Recover from merge

This commit is contained in:
cainiaowu 2016-10-19 14:15:33 +08:00
parent d458880497
commit 13f3e92719
19 changed files with 250 additions and 250 deletions

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@ -13,29 +13,29 @@
<ColonistNeedsRescue>殖民者需要救援</ColonistNeedsRescue>
<ColonistsNeedRescue>多个殖民者需要救援</ColonistsNeedRescue>
<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>
<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>
<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你应该部署一些防御工事不论是陷阱、沙袋还是炮塔。</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>
<NeedDoctor>需要医生</NeedDoctor>
<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>
<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>
<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,但是没有殖民者从事「采矿」工作。\n\n给一位殖民者分配「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“监管”工作。\n\n给一个殖民者分配“监管”工作。</NeedWardenDesc>
<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>
<LowFood>食物不足</LowFood>
<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种甚至去打猎以获取食物。</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或者种植“草药”</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或者种植“草药”</NoMedicineDesc>
<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>
<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>
<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>
<NeedColonistBeds>缺少床铺</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>
@ -44,7 +44,7 @@
<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>
<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,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>
<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>
<StarvationAnimals>动物饥饿</StarvationAnimals>
<StarvationAnimalsDesc>殖民地的这些动物都在挨饿:\n\n{0}\n给他们一些吃的。</StarvationAnimalsDesc>
@ -52,17 +52,17 @@
<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>
<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>
<NeedFoodHopper>缺少进料口</NeedFoodHopper>
<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>
<NeedMealSource>需要食物源</NeedMealSource>
<NeedMealSource>缺少食物源</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>
<NeedJoySource>需要娱乐设施</NeedJoySource>
<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>
<NeedJoySource>缺少娱乐设施</NeedJoySource>
<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>
<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>
<BrawlerHasRangedWeapon>格斗者持有远程武器</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远程武器。这会让他们很不高兴。</BrawlerHasRangedWeaponDesc>
@ -98,7 +98,7 @@
<HunterHasShieldAndRangedWeapon>猎人有护盾和远程武器</HunterHasShieldAndRangedWeapon>
<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>
<NeedWarmClothes>需要御寒的衣物</NeedWarmClothes>
<NeedWarmClothes>缺少御寒的衣物</NeedWarmClothes>
<NeedWarmClothesDesc1>至少{0}人没有能够御寒的衣物。</NeedWarmClothesDesc1>
<NeedWarmClothesDesc1All>有殖民者没有在冬天御寒的衣物</NeedWarmClothesDesc1All>
<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>
<DesignatorCancelDesc>取消指定的建造、采矿、搬运、收获和其它所有的指令。</DesignatorCancelDesc>
<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>
<DesignatorCutPlants>割除</DesignatorCutPlants>
<DesignatorCutPlantsDesc>标记需要除的植物。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>
<DesignatorDeconstruct>拆除</DesignatorDeconstruct>
<DesignatorDeconstructDesc>拆除建筑并回收部分资源。</DesignatorDeconstructDesc>
<DesignatorUninstall>卸载</DesignatorUninstall>
<DesignatorUninstallDesc>卸载这个物品,以移动、出售或安装在其他地方。</DesignatorUninstallDesc>
<DesignatorUninstallDesc>卸载这个物品,以便移动、出售或安装在其他地方。</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>
<DesignatorHarvestDesc>标记需要收割的作物以获取食物或其它产品</DesignatorHarvestDesc>
<DesignatorHarvestWood></DesignatorHarvestWood>
<DesignatorHarvestWoodDesc>标记需要被砍掉的树木来获取木头。</DesignatorHarvestWoodDesc>
<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。(比如石块)</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,这些一般会自动完成的。</DesignatorHaulThingsDesc>
<MustHaulHaulables>只能标记可搬运但不会被自动搬运的物品。(比如岩石堆和钢渣)</MustHaulHaulables>
<DesignatorHunt>狩猎</DesignatorHunt>
<DesignatorHuntDesc>标记需要被猎人猎取的动物。</DesignatorHuntDesc>
@ -29,29 +29,29 @@
<DesignatorMine>开采</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>
<DesignatorPlanRemove>移除计划</DesignatorPlanRemove>
<DesignatorPlanRemoveDesc>移除计划中的指令</DesignatorPlanRemoveDesc>
<DesignatorPlanRemoveDesc>移除计划标记</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>
<DesignatorAreaBuildRoofExpand>添加建造屋顶区</DesignatorAreaBuildRoofExpand>
<DesignatorAreaBuildRoofExpandDesc>殖民者会在该区域内建造屋顶。</DesignatorAreaBuildRoofExpandDesc>
<DesignatorAreaBuildRoofClear>移除建造屋顶区</DesignatorAreaBuildRoofClear>
<DesignatorAreaBuildRoofExpand>添加屋顶区</DesignatorAreaBuildRoofExpand>
<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>
<DesignatorAreaBuildRoofClear>移除屋顶区</DesignatorAreaBuildRoofClear>
<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>
<DesignatorAreaNoRoofExpand>添加无屋顶区</DesignatorAreaNoRoofExpand>
<DesignatorAreaNoRoofExpand>添加露天区域</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>
<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>
<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>添加除雪区</DesignatorAreaSnowClearExpand>
<DesignatorAreaSnowClearExpandDesc>殖民者会清除该区域内的雪。</DesignatorAreaSnowClearExpandDesc>
@ -59,34 +59,34 @@
<DesignatorAreaSnowClearClearDesc>移除除雪区。殖民者不会再清除该区域的雪。</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>
<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>
<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>
<DesignatorGrowingZoneDesc>指定一片你希望你的殖民者种植某种植物的地方</DesignatorGrowingZoneDesc>
<DesignatorGrowingZoneDesc>创建一片可供居民种植某种植物的区域</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>
<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>
<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>
<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>
<DesignatorZoneDelete>移除区域</DesignatorZoneDelete>
<DesignatorZoneDeleteDesc>移除贮存区或是种植区这样的区域</DesignatorZoneDeleteDesc>
<DesignatorZoneDeleteDesc>移除储存区或者种植区</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>
<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>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</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</TerrainCannotSupport>
<SpaceAlreadyOccupied>空间已被占用。</SpaceAlreadyOccupied>
<TerrainMustBeRemovable>目标必须是可移除的地板。</TerrainMustBeRemovable>

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<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}</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>

View File

@ -8,7 +8,7 @@
<Disconnect>断开连接</Disconnect>
<!-- gift offer -->
<OfferGift>予礼物</OfferGift>
<OfferGift>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>

View File

@ -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</SpawningAllThings>
<SpawningAllThings>生成所有物</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></MapSizeMedium>
<MapSizeLarge></MapSizeLarge>
<MapSizeExtreme>超大</MapSizeExtreme>
<MapStartSeason>始季节</MapStartSeason>
<MapStartSeason>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>料搜索半径</IngredientSearchRadius>
<IngredientSearchRadius>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</BillStoreMode_BestStockpile>
<BillStoreMode_NearestStockpileAnyPriority>放到距离最近的贮藏</BillStoreMode_NearestStockpileAnyPriority>
<BillStoreMode_BestStockpile>放到最合适的储存</BillStoreMode_BestStockpile>
<BillStoreMode_NearestStockpileAnyPriority>放到距离最近的储存</BillStoreMode_NearestStockpileAnyPriority>
<!-- Info card -->
<Damage>伤害</Damage>
@ -157,10 +157,10 @@
<Days></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>效果</CoverEffectiveness>
<CoverEffectiveness>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>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>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>

View File

@ -20,9 +20,9 @@
<!-- Storage priority labels -->
<StoragePriorityUnstored>不储存</StoragePriorityUnstored>
<StoragePriorityLow></StoragePriorityLow>
<StoragePriorityNormal>一般</StoragePriorityNormal>
<StoragePriorityPreferred>偏好</StoragePriorityPreferred>
<StoragePriorityLow></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></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>非常饿</HungerLevel_UrgentlyHungry>
<HungerLevel_Hungry>饥饿</HungerLevel_Hungry>
<HungerLevel_Fed></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</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</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>

View File

@ -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>拘捕 {0}</TryToArrest>
<TryToArrest>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>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>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>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>

View File

@ -1,15 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<CommandForbiddenDesc>已禁\n殖民者不会和这个物件互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁\n殖民者会和这个物件互动。</CommandNotForbiddenDesc>
<CommandForbiddenDesc>已禁\n殖民者不会和这个物件互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁\n殖民者会和这个物件互动。</CommandNotForbiddenDesc>
<!-- Power -->
<CommandTogglePowerLabel>开关</CommandTogglePowerLabel>
<CommandTogglePowerDesc>开关电</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</CommandBedSetForPrisonersLabel>
<CommandBedSetForPrisonersLabel>囚犯专</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储区。</CommandMakeBeaconStockpileDesc>
<CommandMakeBeaconStockpileLabel>建立储区</CommandMakeBeaconStockpileLabel>
<CommandMakeBeaconStockpileDesc>在贸易信标有效半径范围内创建一个储区。</CommandMakeBeaconStockpileDesc>
<CommandMakeBeaconStockpileLabel>建立储</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</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</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>

View File

@ -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}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>招募</PrisonerAttemptRecruit>
<PrisonerAttemptRecruit>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></PainLevel>
<PainLevel></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>血速率</BleedingRate>
<BleedingRate>血速率</BleedingRate>
<HealthOverview>概况</HealthOverview>
<MedicalOperationsShort>手术({0})</MedicalOperationsShort>
<MedicalOperationsMechanoidsShort>改({0})</MedicalOperationsMechanoidsShort>
<MedicalOperationsMechanoidsShort>({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></PainFactor>
<PainFactor>觉系数</PainFactor>
<PreventsInfection>抗病毒</PreventsInfection>
<!-- Medical - Body and activities condition -->
<None></None>
<VeryPoor>非常</VeryPoor>
<VeryPoor></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>

View File

@ -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>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></PsychicDroneLevelLow>
<PsychicDroneLevelMedium></PsychicDroneLevelMedium>
<PsychicDroneLevelHigh></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>

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@ -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,受到伤害。</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{1}的心情因此受到影响。</LetterBondedAnimalDied>
<LetterNamedBondedAnimalDied>{2}的{0}爱宠{1}死{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>

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@ -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>

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@ -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</Randomize>
<Randomize>随机</Randomize>
<AgeIndicator>年龄{0}</AgeIndicator>
<Backstory>背景故事</Backstory>
<IncapableOf>无法</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></Pain>
<Pain></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>

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@ -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,发生了灾难性的错。</MessageMedicalOperationFailureCatastrophic>
<MessageMedicalOperationFailureCatastrophic>{0}给{1}手术时,发生了灾难性的错</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</MessageMiscarriedStarvation>
<MessageMiscarriedPoorHealth>{0}由于健康不佳而流产</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。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>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<Autosaving>自动保存……</Autosaving>
<Autosaving>自动保存……</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" -->

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@ -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</NoRoof>
<BuildRoof>屋顶区</BuildRoof>
<NoRoof>露天</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></RotStateDessicated>
<RotStateDessicated>已风</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>

View File

@ -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 -->

View File

@ -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</Period1Season>
<PeriodSeasons>{0} 季</PeriodSeasons>
<Period1Day>1 天</Period1Day>
<PeriodDays>{0} 天</PeriodDays>
<Period1Hour>1 时</Period1Hour>
<PeriodHours>{0} 时</PeriodHours>
<Period1Hour>1 </Period1Hour>
<PeriodHours>{0} </PeriodHours>
<!-- Misc -->
<Started>起始于</Started>

View File

@ -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></WorkTagPlantWork>
<WorkTagPlantWork>物工作</WorkTagPlantWork>
<WorkTagMining>采矿</WorkTagMining>