>
|
||||
@ -11,13 +11,13 @@
|
||||
<StatsReport_Skills>技能系数</StatsReport_Skills>
|
||||
<StatsReport_OtherStats>其它状态系数</StatsReport_OtherStats>
|
||||
<StatsReport_HealthFactors>健康系数</StatsReport_HealthFactors>
|
||||
<HealthFactorPercentImpact>{0}重要性</HealthFactorPercentImpact>
|
||||
<StatsReport_PostProcessed>曲线处理</StatsReport_PostProcessed>
|
||||
<HealthFactorPercentImpact>{0}权重</HealthFactorPercentImpact>
|
||||
<StatsReport_PostProcessed>后期处理</StatsReport_PostProcessed>
|
||||
<StatsReport_FinalValue>最终值</StatsReport_FinalValue>
|
||||
<StatsReport_MarketValueFromStuffsAndWork>市场价值是由建造材料和工作数量计算而来的。</StatsReport_MarketValueFromStuffsAndWork>
|
||||
<StatsReport_QualityMultiplier>品质乘数</StatsReport_QualityMultiplier>
|
||||
<StatsReport_AgeMultiplier>年龄乘数{0}</StatsReport_AgeMultiplier>
|
||||
<StatsReport_HealthMultiplier>健康乘数{0}</StatsReport_HealthMultiplier>
|
||||
<StatsReport_HealthMultiplier>耐久乘数{0}</StatsReport_HealthMultiplier>
|
||||
<StatsReport_MoodMultiplier>心情乘数{0}</StatsReport_MoodMultiplier>
|
||||
<StatsReport_DifficultyMultiplier>难度乘数{0}</StatsReport_DifficultyMultiplier>
|
||||
<StatsReport_InBed>卧床</StatsReport_InBed>
|
||||
@ -30,7 +30,7 @@
|
||||
<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>
|
||||
<AverageOfAllAttacks>全部攻击平均值</AverageOfAllAttacks>
|
||||
<StatsReport_UnpoweredWorkTable>无电力供应</StatsReport_UnpoweredWorkTable>
|
||||
<StatsReport_ScenarioFactor>剧本</StatsReport_ScenarioFactor>
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
<Disconnect>断开连接</Disconnect>
|
||||
|
||||
<!-- gift offer -->
|
||||
<OfferGift>给予礼物</OfferGift>
|
||||
<OfferGift>赠予礼物</OfferGift>
|
||||
<NeedSilverLaunchable>需要{0}可以发射的白银。</NeedSilverLaunchable>
|
||||
<NotEnoughSilver>白银不足</NotEnoughSilver>
|
||||
<SilverForGoodwill>每{0}白银增加{1}好感度</SilverForGoodwill>
|
||||
@ -22,7 +22,7 @@
|
||||
<!-- military aid request -->
|
||||
<RequestMilitaryAid>请求立即派出军事支援({0}好感度)</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} 同意派遣士兵来帮助你。</MilitaryAidSent>
|
||||
|
||||
|
@ -39,13 +39,13 @@
|
||||
<LoadingWorld>载入世界</LoadingWorld>
|
||||
<LoadingMap>载入地图</LoadingMap>
|
||||
<InitializingMap>初始化地图</InitializingMap>
|
||||
<SpawningAllThings>生成所有物体</SpawningAllThings>
|
||||
<SpawningAllThings>生成所有物件</SpawningAllThings>
|
||||
|
||||
<!-- Save/load -->
|
||||
<SaveGameButton>保存</SaveGameButton>
|
||||
<LoadGameButton>载入</LoadGameButton>
|
||||
<OverwriteButton>覆盖</OverwriteButton>
|
||||
<ConfirmDelete>你确定要删除“{0}”吗?</ConfirmDelete>
|
||||
<ConfirmDelete>你确定要删除「{0}」吗?</ConfirmDelete>
|
||||
<DeleteThisSavegame>删除此存档</DeleteThisSavegame>
|
||||
<SavedAs>已保存为{0}。</SavedAs>
|
||||
<NeedAName>请输入一个名称。</NeedAName>
|
||||
@ -56,18 +56,18 @@
|
||||
<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>
|
||||
<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>仍然加载</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>
|
||||
<ColonyGainsName>这个殖民地现在被命名为{0}。</ColonyGainsName>
|
||||
<ColonyNameIsInvalid>这个殖民地名称无效。</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>
|
||||
<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>
|
||||
@ -77,8 +77,8 @@
|
||||
<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>
|
||||
<FileIncompatibleWarning>保存该文件的游戏版本为{0}。\n当前运行游戏版本为{1}\n\n载入该文件可能导致错误或崩溃。</FileIncompatibleWarning>
|
||||
<ModsMismatchWarningTitle>MOD不匹配</ModsMismatchWarningTitle>
|
||||
<ModsMismatchWarningText>存档的MOD激活设定和当前游戏运行的设定不同,你改动了Mod,根据MOD的内容有可能发生问题,也有可能正常。\n\n存档的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>
|
||||
<ModsMismatchWarningTitle>Mod不匹配</ModsMismatchWarningTitle>
|
||||
<ModsMismatchWarningText>存档的Mod激活设定和当前游戏运行的设定不同,你改动了Mod,根据Mod的内容有可能发生问题,也有可能正常。\n\n存档的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(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>
|
||||
@ -95,7 +95,7 @@
|
||||
<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,你仍然可以查看并选择研究项目。</ResearchMenuWithoutBench>
|
||||
<ResearchPrerequisites>前置研究</ResearchPrerequisites>
|
||||
<RequiredResearchBench>需要研究台</RequiredResearchBench>
|
||||
<RequiredResearchBenchFacilities>需要研究设施</RequiredResearchBenchFacilities>
|
||||
<RequiredResearchBenchFacilities>缺少研究设施</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>
|
||||
@ -106,7 +106,7 @@
|
||||
<MapSizeMedium>中</MapSizeMedium>
|
||||
<MapSizeLarge>大</MapSizeLarge>
|
||||
<MapSizeExtreme>超大</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>永久死亡模式,只能保存一个存档,且只能在退出游戏时保存进度。当殖民地出现危机时,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>
|
||||
@ -118,7 +118,7 @@
|
||||
<RepeatCount>重复:{0}次</RepeatCount>
|
||||
<Forever>永远</Forever>
|
||||
<Details>详细</Details>
|
||||
<IngredientSearchRadius>材料搜索半径</IngredientSearchRadius>
|
||||
<IngredientSearchRadius>原料搜索半径</IngredientSearchRadius>
|
||||
<CurrentlyHave>目前有</CurrentlyHave>
|
||||
<CountingProducts>计数</CountingProducts>
|
||||
<Infinite>无限</Infinite>
|
||||
@ -130,15 +130,15 @@
|
||||
<BillRequires>需要{0}{1}</BillRequires>
|
||||
<BillRequiresNutrition>需要{0}营养的食物</BillRequiresNutrition>
|
||||
<BillRequiresMayVary>注意:小体积材料(比如黄金)需要消耗20倍的数量</BillRequiresMayVary>
|
||||
<ThisIsSmallVolume>这是一个小体积的原料,每单位只有正常体积的1/20。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>
|
||||
<ThisIsSmallVolume>这是一个小体积的原料,每单位只有正常体积的1/20。所以,如果要求同样数量的原料,实际需要数量是的20倍。</ThisIsSmallVolume>
|
||||
<UsableIngredients>可使用的原料</UsableIngredients>
|
||||
<DoXTimes>做X次</DoXTimes>
|
||||
<DoUntilYouHaveX>做直到拥有X个</DoUntilYouHaveX>
|
||||
<DoUntilYouHaveX>维持X个</DoUntilYouHaveX>
|
||||
<DoForever>永远做下去</DoForever>
|
||||
<BillRepeatTargetCountShort>到{0}</BillRepeatTargetCountShort>
|
||||
<BillStoreMode_DropOnFloor>放在地上</BillStoreMode_DropOnFloor>
|
||||
<BillStoreMode_BestStockpile>放到最合适的贮藏区</BillStoreMode_BestStockpile>
|
||||
<BillStoreMode_NearestStockpileAnyPriority>放到距离最近的贮藏区</BillStoreMode_NearestStockpileAnyPriority>
|
||||
<BillStoreMode_BestStockpile>放到最合适的储存区</BillStoreMode_BestStockpile>
|
||||
<BillStoreMode_NearestStockpileAnyPriority>放到距离最近的储存区</BillStoreMode_NearestStockpileAnyPriority>
|
||||
|
||||
<!-- Info card -->
|
||||
<Damage>伤害</Damage>
|
||||
@ -157,10 +157,10 @@
|
||||
<Days>天</Days>
|
||||
<MinGrowingSkillToSow>种植最低技能要求</MinGrowingSkillToSow>
|
||||
<FertilityRequirement>肥沃度需求</FertilityRequirement>
|
||||
<SoilFertilitySensitivityGrowthRate>土壤肥沃灵敏度 (种植比率)</SoilFertilitySensitivityGrowthRate>
|
||||
<SoilFertilitySensitivityPlantChance>土壤肥沃灵敏度 (种植几率)</SoilFertilitySensitivityPlantChance>
|
||||
<SoilFertilitySensitivityGrowthRate>土壤肥沃敏感度 (生长速率)</SoilFertilitySensitivityGrowthRate>
|
||||
<SoilFertilitySensitivityPlantChance>土壤肥沃敏感度 (种植几率)</SoilFertilitySensitivityPlantChance>
|
||||
<LightRequirement>光照需求</LightRequirement>
|
||||
<Attributes>来源</Attributes>
|
||||
<Attributes>特性</Attributes>
|
||||
<LifeSpan>寿命</LifeSpan>
|
||||
<Nutrition>营养</Nutrition>
|
||||
<Joy>娱乐</Joy>
|
||||
@ -171,7 +171,7 @@
|
||||
<RecruitDifficulty>招募难度</RecruitDifficulty>
|
||||
<MarketValue>基础价值</MarketValue>
|
||||
<Covers>覆盖</Covers>
|
||||
<CoverEffectiveness>掩护效果</CoverEffectiveness>
|
||||
<CoverEffectiveness>掩体效果</CoverEffectiveness>
|
||||
<CoverEffectivenessExplanation>在枪战时该物体所能提供的掩护效果,更高的数值能够挡住更多的伤害。</CoverEffectivenessExplanation>
|
||||
<MedicineXpGainFactor>经验获得系数</MedicineXpGainFactor>
|
||||
<BodyPartEfficiency>身体部件效率</BodyPartEfficiency>
|
||||
@ -186,21 +186,21 @@
|
||||
|
||||
<!-- Trade -->
|
||||
<PositiveBuysNegativeSells>正数购买\n负数出售</PositiveBuysNegativeSells>
|
||||
<BuyPriceDesc>购买这些需要消耗的钱。</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>
|
||||
<BuyPriceDesc>购买所需消耗的钱。</BuyPriceDesc>
|
||||
<SellPriceDesc>卖出可获得的钱。</SellPriceDesc>
|
||||
<PriceTypeDesc>此物品售价为{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的物品。</ColonyCount>
|
||||
<TraderCount>贸易商拥有的物品数量。</TraderCount>
|
||||
<AcceptButton>接受</AcceptButton>
|
||||
<ResetButton>重置</ResetButton>
|
||||
<CancelButton>取消</CancelButton>
|
||||
<CloseButton>关闭</CloseButton>
|
||||
<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的白银用来交易。</YourTradeableSilverTip>
|
||||
<TraderHasNoMore>交易商没有更多了。</TraderHasNoMore>
|
||||
<ColonyHasNoMore>没有更多待售的了。</ColonyHasNoMore>
|
||||
<YourTradeableSilverTip>你只能使用轨道交易信标附近的白银进行交易。</YourTradeableSilverTip>
|
||||
<TraderHasNoMore>贸易商没有货物了。</TraderHasNoMore>
|
||||
<ColonyHasNoMore>殖民地没有货物了。</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>
|
||||
<NegotiatorTalkingImpaired>你的谈判人员{0}由于健康原因而无法谈判。\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>
|
||||
<SortBy>排序方式</SortBy>
|
||||
|
||||
@ -238,7 +238,7 @@
|
||||
<OneDrinkPerDay>每日一次</OneDrinkPerDay>
|
||||
<Unrestricted>不做限制</Unrestricted>
|
||||
<NoDrugPolicySelected>没有选中的方针</NoDrugPolicySelected>
|
||||
<AddDrug>添加药物...</AddDrug>
|
||||
<AddDrug>添加药物</AddDrug>
|
||||
<DrugColumnLabel>药物</DrugColumnLabel>
|
||||
<DrugUsageColumnLabel>药用</DrugUsageColumnLabel>
|
||||
<FrequencyColumnLabel>频率</FrequencyColumnLabel>
|
||||
|
@ -20,9 +20,9 @@
|
||||
|
||||
<!-- Storage priority labels -->
|
||||
<StoragePriorityUnstored>不储存</StoragePriorityUnstored>
|
||||
<StoragePriorityLow>低</StoragePriorityLow>
|
||||
<StoragePriorityNormal>一般</StoragePriorityNormal>
|
||||
<StoragePriorityPreferred>偏好</StoragePriorityPreferred>
|
||||
<StoragePriorityLow>较低</StoragePriorityLow>
|
||||
<StoragePriorityNormal>普通</StoragePriorityNormal>
|
||||
<StoragePriorityPreferred>优先</StoragePriorityPreferred>
|
||||
<StoragePriorityImportant>重要</StoragePriorityImportant>
|
||||
<StoragePriorityCritical>关键</StoragePriorityCritical>
|
||||
|
||||
@ -37,7 +37,7 @@
|
||||
<FoodTypeFlags_Meal>烹调食物</FoodTypeFlags_Meal>
|
||||
<FoodTypeFlags_Processed>加工食物</FoodTypeFlags_Processed>
|
||||
<FoodTypeFlags_Liquor>酒</FoodTypeFlags_Liquor>
|
||||
<FoodTypeFlags_Kibble>粗磨</FoodTypeFlags_Kibble>
|
||||
<FoodTypeFlags_Kibble>动物饲料</FoodTypeFlags_Kibble>
|
||||
|
||||
<!-- Quality category -->
|
||||
<QualityCategory_Awful>极差</QualityCategory_Awful>
|
||||
@ -61,7 +61,7 @@
|
||||
|
||||
<!-- Hunger -->
|
||||
<HungerLevel_Starving>极度饥饿</HungerLevel_Starving>
|
||||
<HungerLevel_UrgentlyHungry>非常饿</HungerLevel_UrgentlyHungry>
|
||||
<HungerLevel_UrgentlyHungry>非常饥饿</HungerLevel_UrgentlyHungry>
|
||||
<HungerLevel_Hungry>饥饿</HungerLevel_Hungry>
|
||||
<HungerLevel_Fed>饱</HungerLevel_Fed>
|
||||
|
||||
@ -99,9 +99,9 @@
|
||||
|
||||
<!-- Medical care category -->
|
||||
<MedicalCareCategory_NoCare>无医生照顾</MedicalCareCategory_NoCare>
|
||||
<MedicalCareCategory_NoMeds>有医生照顾,但没有药物提供</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_NoMeds>有医生照顾,但没有药物供给</MedicalCareCategory_NoMeds>
|
||||
<MedicalCareCategory_HerbalOrWorse>提供草药或以下的药物</MedicalCareCategory_HerbalOrWorse>
|
||||
<MedicalCareCategory_NormalOrWorse>提供普通药物或以下的药物</MedicalCareCategory_NormalOrWorse>
|
||||
<MedicalCareCategory_Best>提供最好的医疗照顾</MedicalCareCategory_Best>
|
||||
|
||||
<!-- Hostility response mode -->
|
||||
@ -143,7 +143,7 @@
|
||||
<Kelvin>开尔文</Kelvin>
|
||||
|
||||
<!-- Spoil reason -->
|
||||
<SpoilReason_Freezing>低温导致食物坏掉</SpoilReason_Freezing>
|
||||
<SpoilReason_HighTemperature>高温导致食物坏掉</SpoilReason_HighTemperature>
|
||||
<SpoilReason_Freezing>因低温而变质</SpoilReason_Freezing>
|
||||
<SpoilReason_HighTemperature>因高温而变质</SpoilReason_HighTemperature>
|
||||
|
||||
</LanguageData>
|
@ -2,12 +2,12 @@
|
||||
<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>
|
||||
<CannotUseFull>无法使用(满了)</CannotUseFull>
|
||||
<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>
|
||||
<CannotUseFull>无法使用(满了)</CannotUseFull>
|
||||
|
||||
<FireAt>射击{0}</FireAt>
|
||||
|
||||
@ -24,7 +24,7 @@
|
||||
<NoPath>没有路径</NoPath>
|
||||
|
||||
<ForbiddenLower>禁止的</ForbiddenLower>
|
||||
<ForbiddenOutsideAllowedAreaLower>在允许区域之外</ForbiddenOutsideAllowedAreaLower>
|
||||
<ForbiddenOutsideAllowedAreaLower>在允许活动区域之外</ForbiddenOutsideAllowedAreaLower>
|
||||
<SociallyImproperLower>不得体的社交</SociallyImproperLower>
|
||||
<PrisonerRoomLower>囚犯房间</PrisonerRoomLower>
|
||||
<BurningLower>燃烧中</BurningLower>
|
||||
@ -33,7 +33,7 @@
|
||||
<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>
|
||||
<AnimalInteractedTooRecently>动物最近已经互动过了</AnimalInteractedTooRecently>
|
||||
<NoUsableFood>没有可用的食物</NoUsableFood>
|
||||
<NoFood>没有食物</NoFood>
|
||||
<AnimalsSkillTooLow>驯兽技能太低</AnimalsSkillTooLow>
|
||||
@ -43,11 +43,11 @@
|
||||
|
||||
<ConsumeThing>享用{0}</ConsumeThing>
|
||||
|
||||
<CannotGoNoPath>无法走到目标(没有路径)</CannotGoNoPath>
|
||||
<CannotGoNoPath>无法走到目标(没有路径)</CannotGoNoPath>
|
||||
<GoHere>走到这里</GoHere>
|
||||
|
||||
<Arrest>拘捕{0}</Arrest>
|
||||
<TryToArrest>试图拘捕 {0}</TryToArrest>
|
||||
<TryToArrest>尝试拘捕 {0}</TryToArrest>
|
||||
<CannotArrest>无法拘捕</CannotArrest>
|
||||
|
||||
<Capture>俘虏{0}</Capture>
|
||||
@ -60,20 +60,20 @@
|
||||
<CannotCarryToCryptosleepCasket>无法送入低温休眠舱</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>没有可用的非囚犯床。</NoNonPrisonerBed>
|
||||
<NoAnimalBed>无法到达,未保留动物窝铺。</NoAnimalBed>
|
||||
<Reserved>已经为别人预留出。</Reserved>
|
||||
<NoPrisonerBed>牢房缺少空床铺,或无法到达。</NoPrisonerBed>
|
||||
<NoNonPrisonerBed>缺少空床铺,或无法到达。</NoNonPrisonerBed>
|
||||
<NoAnimalBed>缺少空的动物窝铺,或无法到达。</NoAnimalBed>
|
||||
<Reserved>已预留给其他人。</Reserved>
|
||||
<ReservedBy>预留给了{0}。</ReservedBy>
|
||||
<IsReservedBy>{0}被预留给了{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>(格斗者的心情会降低)</EquipWarningBrawler>
|
||||
<EquipWarningBrawler>(格斗者的心情会降低)</EquipWarningBrawler>
|
||||
<CannotEquip>无法装备{0}</CannotEquip>
|
||||
|
||||
<ForceWear>强制穿上{0}</ForceWear>
|
||||
@ -90,9 +90,9 @@
|
||||
|
||||
<Drop>丢下{0}</Drop>
|
||||
|
||||
<UseMedicalBed>休息直到痊愈</UseMedicalBed>
|
||||
<UseMedicalBed>休息直到康复</UseMedicalBed>
|
||||
<NotInjured>没有受伤</NotInjured>
|
||||
<SomeoneElseSleeping>被占用</SomeoneElseSleeping>
|
||||
<SomeoneElseSleeping>已被占用</SomeoneElseSleeping>
|
||||
|
||||
<TradeWith>和{0}贸易</TradeWith>
|
||||
<CannotTrade>不能贸易</CannotTrade>
|
||||
@ -105,18 +105,18 @@
|
||||
<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>无法优先当前任务(健康问题:{0})</CannotMissingHealthActivities>
|
||||
|
||||
<CannotGenericAlreadyAm>已经在{0}{1}中</CannotGenericAlreadyAm>
|
||||
|
||||
<CannotPrioritizeWorkTypeDisabled>无法优先当前任务(永远不会进行:{0})</CannotPrioritizeWorkTypeDisabled>
|
||||
<CannotPrioritizeWorkTypeDisabled>无法优先当前任务(从来不做:{0})</CannotPrioritizeWorkTypeDisabled>
|
||||
|
||||
<CannotPrioritizeNotAssignedToWorkType>无法优先当前任务(未被指派为:{0})</CannotPrioritizeNotAssignedToWorkType>
|
||||
<CannotPrioritizeNotAssignedToWorkType>无法优先当前任务(未指派工作:{0})</CannotPrioritizeNotAssignedToWorkType>
|
||||
|
||||
<CannotPrioritizeResearch>无法优先当前任务(研究是一项长期的工作)</CannotPrioritizeResearch>
|
||||
<CannotPrioritizeResearch>无法优先当前任务(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>
|
||||
<CannotPrioritizeForbiddenOutsideAllowedArea>无法优先当前任务({0}在允许区域之外)</CannotPrioritizeForbiddenOutsideAllowedArea>
|
||||
<CannotPrioritizeForbidden>无法优先当前任务({0}是禁止的)</CannotPrioritizeForbidden>
|
||||
<CannotPrioritizeForbiddenOutsideAllowedArea>无法优先当前任务({0}在允许活动区域之外)</CannotPrioritizeForbiddenOutsideAllowedArea>
|
||||
|
||||
<!-- e.g. Prioritize GERUND OBJECT, Prioritize repairing wall, prioritize hauling metal, etc-->
|
||||
<PrioritizeGeneric>优先{0}{1}</PrioritizeGeneric>
|
||||
|
@ -1,15 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<CommandForbiddenDesc>已禁止\n殖民者不会和这个物件互动。</CommandForbiddenDesc>
|
||||
<CommandNotForbiddenDesc>未禁止\n殖民者会和这个物件互动。</CommandNotForbiddenDesc>
|
||||
<CommandForbiddenDesc>已禁用\n殖民者不会和这个物件互动。</CommandForbiddenDesc>
|
||||
<CommandNotForbiddenDesc>未禁用\n殖民者会和这个物件互动。</CommandNotForbiddenDesc>
|
||||
|
||||
<!-- Power -->
|
||||
<CommandTogglePowerLabel>开关</CommandTogglePowerLabel>
|
||||
<CommandTogglePowerDesc>开关电力</CommandTogglePowerDesc>
|
||||
<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>
|
||||
<CommandDesignateTogglePowerDesc>指定一件需要切换电源状态的电器。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>
|
||||
@ -21,7 +21,7 @@
|
||||
|
||||
<!-- Drafting -->
|
||||
<CommandDraftLabel>征召</CommandDraftLabel>
|
||||
<CommandUndraftLabel>解散</CommandUndraftLabel>
|
||||
<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。解散前他们不会工作,吃饭或着休息。</CommandToggleDraftDesc>
|
||||
<IsIncapped>{0}无法行动。</IsIncapped>
|
||||
|
||||
@ -29,21 +29,21 @@
|
||||
<CommandClearPrioritizedWorkDesc>清除任何你指定的优先的工作。角色会回去进行往常的自行活动。</CommandClearPrioritizedWorkDesc>
|
||||
|
||||
<CommandCancelConstructionLabel>取消</CommandCancelConstructionLabel>
|
||||
<CommandCancelConstructionDesc>取消建造</CommandCancelConstructionDesc>
|
||||
<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>
|
||||
<CommandBedSetOwnerLabel>设定归属</CommandBedSetOwnerLabel>
|
||||
<CommandBedSetOwnerDesc>将这张床分配给指定的殖民者。</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>
|
||||
<BuildingAssign>指派</BuildingAssign>
|
||||
<BuildingUnassign>解除</BuildingUnassign>
|
||||
<CommandBedSetForPrisonersLabel>设为囚犯使用</CommandBedSetForPrisonersLabel>
|
||||
<CommandBedSetForPrisonersLabel>囚犯专用</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>
|
||||
<CommandBedSetAsMedicalLabel>设为医疗床</CommandBedSetAsMedicalLabel>
|
||||
<CommandBedSetAsMedicalLabel>医疗专用</CommandBedSetAsMedicalLabel>
|
||||
<CommandBedSetAsMedicalDesc>将这个床设为医疗用途的床。</CommandBedSetAsMedicalDesc>
|
||||
<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>
|
||||
@ -62,10 +62,10 @@
|
||||
<CommandDeleteZoneLabel>删除区域</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>
|
||||
@ -78,7 +78,7 @@
|
||||
<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>
|
||||
<MessageTargetBeyondMaximumRange>目标超出最大射程。</MessageTargetBeyondMaximumRange>
|
||||
<MessageTargetBelowMinimumRange>目标低于最小射程。</MessageTargetBelowMinimumRange>
|
||||
<MessageTargetBelowMinimumRange>目标距离低于最小射程。</MessageTargetBelowMinimumRange>
|
||||
|
||||
<!-- Ship computer core -->
|
||||
<CommandShipLaunch>发射飞船</CommandShipLaunch>
|
||||
@ -94,7 +94,7 @@
|
||||
<!-- Door -->
|
||||
<CommandToggleDoorForbid>允许通行</CommandToggleDoorForbid>
|
||||
<CommandToggleDoorForbidDesc>一扇门是否允许通行,殖民者不会通过禁止通行的门。但不影响其他派系的人。</CommandToggleDoorForbidDesc>
|
||||
<CommandToggleDoorHoldOpen>敞门</CommandToggleDoorHoldOpen>
|
||||
<CommandToggleDoorHoldOpen>保持敞门</CommandToggleDoorHoldOpen>
|
||||
<CommandToggleDoorHoldOpenDesc>当激活时,殖民者将不会关闭这道门,并保持一直敞开的状态。\n\n门敞开时任何人或动物都能通过,包括敌人。</CommandToggleDoorHoldOpenDesc>
|
||||
|
||||
<!-- Temperature control -->
|
||||
@ -110,20 +110,20 @@
|
||||
<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>
|
||||
<CommandMakeBeaconStockpileDesc>在贸易信标有效半径范围内创建一个储存区。</CommandMakeBeaconStockpileDesc>
|
||||
<CommandMakeBeaconStockpileLabel>建立储存区</CommandMakeBeaconStockpileLabel>
|
||||
|
||||
<!-- Sun lamp -->
|
||||
<CommandSunLampMakeGrowingZoneDesc>在太阳灯有效半径范围内创建一个存储区。</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>
|
||||
<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>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>
|
||||
<CommandReleaseAnimalsLabel>辅助进攻</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>
|
||||
@ -134,12 +134,12 @@
|
||||
<CommandHoldFireDesc>停止所有正在进行的攻击。</CommandHoldFireDesc>
|
||||
|
||||
<!-- Select plant to grow -->
|
||||
<CommandSelectPlantToGrowMulti>选择植物或种植</CommandSelectPlantToGrowMulti>
|
||||
<CommandSelectPlantToGrowMulti>选择所要种植的植物。</CommandSelectPlantToGrowMulti>
|
||||
<CommandSelectPlantToGrow>种植:{0}</CommandSelectPlantToGrow>
|
||||
<CommandSelectPlantToGrowDesc>指定此处种植何种植物。</CommandSelectPlantToGrowDesc>
|
||||
|
||||
<!-- Build copy -->
|
||||
<CommandBuildCopy>复制建筑</CommandBuildCopy>
|
||||
<CommandBuildCopyDesc>复制当前的建筑设施</CommandBuildCopyDesc>
|
||||
<CommandBuildCopyDesc>复制当前的建筑设施。</CommandBuildCopyDesc>
|
||||
|
||||
</LanguageData>
|
@ -10,7 +10,7 @@
|
||||
<TabGuest>访客</TabGuest>
|
||||
<TabGear>装备</TabGear>
|
||||
<TabNeeds>需求</TabNeeds>
|
||||
<TabStorage>储存</TabStorage>
|
||||
<TabStorage>储存筛选</TabStorage>
|
||||
<TabHealth>健康</TabHealth>
|
||||
<TabRace>种族</TabRace>
|
||||
<TabBasics>基础</TabBasics>
|
||||
@ -22,10 +22,10 @@
|
||||
|
||||
<!-- 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>
|
||||
<RecipeRequiresSkills>配方{0}要求如下技能等级。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>最低技能要求</MinimumSkill>
|
||||
<SuspendedCaps>已暂停</SuspendedCaps>
|
||||
<BoundWorkerIs>工作者:{0}</BoundWorkerIs>
|
||||
<BoundWorkerIs>绑定工作者:{0}</BoundWorkerIs>
|
||||
<PlantVerb>种植</PlantVerb>
|
||||
|
||||
|
||||
@ -37,7 +37,7 @@
|
||||
<ShouldTryToRecruit>尝试招募</ShouldTryToRecruit>
|
||||
<PrisonerNoInteraction>不互动</PrisonerNoInteraction>
|
||||
<PrisonerFriendlyChat>友好交谈</PrisonerFriendlyChat>
|
||||
<PrisonerAttemptRecruit>试图招募</PrisonerAttemptRecruit>
|
||||
<PrisonerAttemptRecruit>尝试招募</PrisonerAttemptRecruit>
|
||||
<PrisonerRelease>释放</PrisonerRelease>
|
||||
<PrisonerExecution>处决</PrisonerExecution>
|
||||
|
||||
@ -51,7 +51,7 @@
|
||||
<RemovedBodyPart>移除</RemovedBodyPart>
|
||||
<Healthy>健康</Healthy>
|
||||
<InPain>感到疼痛</InPain>
|
||||
<PainLevel>痛苦</PainLevel>
|
||||
<PainLevel>疼痛</PainLevel>
|
||||
<Dead>死亡</Dead>
|
||||
<Unconscious>失去知觉</Unconscious>
|
||||
<PainShock>暂时休克</PainShock>
|
||||
@ -61,25 +61,25 @@
|
||||
<DataProcessing>数据处理</DataProcessing>
|
||||
<Communication>交流</Communication>
|
||||
<Affects>影响</Affects>
|
||||
<BleedingRate>流血速率</BleedingRate>
|
||||
<BleedingRate>失血速率</BleedingRate>
|
||||
<HealthOverview>概况</HealthOverview>
|
||||
<MedicalOperationsShort>手术({0})</MedicalOperationsShort>
|
||||
<MedicalOperationsMechanoidsShort>修改({0})</MedicalOperationsMechanoidsShort>
|
||||
<MedicalOperationsMechanoidsShort>改造({0})</MedicalOperationsMechanoidsShort>
|
||||
<MedicalOperations>医疗手术</MedicalOperations>
|
||||
<Amputate>切除</Amputate>
|
||||
<Amputate>截肢</Amputate>
|
||||
<Harvest>摘取</Harvest>
|
||||
<RemoveOrgan>摘除</RemoveOrgan>
|
||||
<MemoryLower>记忆</MemoryLower>
|
||||
<SocialInteractionsLower>社交影响</SocialInteractionsLower>
|
||||
<HungerRate>饥饿度</HungerRate>
|
||||
<Tiredness>劳累度</Tiredness>
|
||||
<PainFactor>痛苦</PainFactor>
|
||||
<PainFactor>痛觉系数</PainFactor>
|
||||
<PreventsInfection>抗病毒</PreventsInfection>
|
||||
|
||||
|
||||
<!-- Medical - Body and activities condition -->
|
||||
<None>无</None>
|
||||
<VeryPoor>非常差</VeryPoor>
|
||||
<VeryPoor>极差</VeryPoor>
|
||||
<Poor>较差</Poor>
|
||||
<Weakened>虚弱</Weakened>
|
||||
<GoodCondition>健康</GoodCondition>
|
||||
@ -95,8 +95,8 @@
|
||||
|
||||
|
||||
<!-- Training tab-->
|
||||
<TrainableIntelligence>可训练的智力</TrainableIntelligence>
|
||||
<CannotTrainNotSmartEnough>需要可训练的智力 {0}。</CannotTrainNotSmartEnough>
|
||||
<TrainableIntelligence>智力级别</TrainableIntelligence>
|
||||
<CannotTrainNotSmartEnough>要求智力级别:{0}。</CannotTrainNotSmartEnough>
|
||||
<CannotTrainTooSmall>{0}太小,无法训练。</CannotTrainTooSmall>
|
||||
|
||||
<TrainingNeedsPrerequisite>先决条件:{0}</TrainingNeedsPrerequisite>
|
||||
@ -106,10 +106,10 @@
|
||||
<Kidnapped>被绑架</Kidnapped>
|
||||
<Slave>奴隶</Slave>
|
||||
<FactionLeader>派系领袖</FactionLeader>
|
||||
<OpinionOf>对{0}的印象</OpinionOf>
|
||||
<OpinionOf>对{0}的看法</OpinionOf>
|
||||
<SomeonesOpinionOfMe>{0}对我的印象</SomeonesOpinionOfMe>
|
||||
<IAmDead>我死了</IAmDead>
|
||||
<IAmPsychopath>我是一个精神病患者</IAmPsychopath>
|
||||
<IAmPsychopath>我是心理变态</IAmPsychopath>
|
||||
|
||||
<!-- Gear tab -->
|
||||
<AverageArmor>平均护甲</AverageArmor>
|
||||
|
@ -27,89 +27,89 @@
|
||||
<LetterLabelRefugeePodCrash>逃生舱迫降</LetterLabelRefugeePodCrash>
|
||||
<RefugeePodCrash>侦测到了一个逃生舱在附近迫降了。\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>资源舱坠毁</LetterLabelCargoPodCrash>
|
||||
<LetterLabelCargoPodCrash>货舱坠毁</LetterLabelCargoPodCrash>
|
||||
<CargoPodCrash>检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>
|
||||
<ShortCircuitWasLarge>过多的电能造成了一场大规模爆炸。</ShortCircuitWasLarge>
|
||||
<ShortCircuitWasHuge>这爆炸的规模可不小啊,哇!</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>
|
||||
<SingleVisitorArrivesTraderInfo>\n\nHECAP似乎有几个物品想要交易。</SingleVisitorArrivesTraderInfo>
|
||||
<SingleVisitorArrivesLeaderInfo>\n\nHECAP是派系的首领。</SingleVisitorArrivesLeaderInfo>
|
||||
<LetterLabelGroupVisitorsArrive>访客</LetterLabelGroupVisitorsArrive>
|
||||
<GroupVisitorsArrive>一组来自{0}的人来拜访殖民地。</GroupVisitorsArrive>
|
||||
<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访客中的{0}是派系首领。</GroupVisitorsArriveLeaderInfo>
|
||||
<VisitorsLeaving>来自{0}的参观者离开了。</VisitorsLeaving>
|
||||
<VisitorsLeaving>来自{0}的访客离开了。</VisitorsLeaving>
|
||||
|
||||
<LetterLabelWandererJoin>流浪者加入</LetterLabelWandererJoin>
|
||||
<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,所以如果你呆在屋里并关好门应该是安全的。他们也不会攻击关闭的炮台,如果你想避免炮台被拆可以把炮台电源关闭。\n\n它们将会在几天后离开。</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>
|
||||
<AwokeDaysAgo>{0}天前醒来</AwokeDaysAgo>
|
||||
<MessageAnimalInsanityPulse>这个坠毁的飞船发射了一波心灵脉冲,它让附近的动物都发疯了。</MessageAnimalInsanityPulse>
|
||||
<LetterShipPartDroveColonistInsane>这个坠毁的飞船发射了一波心灵脉冲,它让殖民者{0}发疯了。</LetterShipPartDroveColonistInsane>
|
||||
<AwokeDaysAgo>苏醒事件:{0}天前</AwokeDaysAgo>
|
||||
<PsychicDroneLevel>心灵等级:{0}</PsychicDroneLevel>
|
||||
<PsychicDroneLevelLow>低</PsychicDroneLevelLow>
|
||||
<PsychicDroneLevelMedium>中</PsychicDroneLevelMedium>
|
||||
<PsychicDroneLevelHigh>高</PsychicDroneLevelHigh>
|
||||
<PsychicDroneLevelExtreme>极高</PsychicDroneLevelExtreme>
|
||||
<LetterLabelPsychicDroneLevelIncreased>心灵干扰加剧</LetterLabelPsychicDroneLevelIncreased>
|
||||
<LetterPsychicDroneLevelIncreased>这个坠毁的飞船零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>这个坠毁的飞船零件发出了一种强大的心灵波。该地区的所有人类的思维都受到干扰,开始变得恐慌、偏执。</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>
|
||||
<LetterLabelAgentRevealed>间谍</LetterLabelAgentRevealed>
|
||||
<LetterAgentRevealed>{0}被发现是你的敌人{1}所派来的一名间谍。\n\n他们现在正试图逃跑。</LetterAgentRevealed>
|
||||
|
||||
<!-- Distant psychic drone -->
|
||||
<LetterLabelPsychicDrone>心灵低语</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波动,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波动,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{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波动,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>阿尔法海狸!</LetterLabelBeaversArrived>
|
||||
<BeaversArrived>一群饥饿的阿尔法海狸到来了。\n\n在这种基因修改动物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>附近一名叫{0}的{1}发来呼救信号。HE说自己正被{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, 你将要对抗追捕HIS{2}。</RefugeeChasedInitial>
|
||||
<RefugeeChasedInitial_Accept>提供其安全</RefugeeChasedInitial_Accept>
|
||||
<RefugeeChasedInitial_Reject>忽略该消息</RefugeeChasedInitial_Reject>
|
||||
<RefugeeChasedRejected>通讯器中传出 {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>
|
||||
<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>
|
||||
|
||||
<!-- 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{0} 被遗弃或丢失,游荡到该地区。\n\n他们似乎习惯与人类相处,并且加入了殖民地。</LetterFarmAnimalsWanderIn>
|
||||
|
||||
<!-- Thrumbo passes -->
|
||||
<LetterLabelThrumboPasses>罕见的敲击兽</LetterLabelThrumboPasses>
|
||||
<LetterThrumboPasses>一小群敲击兽来到了这片区域。\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敲击兽珍贵的角和皮毛。\n\n敲击兽逗留几天后会离开。</LetterThrumboPasses>
|
||||
<LetterThrumboPasses>一小群敲击兽来到了这片区域。\n\n这种罕见的野兽通常是温顺的,但如果你激怒了他们会变得非常危险。贸易商愿意出大价钱收购这些敲击兽珍贵的角和皮毛。\n\n敲击兽逗留几天后会离开。</LetterThrumboPasses>
|
||||
|
||||
<!-- Trader caravan -->
|
||||
<LetterLabelTraderCaravanArrival>来自{0}的商队</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>
|
||||
<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>
|
||||
<LetterBuildingBrokenDown>一个机器 ({0}) 损坏了。 它停止了工作,直到一个从事修理工作的殖民者去修复它。</LetterBuildingBrokenDown>
|
||||
|
||||
<!-- Ransom demand -->
|
||||
<RansomDemand>{1}从通讯台联系你。他们挟持了殖民者 {0} 并索要赎金。\n\n从他们手里赎回HIM需要{2}白银。</RansomDemand>
|
||||
|
@ -4,7 +4,7 @@
|
||||
<JumpToLocation>点击此处转到问题地点</JumpToLocation>
|
||||
|
||||
<LetterLabelFirstSummerWarning>夏天</LetterLabelFirstSummerWarning>
|
||||
<FirstSummerWarning>夏天开始了!冬天还会远吗?\n\n冬日的寒冷使得作物不再生长,赶紧趁现在贮存够吃一阵子的食物。\n\n你可以通过建造一间冷库来防止食物腐坏。\n\n同时尝试购买、偷窃或者制造几件风雪大衣,以防出门挨冻。</FirstSummerWarning>
|
||||
<FirstSummerWarning>夏天开始了!冬天还会远吗?\n\n寒冷的冬日无法种植作物,赶紧趁现在从事生产,储备过冬食物。\n\n你可以通过建造一间冷库来防止食物腐坏。\n\n同时尝试买、偷、缴获或者制造几件风雪大衣,以防出门挨冻。</FirstSummerWarning>
|
||||
|
||||
<RelationsBrokenDown>与{0}的关系恶化了,他们现在对你是敌对态度。</RelationsBrokenDown>
|
||||
<RelationsWarmed>与{0}的关系改善了,他们对你不再是敌视态度了。</RelationsWarmed>
|
||||
@ -30,11 +30,11 @@
|
||||
|
||||
<LetterLabelBirthday>生日</LetterLabelBirthday>
|
||||
<BirthdayChronological>今天是{0}的实际年龄生日!外表上,{1}只有{3}岁。\n\n实际上,{1}现在是{2}岁。\n\n由于在低温舱内休眠不会使人变老,所以生物年龄与实际年龄可能会有一定的区别。</BirthdayChronological>
|
||||
<BirthdayBiologicalAgeInjuries>{0}的外表年龄是{1}岁。\n\n然而不幸的是,{0}因为变老而患上了如下疾病:\n{2}</BirthdayBiologicalAgeInjuries>
|
||||
<BirthdayBiologicalAgeInjuries>{0}的生物年龄是{1}岁。\n\n然而不幸的是,{0}因为年老而患上了如下疾病:\n{2}</BirthdayBiologicalAgeInjuries>
|
||||
|
||||
<LetterLabelNewDisease>疾病</LetterLabelNewDisease>
|
||||
<NewDisease>{0}由于{1}而生病了。确保{0}可以得到正常的治疗并尽量多在床上休息以尽快康复。</NewDisease>
|
||||
<NewPartDisease>{0}由于{3}而生病了,感染处于HIS{1}部位。确保{2}可以得到正常的治疗并尽量多在床上休息以尽快康复。</NewPartDisease>
|
||||
<NewDisease>{0}患上了{1}。确保{0}可以获得良好的医疗照顾,并尽量在床上休息以尽快康复。</NewDisease>
|
||||
<NewPartDisease>{0}的伤口{3}了,感染位于HIS{1}部位。确保{2}可以获得良好的医疗照顾,并尽量在床上休息以尽快康复。</NewPartDisease>
|
||||
|
||||
<LetterLabelAncientShrineWarning>远古威胁</LetterLabelAncientShrineWarning>
|
||||
<AncientShrineWarning>当{0}靠近这个古老建筑时,HE有种不祥之感。HE也不确定为什么,但HE觉得这个满是灰尘的建筑可能隐藏着极大的危险。</AncientShrineWarning>
|
||||
@ -42,12 +42,12 @@
|
||||
<StruckMineable>我们采到了{0}!</StruckMineable>
|
||||
|
||||
<LetterLabelAnimalManhunterRevenge>{0}的复仇</LetterLabelAnimalManhunterRevenge>
|
||||
<AnimalManhunterFromDamage>{0}受到伤害开始攻击!</AnimalManhunterFromDamage>
|
||||
<AnimalManhunterFromTaming>{0}因驯服失败开始攻击了!</AnimalManhunterFromTaming>
|
||||
<AnimalManhunterFromDamage>{0}受到伤害而开始反击!</AnimalManhunterFromDamage>
|
||||
<AnimalManhunterFromTaming>{0}因驯服失败而发狂了!</AnimalManhunterFromTaming>
|
||||
<AnimalManhunterOthers>{0}附近的其他同伴也变得愤怒!</AnimalManhunterOthers>
|
||||
|
||||
<LetterFriendlyTrapSprungLabel>{0}触发陷阱</LetterFriendlyTrapSprungLabel>
|
||||
<LetterFriendlyTrapSprung>{0}意外的触发陷阱,受到伤害。</LetterFriendlyTrapSprung>
|
||||
<LetterFriendlyTrapSprung>{0}意外的触发陷阱,并受到了伤害。</LetterFriendlyTrapSprung>
|
||||
|
||||
<LetterHealthComplications>{0}产生了新的症状:{1}\n\n这是由{2}所带来的并发症。</LetterHealthComplications>
|
||||
<LetterHealthComplicationsLabel>{0}{1}</LetterHealthComplicationsLabel>
|
||||
@ -55,7 +55,7 @@
|
||||
<LetterHediffFromRandomHediffGiver>{0}产生了新的症状:{1}。</LetterHediffFromRandomHediffGiver>
|
||||
<LetterHediffFromRandomHediffGiverLabel>{0}{1}</LetterHediffFromRandomHediffGiverLabel>
|
||||
|
||||
<LetterLeadersDeathLabel>领袖的逝世</LetterLeadersDeathLabel>
|
||||
<LetterLeadersDeathLabel>首领死亡</LetterLeadersDeathLabel>
|
||||
<LetterLeadersDeath>{1}的派系领袖{0}已经死亡并由{2}继任。</LetterLeadersDeath>
|
||||
|
||||
<MentalBreakLetterLabel>精神崩溃</MentalBreakLetterLabel>
|
||||
@ -81,21 +81,21 @@
|
||||
<LetterLabelBreakup>关系破裂</LetterLabelBreakup>
|
||||
<LetterLabelAcceptedProposal>接受求婚!</LetterLabelAcceptedProposal>
|
||||
<LetterLabelRejectedProposal>拒绝求婚</LetterLabelRejectedProposal>
|
||||
<LetterAcceptedProposal>{1}接受了{0}的求婚。\n\n在未来的几天或季节里,他们将举行婚礼,并邀请所有的殖民者。如果你想控制地点,请考虑放置一个婚礼举办点。(建筑规划,杂项中你能找到婚礼举办点。)</LetterAcceptedProposal>
|
||||
<LetterAcceptedProposal>{1}接受了{0}的求婚。\n\n在未来的几天或季节里,他们将举行婚礼,并邀请所有的殖民者。如果你想指定婚礼地点,请考虑放置一个婚礼举办点。(「建筑规划」-「杂项」中你能找到婚礼举办点。)</LetterAcceptedProposal>
|
||||
<LetterRejectedProposal>{1}拒绝了{0}的求婚。{0}伤心欲绝。</LetterRejectedProposal>
|
||||
|
||||
<!-- Generalized letter labels -->
|
||||
<LetterLabelRelationsChangeGood>关系良好</LetterLabelRelationsChangeGood>
|
||||
<LetterLabelRelationsChangeBad>关系恶劣</LetterLabelRelationsChangeBad>
|
||||
<LetterLabelShortCircuit>嗞嗞…嘭</LetterLabelShortCircuit>
|
||||
<LetterLabelShortCircuit>嗞嗞…嘭!</LetterLabelShortCircuit>
|
||||
<LetterLabelMentalBreakdown>精神崩溃</LetterLabelMentalBreakdown>
|
||||
|
||||
<!-- Bonded animals -->
|
||||
<LetterLabelBondedAnimalDied>羁绊动物的死亡</LetterLabelBondedAnimalDied>
|
||||
<LetterBondedAnimalDied>{1}的{0}爱宠死掉了,{1}的心情因此受到影响。</LetterBondedAnimalDied>
|
||||
<LetterNamedBondedAnimalDied>{2}的{0}爱宠{1}死掉了,{2}的心情因此受到影响。</LetterNamedBondedAnimalDied>
|
||||
<LetterBondedAnimalDiedMulti>那只{0}死掉了,以下居民的心情因此受到影响:\n\n{1}</LetterBondedAnimalDiedMulti>
|
||||
<LetterNamedBondedAnimalDiedMulti>叫做{1}的那只{0}死掉了,以下居民的心情因此受到影响:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
|
||||
<LetterBondedAnimalDied>{1}的{0}爱宠死亡,{1}的心情因此受到影响。</LetterBondedAnimalDied>
|
||||
<LetterNamedBondedAnimalDied>{2}的{0}爱宠{1}死亡,{2}的心情因此受到影响。</LetterNamedBondedAnimalDied>
|
||||
<LetterBondedAnimalDiedMulti>{0}死亡,以下居民的心情因此受到影响:\n\n{1}</LetterBondedAnimalDiedMulti>
|
||||
<LetterNamedBondedAnimalDiedMulti>名为{1}的{0}死亡,以下居民的心情因此受到影响:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
|
||||
|
||||
<!-- Prison break -->
|
||||
<LetterLabelPrisonBreak>越狱</LetterLabelPrisonBreak>
|
||||
|
@ -15,7 +15,7 @@
|
||||
<!-- Assign tab -->
|
||||
<CurrentOutfit>当前着装配置</CurrentOutfit>
|
||||
<ManageOutfits>管理着装配置</ManageOutfits>
|
||||
<ClearForcedApparel>清除强制</ClearForcedApparel>
|
||||
<ClearForcedApparel>清除强制着装</ClearForcedApparel>
|
||||
<ApparelForcedLower>强制</ApparelForcedLower>
|
||||
<ForcedApparel>强制着装</ForcedApparel>
|
||||
<AssignTabEdit>编辑</AssignTabEdit>
|
||||
@ -66,6 +66,6 @@
|
||||
<ProjectTechLevel>项目科技等级</ProjectTechLevel>
|
||||
<YourTechLevel>你的科技等级</YourTechLevel>
|
||||
<ResearchCostMultiplier>工作量倍数</ResearchCostMultiplier>
|
||||
<ResearchCostComparison>由于你的科技等级,项目基本工作量{0}将会变成{1}。</ResearchCostComparison>
|
||||
<ResearchCostComparison>由于你的科技等级,项目基本工作量将会由{0}变成{1}。</ResearchCostComparison>
|
||||
|
||||
</LanguageData>
|
@ -15,7 +15,7 @@
|
||||
<SaveAndQuitToMainMenu>保存并退出到主菜单</SaveAndQuitToMainMenu>
|
||||
<QuitToOS>退出游戏</QuitToOS>
|
||||
<SaveAndQuitToOS>保持并退出游戏</SaveAndQuitToOS>
|
||||
<FictionPrimer>游戏背景</FictionPrimer>
|
||||
<FictionPrimer>背景设定</FictionPrimer>
|
||||
<LudeonBlog>Ludeon博客</LudeonBlog>
|
||||
<Forums>论坛</Forums>
|
||||
<OfficialWiki>官方维基</OfficialWiki>
|
||||
@ -111,7 +111,7 @@
|
||||
<WorldRenderModeBiomes>生态</WorldRenderModeBiomes>
|
||||
<BiomeNotImplemented>此生态系统尚未加入游戏。</BiomeNotImplemented>
|
||||
<BaseAlreadyThere>{0}已经存在一个基地了。</BaseAlreadyThere>
|
||||
<Biome>生态</Biome>
|
||||
<Biome>生态系统</Biome>
|
||||
<Terrain>地形</Terrain>
|
||||
<Elevation>海拔</Elevation>
|
||||
<Fertility>肥沃度</Fertility>
|
||||
@ -131,10 +131,10 @@
|
||||
<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>随机化</Randomize>
|
||||
<Randomize>随机</Randomize>
|
||||
<AgeIndicator>年龄{0}</AgeIndicator>
|
||||
<Backstory>背景故事</Backstory>
|
||||
<IncapableOf>无法做</IncapableOf>
|
||||
<IncapableOf>无法从事</IncapableOf>
|
||||
<Traits>特性</Traits>
|
||||
<PermanentMoodEffect>永久心情效果</PermanentMoodEffect>
|
||||
<Skills>技能</Skills>
|
||||
@ -143,7 +143,7 @@
|
||||
<Childhood>童年</Childhood>
|
||||
<Male>男性</Male>
|
||||
<Female>女性</Female>
|
||||
<Pain>痛苦</Pain>
|
||||
<Pain>疼痛</Pain>
|
||||
<Health>健康</Health>
|
||||
<Relations>关系</Relations>
|
||||
|
||||
@ -159,7 +159,7 @@
|
||||
|
||||
<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>
|
@ -32,15 +32,15 @@
|
||||
|
||||
<MessagePrisonerIsEscaping>囚犯{0}正在逃跑。</MessagePrisonerIsEscaping>
|
||||
|
||||
<MessageOutOfNearbyShellsFor>{0} 的附近找不到给 {1} 的炮弹。</MessageOutOfNearbyShellsFor>
|
||||
<MessageOutOfNearbyShellsFor>{0}的附近找不到给{1}使用的炮弹。</MessageOutOfNearbyShellsFor>
|
||||
|
||||
<MessageAnimalsGoPsychoHunted>警告:{0}受到伤害时通常会发动攻击。</MessageAnimalsGoPsychoHunted>
|
||||
<MessageAnimalManhuntsOnTameFailed>警告:{0}尝试驯服失败后会攻击你 ({1}几率)。</MessageAnimalManhuntsOnTameFailed>
|
||||
<MessageAnimalManhuntsOnTameFailed>警告:{0}尝试驯服失败后会攻击你 ({1}几率)。</MessageAnimalManhuntsOnTameFailed>
|
||||
|
||||
<LetterLabelMessageRecruitSuccess>新的招募</LetterLabelMessageRecruitSuccess>
|
||||
<MessageRecruitSuccess>{0}成功招募了{1} (成功率{2})。</MessageRecruitSuccess>
|
||||
<MessageTameSuccess>{0}没能驯服{1} (成功率{2})。</MessageTameSuccess>
|
||||
<MessageTameAndNameSuccess>{0}成功驯服了{1},并给其起名 {3} (成功率{2})。</MessageTameAndNameSuccess>
|
||||
<MessageRecruitSuccess>{0}成功招募了{1} (成功率{2})。</MessageRecruitSuccess>
|
||||
<MessageTameSuccess>{0}没能驯服{1} (成功率{2})。</MessageTameSuccess>
|
||||
<MessageTameAndNameSuccess>{0}成功驯服了{1},并给其起名{3}(成功率{2})。</MessageTameAndNameSuccess>
|
||||
|
||||
<MessageColonyCannotAfford>殖民地无法支付此次交易。</MessageColonyCannotAfford>
|
||||
<MessageColonyNotEnoughSilver>你没有足够的白银用于交易。</MessageColonyNotEnoughSilver>
|
||||
@ -74,20 +74,20 @@
|
||||
|
||||
<MessageInvoluntarySleep>{0}由于极度疲劳而昏倒了。</MessageInvoluntarySleep>
|
||||
|
||||
<MessageMedicalOperationFailureCatastrophic>{0}给{1}手术时,发生了灾难性的大错。</MessageMedicalOperationFailureCatastrophic>
|
||||
<MessageMedicalOperationFailureCatastrophic>{0}给{1}手术时,发生了灾难性的错误。</MessageMedicalOperationFailureCatastrophic>
|
||||
<MessageMedicalOperationFailureMinor>{0}给{1}手术时,发生了小失误。</MessageMedicalOperationFailureMinor>
|
||||
|
||||
<MessageMedicalOperationWillAngerFaction>这次手术将激怒{0}。</MessageMedicalOperationWillAngerFaction>
|
||||
|
||||
<MessagePawnExitMapRelationsGain>因为{0}健康的离开地图,与{1}的关系上升{2}点。</MessagePawnExitMapRelationsGain>
|
||||
<MessagePawnExitMapRelationsGain>因为{0}健康地离开了地图,与{1}的关系上升{2}点。</MessagePawnExitMapRelationsGain>
|
||||
|
||||
<MessageMiscarriedStarvation>{0}由于饥饿而流产了。</MessageMiscarriedStarvation>
|
||||
<MessageMiscarriedPoorHealth>{0}由于健康不佳而流产了。</MessageMiscarriedPoorHealth>
|
||||
<MessageGaveBirth>{0}已经生产了。</MessageGaveBirth>
|
||||
<MessageMiscarriedStarvation>{0}由于饥饿而流产。</MessageMiscarriedStarvation>
|
||||
<MessageMiscarriedPoorHealth>{0}由于健康不佳而流产。</MessageMiscarriedPoorHealth>
|
||||
<MessageGaveBirth>{0}已经产子。</MessageGaveBirth>
|
||||
|
||||
<MessageNuzzledPawnGaveNameTo>亲昵之后,{0}给{1}起名{2}。</MessageNuzzledPawnGaveNameTo>
|
||||
|
||||
<MessageNoHandlerSkilledEnough>没有驯服者来驯服{0} (要求{2}等级{1},等级最高的驯服者 {3} 为{4}级)。</MessageNoHandlerSkilledEnough>
|
||||
<MessageNoHandlerSkilledEnough>无人可以驯服{0} (要求{2}{1}级,等级最高的驯服者为{3}{4}级)。</MessageNoHandlerSkilledEnough>
|
||||
|
||||
<MessageEatenByPredator>{0}被{1}吃掉了。</MessageEatenByPredator>
|
||||
<MessageAttackedByPredator>{0}正被{1}攻击!</MessageAttackedByPredator>
|
||||
@ -108,7 +108,7 @@
|
||||
<MessageMarriageCeremonyAfterPartyFinished>{0} 和 {1} 的婚礼结束了。</MessageMarriageCeremonyAfterPartyFinished>
|
||||
|
||||
<MessageNewBondRelation>{0} 和 {1} 感情深厚达成羁绊。</MessageNewBondRelation>
|
||||
<MessageNewBondRelationNewName>{0} 和 {1} 感情深厚达成羁绊。 {0}给其起名 {2}。</MessageNewBondRelationNewName>
|
||||
<MessageNewBondRelationNewName>{0} 和 {1} 感情深厚达成羁绊。 {0}给其起名{2}。</MessageNewBondRelationNewName>
|
||||
|
||||
<MessageBondedAnimalMentalBreak>因为{1}的死亡,{0}精神崩溃了。</MessageBondedAnimalMentalBreak>
|
||||
<MessageNamedBondedAnimalMentalBreak>因为{2}的死亡,名字叫{1}的{0}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
|
||||
@ -123,7 +123,7 @@
|
||||
|
||||
<MessageCannotSellItemsReason>一些物品无法交易,原因:</MessageCannotSellItemsReason>
|
||||
|
||||
<MessageConstructionFailed>{1}建造{0}失败了。一些材料被浪费。</MessageConstructionFailed>
|
||||
<MessageConstructionFailed>{1}建造{0}失败。一些材料被浪费。</MessageConstructionFailed>
|
||||
|
||||
<MessageScreenshotSavedAs>屏幕截图保存在:{0}</MessageScreenshotSavedAs>
|
||||
|
||||
@ -131,7 +131,7 @@
|
||||
|
||||
<MessageNoLongerBingingOnDrug>{0}已经不再滥用{1}了。</MessageNoLongerBingingOnDrug>
|
||||
|
||||
<MessageRottedAwayInStorage>{0}在贮藏室中坏掉了。</MessageRottedAwayInStorage>
|
||||
<MessageRottedAwayInStorage>库存中的{0}腐坏了。</MessageRottedAwayInStorage>
|
||||
|
||||
<MessageFoodPoisoning>{0}因食用{1}而导致食物中毒。</MessageFoodPoisoning>
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<Autosaving>自动保存……</Autosaving>
|
||||
<Autosaving>自动保存中……</Autosaving>
|
||||
|
||||
<GameStartDialog>你们三个人在警报与碎裂金属的噪声中于休眠舱内醒来,然后勉强在飞船四分五裂前钻进了逃生舱内。\n\n随后不久,你们降落到了这个充满未知的陌生世界。\n\n随着飞船残骸在你们身边不断坠毁,你们开始制订一份生存的计划。</GameStartDialog>
|
||||
|
||||
@ -38,7 +38,7 @@
|
||||
<MeatDesc>新鲜屠宰的生肉,可用于烹饪或生吃。</MeatDesc>
|
||||
|
||||
<LeatherLabel>{0}皮</LeatherLabel>
|
||||
<LeatherDesc>鞣制干燥的皮革,非常适合制作衣物和背包。</LeatherDesc>
|
||||
<LeatherDesc>鞣制干燥的皮革,非常适合制作衣物和手提包。</LeatherDesc>
|
||||
|
||||
<CorpseLabel>{0}尸体</CorpseLabel>
|
||||
<CorpseDesc>{0}的尸体。</CorpseDesc>
|
||||
@ -52,7 +52,7 @@
|
||||
<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" -->
|
||||
|
@ -68,7 +68,7 @@
|
||||
<ContainsWort>装有麦芽汁:{0} / {1}</ContainsWort>
|
||||
<ContainsBeer>装有啤酒:{0} / {1}</ContainsBeer>
|
||||
<Fermented>已发酵</Fermented>
|
||||
<FermentationProgress>进度:{0} (约在{1}后完成)。</FermentationProgress>
|
||||
<FermentationProgress>进度:{0} (约在{1}后完成)。</FermentationProgress>
|
||||
<FermentationBarrelOutOfIdealTemperature>不在理想的发酵温度范围内,当前发酵速度为:{0}</FermentationBarrelOutOfIdealTemperature>
|
||||
|
||||
<!--TextMotes-->
|
||||
@ -89,8 +89,8 @@
|
||||
|
||||
<!-- Areas -->
|
||||
<Home>生活区</Home>
|
||||
<BuildRoof>建造屋顶区</BuildRoof>
|
||||
<NoRoof>无屋顶区</NoRoof>
|
||||
<BuildRoof>屋顶区</BuildRoof>
|
||||
<NoRoof>露天区</NoRoof>
|
||||
<SnowClear>除雪区</SnowClear>
|
||||
<AreaDefaultLabel>活动区 {0}</AreaDefaultLabel>
|
||||
<AreaAnimalDefaultLabel>动物活动区 {0}</AreaAnimalDefaultLabel>
|
||||
@ -124,21 +124,21 @@
|
||||
<ReportHauling>正在搬运{0}。</ReportHauling>
|
||||
<ReportSleeping>睡眠中。</ReportSleeping>
|
||||
<ReportResting>休息中。</ReportResting>
|
||||
<WatchingSunrise>看日出</WatchingSunrise>
|
||||
<CloudWatching>看云彩</CloudWatching>
|
||||
<WatchingSunset>看日落</WatchingSunset>
|
||||
<Stargazing>眺望星空</Stargazing>
|
||||
<WatchingEclipse>看日食</WatchingEclipse>
|
||||
<WatchingSunrise>看日出。</WatchingSunrise>
|
||||
<CloudWatching>看云彩。</CloudWatching>
|
||||
<WatchingSunset>看日落。</WatchingSunset>
|
||||
<Stargazing>眺望星空。</Stargazing>
|
||||
<WatchingEclipse>看日食。</WatchingEclipse>
|
||||
<UsingVerb>在{1}上使用{0}。</UsingVerb>
|
||||
<AreaLower>区域</AreaLower>
|
||||
<ReportCowering>畏缩。</ReportCowering>
|
||||
<ReportStanding>站立。</ReportStanding>
|
||||
<ReportExtinguishingFire>扑灭火焰。</ReportExtinguishingFire>
|
||||
<ReportExtinguishingFireOn>扑灭{0}上的火焰。</ReportExtinguishingFireOn>
|
||||
<ReportExtinguishingFire>正在扑灭火焰。</ReportExtinguishingFire>
|
||||
<ReportExtinguishingFireOn>正在扑灭{0}上的火焰。</ReportExtinguishingFireOn>
|
||||
|
||||
<!-- Lord job reports -->
|
||||
<LordReportAttendingMarriageCeremony>参加婚礼</LordReportAttendingMarriageCeremony>
|
||||
<LordReportAttendingParty>参加聚会</LordReportAttendingParty>
|
||||
<LordReportAttendingMarriageCeremony>正在参加婚礼。</LordReportAttendingMarriageCeremony>
|
||||
<LordReportAttendingParty>正在参加聚会。</LordReportAttendingParty>
|
||||
|
||||
<!-- Shooting report -->
|
||||
<WeaponMissRadius>武器误差半径</WeaponMissRadius>
|
||||
@ -151,7 +151,7 @@
|
||||
<ShootingCover>掩体 </ShootingCover>
|
||||
<CoverThingBlocksPercentOfShots>{0}阻挡 {1}</CoverThingBlocksPercentOfShots>
|
||||
<NoCoverLower>没有掩体</NoCoverLower>
|
||||
<Execution>执行</Execution>
|
||||
<Execution>处决</Execution>
|
||||
|
||||
<!-- Generated recipes -->
|
||||
<RecipeMake>制作{0}</RecipeMake>
|
||||
@ -203,22 +203,22 @@
|
||||
|
||||
<!-- Temperature readout -->
|
||||
<Indoors>室内</Indoors>
|
||||
<IndoorsUnroofed>室内(无屋顶)</IndoorsUnroofed>
|
||||
<IndoorsUnroofed>室内(露天)</IndoorsUnroofed>
|
||||
<Outdoors>室外</Outdoors>
|
||||
|
||||
<!--Rotting-->
|
||||
<RotStateFresh>新鲜</RotStateFresh>
|
||||
<RotStateRotting>腐烂中</RotStateRotting>
|
||||
<RotStateDessicated>干燥</RotStateDessicated>
|
||||
<RotStateDessicated>已风干</RotStateDessicated>
|
||||
|
||||
<!-- Shooting tooltip -->
|
||||
<ShotBy>被{0}击中几率</ShotBy>
|
||||
<CannotHit>无法击中目标。</CannotHit>
|
||||
|
||||
<!-- Rotting -->
|
||||
<CurrentlyFrozen>冷冻(不会腐烂)</CurrentlyFrozen>
|
||||
<CurrentlyRefrigerated>冷藏({0}后腐烂)</CurrentlyRefrigerated>
|
||||
<NotRefrigerated>未冷藏({0}后腐烂)</NotRefrigerated>
|
||||
<CurrentlyFrozen>冷冻(不会腐烂)</CurrentlyFrozen>
|
||||
<CurrentlyRefrigerated>冷藏({0}后腐烂)</CurrentlyRefrigerated>
|
||||
<NotRefrigerated>未冷藏({0}后腐烂)</NotRefrigerated>
|
||||
<OverADecade>超过10年</OverADecade>
|
||||
<LessThanADay>少于1天</LessThanADay>
|
||||
|
||||
@ -248,8 +248,8 @@
|
||||
<Stockpile>储存区</Stockpile>
|
||||
<DumpingStockpile>垃圾储存区</DumpingStockpile>
|
||||
<Priority>优先级</Priority>
|
||||
<ClearAll>清除全部</ClearAll>
|
||||
<AllowAll>允许全部</AllowAll>
|
||||
<ClearAll>全部清除</ClearAll>
|
||||
<AllowAll>全部允许</AllowAll>
|
||||
|
||||
<!-- ThingFilter -->
|
||||
<HitPoints>{0}耐久值</HitPoints>
|
||||
@ -279,7 +279,7 @@
|
||||
<!-- Map conditions -->
|
||||
<MapConditionsTip>当前影响此地区的地图状态。</MapConditionsTip>
|
||||
<TimeLeft>剩余时间</TimeLeft>
|
||||
<ImpactDate>影响日期</ImpactDate>
|
||||
<ImpactDate>撞击日期</ImpactDate>
|
||||
|
||||
<!-- Building placement -->
|
||||
<NoStuffsToBuildWith>你没有可用于建造此建筑的材料。</NoStuffsToBuildWith>
|
||||
|
@ -12,7 +12,7 @@
|
||||
|
||||
<ScenPart_ArriveInDropPods>以空投方式抵达。</ScenPart_ArriveInDropPods>
|
||||
|
||||
<ScenPart_StatFactor>“{0}”的全局调整系数为{1}。</ScenPart_StatFactor>
|
||||
<ScenPart_StatFactor>“{0}”的全局倍率为{1}。</ScenPart_StatFactor>
|
||||
|
||||
|
||||
<!-- Pawn modifiers -->
|
||||
|
@ -21,12 +21,12 @@
|
||||
<!-- Date periods -->
|
||||
<Period1Year>1 年</Period1Year>
|
||||
<PeriodYears>{0} 年</PeriodYears>
|
||||
<Period1Season>1 季</Period1Season>
|
||||
<PeriodSeasons>{0} 季</PeriodSeasons>
|
||||
<Period1Season>1 季度</Period1Season>
|
||||
<PeriodSeasons>{0} 季度</PeriodSeasons>
|
||||
<Period1Day>1 天</Period1Day>
|
||||
<PeriodDays>{0} 天</PeriodDays>
|
||||
<Period1Hour>1 时</Period1Hour>
|
||||
<PeriodHours>{0} 时</PeriodHours>
|
||||
<Period1Hour>1 小时</Period1Hour>
|
||||
<PeriodHours>{0} 小时</PeriodHours>
|
||||
|
||||
<!-- Misc -->
|
||||
<Started>起始于</Started>
|
||||
|
@ -6,8 +6,8 @@
|
||||
<WorkTagManualDumb>简易工作</WorkTagManualDumb>
|
||||
<WorkTagManualSkilled>专业工作</WorkTagManualSkilled>
|
||||
<WorkTagViolent>暴力行为</WorkTagViolent>
|
||||
<WorkTagCaring>照料他人</WorkTagCaring>
|
||||
<WorkTagSocial>进行社交</WorkTagSocial>
|
||||
<WorkTagCaring>医护工作</WorkTagCaring>
|
||||
<WorkTagSocial>社交工作</WorkTagSocial>
|
||||
<WorkTagScary>恐怖的事</WorkTagScary>
|
||||
<WorkTagAnimals>驯养动物</WorkTagAnimals>
|
||||
<WorkTagArtistic>艺术创作</WorkTagArtistic>
|
||||
@ -16,7 +16,7 @@
|
||||
<WorkTagFirefighting>灭火</WorkTagFirefighting>
|
||||
<WorkTagCleaning>清洁</WorkTagCleaning>
|
||||
<WorkTagHauling>搬运</WorkTagHauling>
|
||||
<WorkTagPlantWork>种植</WorkTagPlantWork>
|
||||
<WorkTagPlantWork>植物工作</WorkTagPlantWork>
|
||||
<WorkTagMining>采矿</WorkTagMining>
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user