Improve Keyed translations
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9a0840bf74
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@ -86,7 +86,7 @@
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<DesignatorRearmTrapDesc>重置一个使用过的陷阱,使其可以被再次触发。</DesignatorRearmTrapDesc>
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<DesignatorOpen>打开</DesignatorOpen>
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<DesignatorOpenDesc>打开装满的坟墓或容器。</DesignatorOpenDesc>
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<DesignatorOpenDesc>打开完整的坟墓或容器。</DesignatorOpenDesc>
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<DesignatorSlaughter>屠宰</DesignatorSlaughter>
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<DesignatorSlaughterDesc>屠宰一只被驯养的动物。</DesignatorSlaughterDesc>
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@ -110,7 +110,7 @@
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<HostilityResponseMode_Flee>逃跑</HostilityResponseMode_Flee>
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<!-- HediffGrowthMode -->
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<HediffGrowthMode_Growing>增重</HediffGrowthMode_Growing>
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<HediffGrowthMode_Growing>恶化</HediffGrowthMode_Growing>
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<HediffGrowthMode_Stable>稳定</HediffGrowthMode_Stable>
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<HediffGrowthMode_Remission>缓解</HediffGrowthMode_Remission>
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@ -84,7 +84,7 @@
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<BeaversArrived>一群饥饿的大海狸到来了。\n\n在他们啃倒这个区域最后一棵树之前消灭他们。</BeaversArrived>
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<!-- Refugee chased -->
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<RefugeeChasedInitial>附近一名叫{0}的{1}发来呼救信号。HECAP正被来自{3}的{2}追捕!\n\nHECAP祈求得到保护并想加入殖民地。HE的生物年龄是{4}岁。\n\n警告 - 如果你接受请求,你将要对抗尾随HIS的{2}。</RefugeeChasedInitial>
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<RefugeeChasedInitial>附近一名叫{0}的{1}发来呼救信号。HECAP正被来自{3}的{2}追捕!\n\nHECAP祈求得到保护并想加入殖民地。HE看起来有{4}岁。\n\n警告 - 如果你接受请求,你将要对抗尾随HIS的{2}。</RefugeeChasedInitial>
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<RefugeeChasedInitial_Accept>提供保护</RefugeeChasedInitial_Accept>
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<RefugeeChasedInitial_Reject>忽略消息</RefugeeChasedInitial_Reject>
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<RefugeeChasedRejected>喇叭传出{0}恐慌的尖叫声,随后联系中断。</RefugeeChasedRejected>
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@ -1,105 +1,108 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData>
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<JumpToLocation>跳转到相关地点</JumpToLocation>
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<JumpToLocation>点击此处转到问题地点</JumpToLocation>
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<LetterLabelFirstSummerWarning>夏天</LetterLabelFirstSummerWarning>
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<FirstSummerWarning>夏天开始了! 但冬天也不远。\n\n你的作物不会再冬天正常生长。趁现在贮存能吃几个月的食物。\n\n你可以通过建造一个冷冻间来防止食物腐坏。\n\n并且买,偷,或者制造一些风雪大衣。否则你会在室外冻死。</FirstSummerWarning>
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<LetterLabelFirstSummerWarning>夏至</LetterLabelFirstSummerWarning>
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<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>
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<RelationsBrokenDown>和{0}的关系恶化了。他们现在对你是敌对态度。</RelationsBrokenDown>
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<RelationsWarmed>和{0}的关系改善了。他们不再是你的敌对派系了。</RelationsWarmed>
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<RelationsBrokenDown>与{0}的关系恶化了,他们现在对你是敌对态度。</RelationsBrokenDown>
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<RelationsWarmed>与{0}的关系改善了,他们对你不再是敌视态度了。</RelationsWarmed>
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<RelationsBrokenCapture>因为你俘虏了{0},{1}现在对你表示敌对了。</RelationsBrokenCapture>
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<RelationsBrokenCapture>由于你俘虏了{0},{1}现在成为了你的敌人。</RelationsBrokenCapture>
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<ColonyGoodwill>殖民地好感度</ColonyGoodwill>
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<Neutral>中立</Neutral>
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<ShortCircuitRain>一个{0}在雨中发生了短路并造成了一场火灾。</ShortCircuitRain>
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<ShortCircuitRain>一个{0}在雨中发生了短路并引发了一起火灾。</ShortCircuitRain>
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<LetterLabelAreaRevealed>发现区域</LetterLabelAreaRevealed>
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<AreaRevealed>发现了一片新的地区。</AreaRevealed>
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<AreaRevealedWithMechanoids>发现了一片新的地区。里面有古代遗迹、敌对的机器人。</AreaRevealedWithMechanoids>
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<AreaRevealedWithMechanoids>发现了一片新的地区,里面存在有敌意的远古机械人。</AreaRevealedWithMechanoids>
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<RoofCollapsed>一部分屋顶因为离最近的支撑点过远而塌陷了。</RoofCollapsed>
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<TheseThingsCrushed>这些东西被压到了:</TheseThingsCrushed>
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<RoofCollapsed>由于缺乏支撑,一块屋顶坍塌了。</RoofCollapsed>
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<TheseThingsCrushed>这些东西被压到了:</TheseThingsCrushed>
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<NothingCrushed>没有东西被压到。</NothingCrushed>
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<LetterLabelRoofCollapsed>塌陷</LetterLabelRoofCollapsed>
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<LetterLabelRoofCollapsed>屋顶塌方</LetterLabelRoofCollapsed>
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<RecruitSuccess>{0}成功招募了{1}(成功率{2})。</RecruitSuccess>
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<RecruitFail>{0}没能成功招募{1}(成功率{2})。</RecruitFail>
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<LetterLabelBirthday>生日</LetterLabelBirthday>
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<BirthdayChronological>今天是{0}的实际年龄生日! {1}{2}岁了。\n\n实际年龄, {1} 变成 {2}.\n\n注意,因为人休眠后实际年龄的生日和生物年龄生日不同。</BirthdayChronological>
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<BirthdayBiologicalAgeInjuries>{0}生物年龄已经{1}岁了。\n\n不幸的是, {0}因为变老患上了下列疾病:\n{2}</BirthdayBiologicalAgeInjuries>
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<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由于冷冻舱内休眠不会使人变老,所以有外表年龄与实际年龄的区别。</BirthdayChronological>
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<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>
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<LetterLabelNewDisease>疾病</LetterLabelNewDisease>
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<NewDisease>{0}生病了({1})。确保{0}可以得到正当的治疗并尽量多在床上休息以尽快康复。</NewDisease>
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<NewPartDisease>{0}患上了{1}感染。确保{0}可以得到正当的治疗并尽量多在床上休息以尽快康复。</NewPartDisease>
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<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>
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<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>
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<LetterLabelAncientShrineWarning>远古威胁</LetterLabelAncientShrineWarning>
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<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>
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<AncientShrineWarning>当{0}靠近这个古老建筑时,HIM有种不祥之感。HECAP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>
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<StruckMineable>我们发现{0}!</StruckMineable>
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<StruckMineable>我们采到了{0}!</StruckMineable>
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<LetterLabelAnimalManhunterFromDamage>{0}的复仇</LetterLabelAnimalManhunterFromDamage>
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<AnimalManhunterFromDamage>{0}受到伤害开始攻击!</AnimalManhunterFromDamage>
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<AnimalManhunterFromTaming>{0}因驯服失败开始攻击了!</AnimalManhunterFromTaming>
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<AnimalManhunterOthers>{0}附近的其他同伴也变得愤怒!</AnimalManhunterOthers>
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<LetterLabelAnimalManhunterRevenge>{0}的复仇</LetterLabelAnimalManhunterRevenge>
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<AnimalManhunterFromDamage>一个{0}受到伤害而开始攻击!</AnimalManhunterFromDamage>
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<AnimalManhunterFromTaming>一个{0}因驯服失败而开始攻击!</AnimalManhunterFromTaming>
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<AnimalManhunterOthers>附近其他的{0}也变得愤怒!</AnimalManhunterOthers>
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<LetterFriendlyTrapSprungLabel>{0}触发陷阱</LetterFriendlyTrapSprungLabel>
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<LetterFriendlyTrapSprung>{0}意外的触发陷阱,受到伤害。</LetterFriendlyTrapSprung>
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<LetterFriendlyTrapSprung>{0}意外的触发陷阱,并受到了伤害。</LetterFriendlyTrapSprung>
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<LetterHealthComplications>{0}的健康状况恶化:{1}\n\n并发症:{2}。</LetterHealthComplications>
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<LetterHealthComplications>{0}产生了新的症状:{1}\n\n这是由{2}所带来的并发症。</LetterHealthComplications>
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<LetterHealthComplicationsLabel>{0}{1}</LetterHealthComplicationsLabel>
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<LetterHediffFromRandomHediffGiver>{0}的健康状况恶化:{1}。</LetterHediffFromRandomHediffGiver>
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<LetterHediffFromRandomHediffGiver>{0}产生了新的症状:{1}。</LetterHediffFromRandomHediffGiver>
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<LetterHediffFromRandomHediffGiverLabel>{0}{1}</LetterHediffFromRandomHediffGiverLabel>
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<LetterLeadersDeathLabel>领袖的逝世</LetterLeadersDeathLabel>
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<LetterLeadersDeath>{1}的派系领袖 {0}死亡, {2}继位。</LetterLeadersDeath>
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<LetterLeadersDeathLabel>首领死亡</LetterLeadersDeathLabel>
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<LetterLeadersDeath>{1}的派系首领{0}已经死亡并由{2}继任。</LetterLeadersDeath>
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<MentalBreakLetterLabel>精神崩溃</MentalBreakLetterLabel>
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<MentalBreakReason>原因:{0}。</MentalBreakReason>
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<!-- Family -->
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<LetterLabelNoticedFamilyMembers>家族</LetterLabelNoticedFamilyMembers>
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<LetterFamilyMembersRaidEnemy>到达的{0}团体中有殖民者或囚犯的家族成员。\n\n记住,即使他们是有亲戚关系,但他们仍然会互相攻击,因为他们的派系关系很差。\n\n家族成员是:</LetterFamilyMembersRaidEnemy>
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<LetterFamilyMembersRaidFriendly>到达的友好{0}团体中有殖民者或囚犯的家族成员:</LetterFamilyMembersRaidFriendly>
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<LetterFamilyMembersNeutralGroup>到达的团体中有殖民者或囚犯的家族成员:</LetterFamilyMembersNeutralGroup>
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<LetterFamilyMembersTraderShipSlaves>轨道贸易商出售的奴隶中有殖民者或囚犯的家族成员:</LetterFamilyMembersTraderShipSlaves>
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<!-- Related pawns -->
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<LetterLabelNoticedRelatedPawns>关系</LetterLabelNoticedRelatedPawns>
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<LetterRelatedPawnsRaidEnemy>在前来的{0}人群中有人是你的居民或者囚犯的亲戚。\n\n记住,即使他们是有亲戚关系,但他们仍然会互相攻击,因为他们的派系关系很差。\n\n这些人是:</LetterRelatedPawnsRaidEnemy>
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<LetterRelatedPawnsRaidFriendly>在前来的善意人群中有人是你的居民或者囚犯的亲戚:</LetterRelatedPawnsRaidFriendly>
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<LetterRelatedPawnsNeutralGroup>在前来的人群中有人是你的居民或者囚犯的亲戚:</LetterRelatedPawnsNeutralGroup>
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<LetterRelatedPawnsTradeShip>在商人出售的奴隶中有人是你的居民或者囚犯的亲戚:</LetterRelatedPawnsTradeShip>
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<FamilyLetterAppendedSuffix>(家族)</FamilyLetterAppendedSuffix>
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<FamilyLetterAppendedTextColonist>NAME是殖民者的一个家族成员。HECAP是{0}的{1}。</FamilyLetterAppendedTextColonist>
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<FamilyLetterAppendedTextPrisoner>NAME是囚犯的一个家族成员。HECAP是{0}的{1}。</FamilyLetterAppendedTextPrisoner>
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<RelationshipAppendedLetterSuffix>(亲戚)</RelationshipAppendedLetterSuffix>
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<RelationshipAppendedLetterTextColonist>NAME是某居民的亲戚,HECAP是{0}的{1}。</RelationshipAppendedLetterTextColonist>
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<RelationshipAppendedLetterTextPrisoner>NAME是某囚犯的亲戚,HECAP是{0}的{1}。</RelationshipAppendedLetterTextPrisoner>
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<!-- Attempt romance / propose interaction -->
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<LetterLabelAffair>风流韵事</LetterLabelAffair>
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<LetterAffair>{0}已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
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<LetterLabelNewLovers>新的情人</LetterLabelNewLovers>
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<LetterNewLovers>{0}和{1}走到了一起,现在是情人关系了。</LetterNewLovers>
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<LetterNoLongerLovers>{0}和{1}不在是情人关系了。</LetterNoLongerLovers>
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<LetterLabelAcceptedProposal>接受求婚!</LetterLabelAcceptedProposal>
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<LetterLabelRejectedProposal>拒绝求婚</LetterLabelRejectedProposal>
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<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,邀请所有的殖民者。如果你想控制结婚仪式的地点,请考虑放置一个结婚场所。</LetterAcceptedProposal>
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<LetterRejectedProposal>{1}拒绝了{0}的求婚。{0} 伤心欲绝。</LetterRejectedProposal>
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<LetterLabelAffair>私通</LetterLabelAffair>
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<LetterAffair>{0}虽然已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
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<LetterLabelNewLovers>恋情</LetterLabelNewLovers>
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<LetterNewLovers>{0}和{1}走到了一起,现在是恋人关系了。</LetterNewLovers>
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<LetterNoLongerLovers>{0}和{1}不再是恋人关系了。</LetterNoLongerLovers>
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<LetterLabelBreakup>分手</LetterLabelBreakup>
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<LetterLabelAcceptedProposal>新婚!</LetterLabelAcceptedProposal>
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<LetterLabelRejectedProposal>拒婚</LetterLabelRejectedProposal>
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<LetterAcceptedProposal>{1}接受了{0}的求婚。\n\n在未来的某日他们将举行婚礼,并会邀请全部居民。如果你想控制结婚仪式的地点,请考虑放置一个结婚场所。</LetterAcceptedProposal>
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<LetterRejectedProposal>{1}拒绝了{0}的求婚,{0}要不开心了。</LetterRejectedProposal>
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<!-- Generalized letter labels -->
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<LetterLabelRelationsChangeGood>关系良好</LetterLabelRelationsChangeGood>
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<LetterLabelRelationsChangeBad>关系恶劣</LetterLabelRelationsChangeBad>
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<LetterLabelShortCircuit>Zzztt...</LetterLabelShortCircuit>
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<LetterLabelShortCircuit>滋滋...</LetterLabelShortCircuit>
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<LetterLabelMentalBreakdown>精神崩溃</LetterLabelMentalBreakdown>
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<!-- Bonded animals -->
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<LetterLabelBondedAnimalDied>羁绊动物的死亡</LetterLabelBondedAnimalDied>
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<LetterBondedAnimalDied>{0},{1}的羁绊动物死了。这会影响{1}的心情。</LetterBondedAnimalDied>
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<LetterNamedBondedAnimalDied>{0}名为{1},{2}的羁绊动物死了。这会影响 {2}的心情。</LetterNamedBondedAnimalDied>
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<LetterBondedAnimalDiedMulti>{0}死了。会影响到以下人的心情:\n\n{1}</LetterBondedAnimalDiedMulti>
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<LetterNamedBondedAnimalDiedMulti>{0}名为{1}死了。会影响到以下人的心情:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
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<LetterLabelBondedAnimalDied>宠物死亡</LetterLabelBondedAnimalDied>
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<LetterBondedAnimalDied>{1}的{0}爱宠死掉了,{1}的心情因此受到影响。</LetterBondedAnimalDied>
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<LetterNamedBondedAnimalDied>{2}的{0}爱宠{1}死掉了,{2}的心情因此受到影响。</LetterNamedBondedAnimalDied>
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<LetterBondedAnimalDiedMulti>那只{0}死掉了,以下居民的心情因此受到影响:\n\n{1}</LetterBondedAnimalDiedMulti>
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<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>
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<!-- Prison break -->
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<LetterLabelPrisonBreak>越狱</LetterLabelPrisonBreak>
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<LetterPrisonBreak>囚犯们上演了一场越狱!他们不知怎的撬开了门锁,正逃了出来。他们可能寻找武器、战斗或者直接逃跑。涉及的囚犯有:\n\n{0}\n\n当囚犯不快乐、人数众多或特别健壮的时候更容易试图越狱。</LetterPrisonBreak>
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<LetterPrisonBreak>囚犯们不知如何撬开了门锁,正在越狱!他们可能找寻武器、战斗或者直接逃跑。涉及的囚犯有:\n\n{0}\n\n当囚犯不快乐、人数众多或特别健壮的时候更容易试图越狱。</LetterPrisonBreak>
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<!-- Party -->
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<LetterLabelNewParty>聚会</LetterLabelNewParty>
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<LetterNewParty>{0}正在举办一个聚会!每一个参与的人都能获得快乐和社交能量,以及一种持续的积极情绪的提升。</LetterNewParty>
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<LetterLabelNewParty>派对</LetterLabelNewParty>
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<LetterNewParty>{0}正在举办一个派对!每一个参与的人都能获得快乐和社交能量,以及心情提升的持续效果。</LetterNewParty>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData>
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<MessageSiegersAssaulting>来自{1}的围攻部队{0}开始袭击殖民地。</MessageSiegersAssaulting>
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<MessageSiegersAssaulting>来自{1}包围殖民地的{0}开始突击殖民地。</MessageSiegersAssaulting>
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<MessageRaidersBeginningAssault>来自{1}的{0}开始了他们的进攻。</MessageRaidersBeginningAssault>
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<MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始了进攻。</MessageRaidersDetectedEarlyAssault>
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<MessageRaidersKidnapping>来自{1}的{0}打算绑架他们能带走的人并离开。</MessageRaidersKidnapping>
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<MessageRaidersBeginningAssault>来自{1}的{0}开始进行袭击。</MessageRaidersBeginningAssault>
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<MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始袭击。</MessageRaidersDetectedEarlyAssault>
|
||||
<MessageRaidersKidnapping>来自{1}的{0}决定绑架一位居民后离开。</MessageRaidersKidnapping>
|
||||
<MessageRaidersStealing>来自{1}的{0}决定盗抢点东西后后离开。</MessageRaidersStealing>
|
||||
|
||||
<MessageRaidersLeaving>来自{1}的{0}离开了。</MessageRaidersLeaving>
|
||||
<MessageRaidersGivenUpLeaving>来自{1}的{0}放弃并离开了。</MessageRaidersGivenUpLeaving>
|
||||
<MessageRaidersSatisfiedLeaving>来自{1}的{0}对于他们造成的破坏满意了并离开了。</MessageRaidersSatisfiedLeaving>
|
||||
<MessageRaidersGivenUpLeaving>来自{1}的{0}决定放弃并离开。</MessageRaidersGivenUpLeaving>
|
||||
<MessageRaidersSatisfiedLeaving>来自{1}的{0}在造成破坏后满足地离开了。</MessageRaidersSatisfiedLeaving>
|
||||
|
||||
<MessageFightersFleeing>来自{1}的{0}正在逃跑。</MessageFightersFleeing>
|
||||
<MessageFriendlyFightersLeaving>来自{1}的友好{0}离开了。</MessageFriendlyFightersLeaving>
|
||||
<MessageFriendlyFightersLeaving>来自{1}的友善{0}离开了。</MessageFriendlyFightersLeaving>
|
||||
|
||||
<MessageVisitorsTakingWounded>来自{1}的{0} 带着一名受伤的访客.</MessageVisitorsTakingWounded>
|
||||
<MessageVisitorsTakingWounded>来自{1}的{0}带来一名受伤的访客。</MessageVisitorsTakingWounded>
|
||||
<MessageVisitorsTrappedLeaving>来自{1}的{0}触发了陷阱,正在试图逃生。</MessageVisitorsTrappedLeaving>
|
||||
|
||||
<MessageWornApparelDeterioratedAway>{0} 被 {1}穿上, 恶化消失.</MessageWornApparelDeterioratedAway>
|
||||
<MessageWornApparelDeterioratedAway>{1}所穿着的{0}过于残破已成为了尘土。</MessageWornApparelDeterioratedAway>
|
||||
|
||||
<MessageSeasonBegun>{0}开始了。</MessageSeasonBegun>
|
||||
<MessageSeasonBegun>{0}到了。</MessageSeasonBegun>
|
||||
|
||||
<MessageShipHasLeftCommsRange>{0}离开了通讯范围。</MessageShipHasLeftCommsRange>
|
||||
|
||||
<MessageNeedBeaconToTradeWithShip>你需要一个轨道交易信标才能和飞船交易。</MessageNeedBeaconToTradeWithShip>
|
||||
<MessageNeedBeaconToTradeWithShip>你需要一个轨道交易信标才能和飞船交易。\n\n信标还需要电力供给。</MessageNeedBeaconToTradeWithShip>
|
||||
|
||||
<MessageBillComplete>清单完成: {0}。</MessageBillComplete>
|
||||
<MessageBillComplete>清单完成:{0}。</MessageBillComplete>
|
||||
|
||||
<MessageFullyHealed>{0}完全康复了。</MessageFullyHealed>
|
||||
|
||||
<MessagePrisonerIsEscaping>囚犯{0}正在逃跑。</MessagePrisonerIsEscaping>
|
||||
|
||||
<MessageOutOfNearbyShellsFor>{0} 附近没有发现给{1}的炮弹.</MessageOutOfNearbyShellsFor>
|
||||
<MessageOutOfNearbyShellsFor>{0}在附近找不到给{1}用的未分配弹药。</MessageOutOfNearbyShellsFor>
|
||||
|
||||
<MessageAnimalsGoPsychoHunted>警告: {0}受到伤害时通常会发动攻击.</MessageAnimalsGoPsychoHunted>
|
||||
<MessageAnimalManhuntsOnTameFailed>警告: {0}尝试驯化失败后会攻击你 ({1}几率).</MessageAnimalManhuntsOnTameFailed>
|
||||
<MessageAnimalsGoPsychoHunted>警告:{0}受到伤害时通常会发动攻击。</MessageAnimalsGoPsychoHunted>
|
||||
<MessageAnimalManhuntsOnTameFailed>警告:{0}尝试驯化失败后可能会攻击你({1}成功率)。</MessageAnimalManhuntsOnTameFailed>
|
||||
|
||||
<LetterLabelMessageRecruitSuccess>新的招募</LetterLabelMessageRecruitSuccess>
|
||||
<MessageRecruitSuccess>{0}成功招募了{1}(成功率{2})。</MessageRecruitSuccess>
|
||||
<MessageRecruitFail>{0}没能成功招募{1}(成功率{2})。</MessageRecruitFail>
|
||||
<MessageRecruitFailBecauseMood>{0}没能成功招募{1}。(囚犯心情值低于最低要求)</MessageRecruitFailBecauseMood>
|
||||
<MessageTameSuccess>{0} 成功驯服{1} ({2}几率).</MessageTameSuccess>
|
||||
<MessageTameAndNameSuccess>{0}成功驯服 {1} ({2} 几率) 并命名为 {3}.</MessageTameAndNameSuccess>
|
||||
<LetterLabelMessageRecruitSuccess>新人加入</LetterLabelMessageRecruitSuccess>
|
||||
<MessageRecruitSuccess>{0}成功地招募了{1}({2}成功率)。</MessageRecruitSuccess>
|
||||
<MessageTameSuccess>{0}成功地驯服了{1}({2}成功率)。</MessageTameSuccess>
|
||||
<MessageTameAndNameSuccess>{0}成功地驯服了{1}({2}成功率)并将HIM命名为{3}。</MessageTameAndNameSuccess>
|
||||
|
||||
<MessageColonyCannotAfford>殖民地无法支付这笔交易。</MessageColonyCannotAfford>
|
||||
<MessageColonyNotEnoughSilver>可用于交易的银石不足。</MessageColonyNotEnoughSilver>
|
||||
<MessageColonyCannotAfford>殖民地支付不起这笔交易。</MessageColonyCannotAfford>
|
||||
<MessageColonyNotEnoughSilver>没有足够的可用白银进行交易。</MessageColonyNotEnoughSilver>
|
||||
|
||||
<MessageCriticalAlert>严重警报: {0}</MessageCriticalAlert>
|
||||
<MessageCriticalAlert>严重警报:{0}</MessageCriticalAlert>
|
||||
|
||||
<MessageMustDesignateHarvestable>必须指定长有作物并长成的植物。</MessageMustDesignateHarvestable>
|
||||
<MessageMustDesignateHarvestableWood>必须指定可收获木头并长成的树木。</MessageMustDesignateHarvestableWood>
|
||||
<MessageMustDesignatePlants>必须指定植物。</MessageMustDesignatePlants>
|
||||
<MessageMustDesignateHaulable>必须指定可以搬运的物品。</MessageMustDesignateHaulable>
|
||||
<MessageMustDesignateMineable>必须指定不可通过的岩石。</MessageMustDesignateMineable>
|
||||
<MessageMustDesignateHuntable>必须指定可以猎杀的物品。</MessageMustDesignateHuntable>
|
||||
<MessageMustDesignateTameable>Must designate tameable animals.</MessageMustDesignateTameable>
|
||||
<MessageMustDesignateClaimable>必须指定被放弃的人工建筑。</MessageMustDesignateClaimable>
|
||||
<MessageMustDesignateSmoothableFloor>必须指定粗糙的石面。</MessageMustDesignateSmoothableFloor>
|
||||
<MessageNothingCanRemoveThickRoofs>不能移除太厚的屋顶。</MessageNothingCanRemoveThickRoofs>
|
||||
<MessageAlreadyInStorage>已经在存储区的物品,将会被搬运到更高优先级的存储区。</MessageAlreadyInStorage>
|
||||
<MessageMustDesignateStrippable>剥光衣物的目标必须是尸体或倒地的人物。</MessageMustDesignateStrippable>
|
||||
<MessageMustDesignateSlaughterable>必须指定属于殖民地的驯养动物。</MessageMustDesignateSlaughterable>
|
||||
<MessageMustDesignateOpenable>必须指定完整的坟墓或容器。</MessageMustDesignateOpenable>
|
||||
<MessageMustDesignateHarvestable>必须指派于可收割且已长成的植物。</MessageMustDesignateHarvestable>
|
||||
<MessageMustDesignateHarvestableWood>必须指派于可砍伐且已长成的树木。</MessageMustDesignateHarvestableWood>
|
||||
<MessageMustDesignatePlants>必须指派于植物。</MessageMustDesignatePlants>
|
||||
<MessageMustDesignateHaulable>必须指派于可以搬运的物品。</MessageMustDesignateHaulable>
|
||||
<MessageMustDesignateMineable>必须指派于无法通过且可开采的岩石。</MessageMustDesignateMineable>
|
||||
<MessageMustDesignateHuntable>必须指派于可以猎杀的动物。</MessageMustDesignateHuntable>
|
||||
<MessageMustDesignateTameable>必须指派于可以驯化的动物。</MessageMustDesignateTameable>
|
||||
<MessageMustDesignateClaimable>必须指派于废弃的人工建筑。</MessageMustDesignateClaimable>
|
||||
<MessageMustDesignateSmoothableFloor>必须指派于粗糙的石质地表。</MessageMustDesignateSmoothableFloor>
|
||||
<MessageNothingCanRemoveThickRoofs>无法移除厚重的屋顶。</MessageNothingCanRemoveThickRoofs>
|
||||
<MessageAlreadyInStorage>此物已位于贮存区,并会在必要时刻搬运到更高优先级的贮存区。</MessageAlreadyInStorage>
|
||||
<MessageMustDesignateStrippable>必须指派于身着可脱衣物的尸体或者倒下的角色。</MessageMustDesignateStrippable>
|
||||
<MessageMustDesignateSlaughterable>必须指派于属于殖民地的驯养动物。</MessageMustDesignateSlaughterable>
|
||||
<MessageMustDesignateOpenable>必须指派于完整的坟墓或容器。</MessageMustDesignateOpenable>
|
||||
|
||||
<MessageRefusedArrest>{0}拒绝被逮捕</MessageRefusedArrest>
|
||||
<MessageRefusedArrest>{0}拒绝被逮捕!</MessageRefusedArrest>
|
||||
|
||||
<MessageNoMedicalBeds>没有可用的医疗床。</MessageNoMedicalBeds>
|
||||
<MessageNoMedicalBeds>没有可用的病床。</MessageNoMedicalBeds>
|
||||
<MessageNoAnimalBeds>没有可用的动物窝铺。</MessageNoAnimalBeds>
|
||||
<MessageTooLowMedCare>该手术需要{0}以上的水平,但{1}目前的医疗水平为“{2}”。</MessageTooLowMedCare>
|
||||
|
||||
<PawnDiedBecauseOf>{0}因{1}而死。</PawnDiedBecauseOf>
|
||||
|
||||
<MessageNoLongerDowned>{0}可以再行走了。</MessageNoLongerDowned>
|
||||
<MessageNoLongerDowned>{0}恢复了行走能力。</MessageNoLongerDowned>
|
||||
|
||||
<MessageInvoluntarySleep>{0}由于极度疲惫而昏倒.</MessageInvoluntarySleep>
|
||||
<MessageInvoluntarySleep>{0}由于极度疲惫而昏倒。</MessageInvoluntarySleep>
|
||||
|
||||
<MessageMedicalOperationFailureCatastrophic>{0}操作{1}时,发生了灾难性的大错。</MessageMedicalOperationFailureCatastrophic>
|
||||
<MessageMedicalOperationFailureMinor>{0}操作{1}时,发生了小的失误。</MessageMedicalOperationFailureMinor>
|
||||
<MessageMedicalOperationFailureCatastrophic>{0}在给{1}动手术时产生了灾难性的错误。</MessageMedicalOperationFailureCatastrophic>
|
||||
<MessageMedicalOperationFailureMinor>{0}在给{1}动手术时产生了一点小失误。</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}的关系上升了{2}点。</MessagePawnExitMapRelationsGain>
|
||||
|
||||
<MessageMiscarriedStarvation>{0} 由于饥饿已经流产了.</MessageMiscarriedStarvation>
|
||||
<MessageMiscarriedPoorHealth>{0}由于健康不佳已经流产了。</MessageMiscarriedPoorHealth>
|
||||
<MessageGaveBirth>{0}已经生产了.</MessageGaveBirth>
|
||||
<MessageMiscarriedStarvation>{0}由于饥饿而导致流产。</MessageMiscarriedStarvation>
|
||||
<MessageMiscarriedPoorHealth>{0}由于身体欠佳而导致流产。</MessageMiscarriedPoorHealth>
|
||||
<MessageGaveBirth>{0}生了。</MessageGaveBirth>
|
||||
|
||||
<MessageNuzzledPawnGaveNameTo>{0}被命名为{1} {2}被爱抚后。</MessageNuzzledPawnGaveNameTo>
|
||||
<MessageNuzzledPawnGaveNameTo>亲昵之后,{0}被起名为{1}{2}。</MessageNuzzledPawnGaveNameTo>
|
||||
|
||||
<MessageNoHandlerSkilledEnough>没有驯服者来驯服{0} (需要{2}的等级为{1} ,最好的驯服者 {3}已经{4}级了).</MessageNoHandlerSkilledEnough>
|
||||
<MessageNoHandlerSkilledEnough>无人可以驯服{0}(需要{2}有{1}级,而最厉害的{3}只有{4}级)。</MessageNoHandlerSkilledEnough>
|
||||
|
||||
<MessageEatenByPredator>{0}被{1}吃掉了。</MessageEatenByPredator>
|
||||
<MessageAttackedByPredator>{0}正被{1}攻击!</MessageAttackedByPredator>
|
||||
|
||||
<MessageHiveReproduced>一个昆虫巢穴自我繁殖了。</MessageHiveReproduced>
|
||||
<MessageHiveReproduced>一个昆虫巢穴自行繁殖了。</MessageHiveReproduced>
|
||||
|
||||
<MessageTraderCaravanLeaving>来自{0}的贸易商队正在离开。</MessageTraderCaravanLeaving>
|
||||
<MessageTraderCaravanLeaving>来自{0}的商队离开了。</MessageTraderCaravanLeaving>
|
||||
|
||||
<MessageCantSelectDeadFamilyMember>{0}已死亡。</MessageCantSelectDeadFamilyMember>
|
||||
<MessageCantSelectOffMapFamilyMember>{0}不在地图中。</MessageCantSelectOffMapFamilyMember>
|
||||
<MessageCantSelectDeadPawn>{0}已死亡。</MessageCantSelectDeadPawn>
|
||||
<MessageCantSelectOffMapPawn>{0}不在地图中。</MessageCantSelectOffMapPawn>
|
||||
|
||||
<MessageSocialFight>{0}和{1}开始争吵。原因:{2}。</MessageSocialFight>
|
||||
<MessageSocialFight>{0}和{1}开始争吵,原因:{2}。</MessageSocialFight>
|
||||
|
||||
<MessageNewMarriageCeremony>殖民者正在聚集庆祝 {0} 和 {1} 的婚礼。</MessageNewMarriageCeremony>
|
||||
<MessageMarriageCeremonyStarts>正在举行 {0} 和 {1} 的婚礼!</MessageMarriageCeremonyStarts>
|
||||
<MessageMarriageCeremonyCalledOff>{0} 和 {1} 的婚礼被取消。</MessageMarriageCeremonyCalledOff>
|
||||
<MessageNewlyMarried>{0}和{1}结婚了。殖民者正在庆祝。</MessageNewlyMarried>
|
||||
<MessageMarriageCeremonyAfterPartyFinished>{0} 和 {1} 的婚礼结束了。</MessageMarriageCeremonyAfterPartyFinished>
|
||||
<MessageNewMarriageCeremony>居民们正在聚集庆祝{0}和{1}的婚礼。</MessageNewMarriageCeremony>
|
||||
<MessageMarriageCeremonyStarts>{0}和{1}开始举行他们的婚礼!</MessageMarriageCeremonyStarts>
|
||||
<MessageMarriageCeremonyCalledOff>{0}和{1}的婚礼被取消了。</MessageMarriageCeremonyCalledOff>
|
||||
<MessageNewlyMarried>{0}和{1}结婚了,居民们正在庆祝。</MessageNewlyMarried>
|
||||
<MessageMarriageCeremonyAfterPartyFinished>{0}和{1}的婚礼庆典结束了。</MessageMarriageCeremonyAfterPartyFinished>
|
||||
|
||||
<MessageNewBondRelation>{0} 和 {1} 结交。</MessageNewBondRelation>
|
||||
<MessageNewBondRelationNewName>{0} 和 {1} 结交。 {0} 改名为 {1} {2}.</MessageNewBondRelationNewName>
|
||||
<MessageNewBondRelation>{0}将{1}视为爱宠。</MessageNewBondRelation>
|
||||
<MessageNewBondRelationNewName>{0}将{1}视为爱宠,并为HIM起名为{2}。</MessageNewBondRelationNewName>
|
||||
|
||||
<MessageBondedAnimalMentalBreak>因为{1}的死亡,{0}精神崩溃了。</MessageBondedAnimalMentalBreak>
|
||||
<MessageNamedBondedAnimalMentalBreak>因为{2}的死亡,{0} named {1}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
|
||||
<MessageBondedAnimalsMentalBreak>因为{1}的死亡,{0}动物精神崩溃了。</MessageBondedAnimalsMentalBreak>
|
||||
<MessageBondedAnimalMentalBreak>得知{1}的死讯,这只{0}精神崩溃了。</MessageBondedAnimalMentalBreak>
|
||||
<MessageNamedBondedAnimalMentalBreak>得知{2}的死讯,这只叫做{1}的{0}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
|
||||
<MessageBondedAnimalsMentalBreak>得知{1}的死讯,{0}动物们精神崩溃了。</MessageBondedAnimalsMentalBreak>
|
||||
|
||||
<MessageSuccessfullyRemovedHediff>{0} 成功移除了 {1} 的{2}。</MessageSuccessfullyRemovedHediff>
|
||||
<MessageSuccessfullyRemovedHediff>{0}成功地移除了{1}的{2}。</MessageSuccessfullyRemovedHediff>
|
||||
|
||||
<MessageShipChunkDrop>一块飞船碎片从太空掉落到附件。</MessageShipChunkDrop>
|
||||
<MessageShipChunkDrop>一块飞船碎片从太空掉落至附近。</MessageShipChunkDrop>
|
||||
|
||||
<MessagePartyCalledOff>聚会被取消了。</MessagePartyCalledOff>
|
||||
<MessagePartyFinished>聚会结束了。</MessagePartyFinished>
|
||||
<MessagePartyCalledOff>这个派对被取消了。</MessagePartyCalledOff>
|
||||
<MessagePartyFinished>这个派对结束了。</MessagePartyFinished>
|
||||
|
||||
<MessageCannotSellItemsReason>部分物品无法交易,原因:</MessageCannotSellItemsReason>
|
||||
|
||||
<MessageConstructionFailed>{1}在建造{0}时产生了失误,浪费了部分资源。</MessageConstructionFailed>
|
||||
|
||||
<MessageScreenshotSavedAs>截图已保存为:{0}</MessageScreenshotSavedAs>
|
||||
|
||||
</LanguageData>
|
@ -2,29 +2,30 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- Various -->
|
||||
<WorkLeft>剩余工作</WorkLeft>
|
||||
<WorkLeft>剩余工作量</WorkLeft>
|
||||
<Contents>内容</Contents>
|
||||
<ContainedResources>包含资源</ContainedResources>
|
||||
<ForPrisonerUse>仅限囚犯使用</ForPrisonerUse>
|
||||
<ForColonistUse>仅限殖民者使用</ForColonistUse>
|
||||
<MedicalBed>医疗</MedicalBed>
|
||||
<Owner>主人</Owner>
|
||||
<Owners>主人</Owners>
|
||||
<AssignedColonist>指定殖民者</AssignedColonist>
|
||||
<ContainedResources>内含的资源</ContainedResources>
|
||||
<ForPrisonerUse>限囚犯使用</ForPrisonerUse>
|
||||
<ForColonistUse>限居民使用</ForColonistUse>
|
||||
<MedicalBed>病床</MedicalBed>
|
||||
<Owner>所属人</Owner>
|
||||
<Owners>所属人</Owners>
|
||||
<AssignedColonist>分配给居民</AssignedColonist>
|
||||
<Nobody>无</Nobody>
|
||||
<Unowned>没有主人</Unowned>
|
||||
<DeadTime>死掉的{0}</DeadTime>
|
||||
<Unowned>无所属</Unowned>
|
||||
<DeadTime>已死了{0}</DeadTime>
|
||||
<WalkSpeed>行走速度{0}</WalkSpeed>
|
||||
<DyingLower>接近死亡</DyingLower>
|
||||
<FilthOnFeet>脚上的污物:</FilthOnFeet>
|
||||
<FertShort>肥沃度</FertShort>
|
||||
<DyingLower>奄奄一息</DyingLower>
|
||||
<FilthOnFeet>脚上的污物:</FilthOnFeet>
|
||||
<NotEnoughStoredLower>储量不足</NotEnoughStoredLower>
|
||||
<NothingLower>无</NothingLower>
|
||||
<Adapted>适合</Adapted>
|
||||
<Adapted>已改装</Adapted>
|
||||
<FreshMissingBodyPart>新鲜</FreshMissingBodyPart>
|
||||
<UntreatedLower>未处理</UntreatedLower>
|
||||
<DevelopedImmunityLower>产生免疫</DevelopedImmunityLower>
|
||||
<InjuryRequiresTreatment>需要处理才可愈合</InjuryRequiresTreatment>
|
||||
<NextTreatmentIn>{0}天后进行下一次处理</NextTreatmentIn>
|
||||
<InjuryRequiresTreatment>需要治疗才可康复</InjuryRequiresTreatment>
|
||||
<NextTreatmentIn>下次治疗于{0}后</NextTreatmentIn>
|
||||
<MissingMedicalBillIngredient>缺少{0}</MissingMedicalBillIngredient>
|
||||
<Immunity>免疫力</Immunity>
|
||||
<Race>种族</Race>
|
||||
@ -35,24 +36,29 @@
|
||||
<ThingInfo>信息</ThingInfo>
|
||||
<DropThing>丢下</DropThing>
|
||||
<Rename>重命名</Rename>
|
||||
<RenameColonist>重命名殖民者</RenameColonist>
|
||||
<RenameColonist>重命名居民</RenameColonist>
|
||||
<UnknownLower>未知</UnknownLower>
|
||||
<On>开</On>
|
||||
<Off>关</Off>
|
||||
<PowerSwitch_Power>电源</PowerSwitch_Power>
|
||||
<JoyTolerances>快乐忍耐力Joy tolerances</JoyTolerances>
|
||||
<BrokenLetterLabel>失控</BrokenLetterLabel>
|
||||
<MilkFullness>产奶进度</MilkFullness>
|
||||
<WoolGrowth>羊毛生长</WoolGrowth>
|
||||
<EggProgress>孵化进度</EggProgress>
|
||||
<Fertilized>已受精</Fertilized>
|
||||
<SkillTooLow>最低需要 {0} 技能等级 {2}, 当前等级 {1}</SkillTooLow>
|
||||
<MilkFullness>奶水充盈度</MilkFullness>
|
||||
<WoolGrowth>羊毛生长度</WoolGrowth>
|
||||
<EggProgress>产蛋进度</EggProgress>
|
||||
<Fertilized>已施肥</Fertilized>
|
||||
<ProgressStoppedUntilFertilized>需要施肥才可继续生长</ProgressStoppedUntilFertilized>
|
||||
<SkillTooLow>最低需要{0}技能{2}级,当前为{1}级</SkillTooLow>
|
||||
<EggDamagedEmbryo>受损的胚胎</EggDamagedEmbryo>
|
||||
<CorpsePercentMissing>缺失身体部位</CorpsePercentMissing>
|
||||
<CorpsePercentMissing>肢体缺失</CorpsePercentMissing>
|
||||
<HiveReproducesIn>繁殖时间</HiveReproducesIn>
|
||||
<BrokenDown>故障</BrokenDown>
|
||||
<BondBrackets>(羁绊)</BondBrackets>
|
||||
<BondBrackets>(爱宠)</BondBrackets>
|
||||
<Fuel>燃料</Fuel>
|
||||
<Enemies>敌人</Enemies>
|
||||
<TimePassed>经过的时间</TimePassed>
|
||||
<CurrentRadius>当前范围</CurrentRadius>
|
||||
<RadiusExpandsIn>范围扩展于</RadiusExpandsIn>
|
||||
<Permanent>永久</Permanent>
|
||||
|
||||
<!--TextMotes-->
|
||||
<Headshot>命中头部</Headshot>
|
||||
@ -71,20 +77,21 @@
|
||||
|
||||
<!-- Areas -->
|
||||
<Home>家</Home>
|
||||
<NoRoof>无屋顶</NoRoof>
|
||||
<SnowClear>清雪</SnowClear>
|
||||
<BuildRoof>建造屋顶</BuildRoof>
|
||||
<NoRoof>没有屋顶</NoRoof>
|
||||
<SnowClear>除雪</SnowClear>
|
||||
<AreaDefaultLabel>区域{0}</AreaDefaultLabel>
|
||||
<AreaAnimalDefaultLabel>动物区域{0}</AreaAnimalDefaultLabel>
|
||||
<NoAreaAllowed>无限制</NoAreaAllowed>
|
||||
<NewArea>新的活动区域</NewArea>
|
||||
<NewAreaAnimal>新的动物活动区域</NewAreaAnimal>
|
||||
<NewArea>新区域</NewArea>
|
||||
<NewAreaAnimal>新动物区域</NewAreaAnimal>
|
||||
<InvertArea>反选</InvertArea>
|
||||
|
||||
<!-- Control -->
|
||||
<CannotOrderNonControlled>不能命令非控制单位</CannotOrderNonControlled>
|
||||
<IsIncapableOfViolence>{0}无法进行暴力行为。</IsIncapableOfViolence>
|
||||
<IsIncapableOfViolenceShort>无法进行暴力</IsIncapableOfViolenceShort>
|
||||
<IsNotDrafted>{0}没有被征召.</IsNotDrafted>
|
||||
<CannotOrderNonControlled>不能命令非控制单位。</CannotOrderNonControlled>
|
||||
<IsIncapableOfViolence>{0}无法实施暴力。</IsIncapableOfViolence>
|
||||
<IsIncapableOfViolenceShort>无法实施暴力</IsIncapableOfViolenceShort>
|
||||
<IsNotDrafted>{0}没有被征召。</IsNotDrafted>
|
||||
|
||||
<!-- Snow -->
|
||||
<SnowNone>没有雪</SnowNone>
|
||||
@ -94,49 +101,57 @@
|
||||
<SnowThick>雪(厚)</SnowThick>
|
||||
|
||||
<!-- Turrets -->
|
||||
<GunInstalled>已安装</GunInstalled>
|
||||
<GunInstalled>已部署</GunInstalled>
|
||||
<MinimumRange>最小距离</MinimumRange>
|
||||
<CanFireIn>开火时机</CanFireIn>
|
||||
<ShellLoaded>炮弹已上膛</ShellLoaded>
|
||||
<ShellNotLoaded>炮弹没上膛</ShellNotLoaded>
|
||||
<CanFireIn>可开火于</CanFireIn>
|
||||
<ShellLoaded>弹药已上膛</ShellLoaded>
|
||||
<ShellNotLoaded>弹药未上膛</ShellNotLoaded>
|
||||
|
||||
<!-- Job reports -->
|
||||
<ReportHaulingTo>把{0}搬到{1}。</ReportHaulingTo>
|
||||
<ReportHauling>搬动{0}中。</ReportHauling>
|
||||
<ReportHaulingTo>正在搬运{0}到{1}。</ReportHaulingTo>
|
||||
<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>
|
||||
<DeliveringFood>提供食物给{0}。</DeliveringFood>
|
||||
<WatchingSunrise>看日出中</WatchingSunrise>
|
||||
<CloudWatching>看云彩中</CloudWatching>
|
||||
<WatchingSunset>看日落中</WatchingSunset>
|
||||
<Stargazing>仰望星空中</Stargazing>
|
||||
<WatchingEclipse>看日食中</WatchingEclipse>
|
||||
<UsingVerb>在{1}上使用{0}。</UsingVerb>
|
||||
<AreaLower>范围</AreaLower>
|
||||
<ReportCowering>畏缩</ReportCowering>
|
||||
<AreaLower>区域</AreaLower>
|
||||
<ReportCowering>蜷缩中。</ReportCowering>
|
||||
<ReportStanding>站立中。</ReportStanding>
|
||||
<ReportExtinguishingFire>灭火中。</ReportExtinguishingFire>
|
||||
<ReportExtinguishingFireOn>为{0}灭火中。</ReportExtinguishingFireOn>
|
||||
|
||||
<!-- Lord job reports -->
|
||||
<LordReportAttendingMarriageCeremony>参加婚礼中</LordReportAttendingMarriageCeremony>
|
||||
<LordReportAttendingParty>参加派对中</LordReportAttendingParty>
|
||||
|
||||
<!-- Shooting report -->
|
||||
<WeaponMissRadius>武器误差半径</WeaponMissRadius>
|
||||
<WeaponMissRadius>武器精准范围</WeaponMissRadius>
|
||||
<ShootReportShooterAbility>射击者</ShootReportShooterAbility>
|
||||
<ShootReportWeapon>武器</ShootReportWeapon>
|
||||
<Darkness>黑暗</Darkness>
|
||||
<TargetProne>目标动作</TargetProne>
|
||||
<TargetProne>目标已趴下</TargetProne>
|
||||
<TargetSize>目标大小</TargetSize>
|
||||
<Weather>天气</Weather>
|
||||
<ShootingCover>掩体</ShootingCover>
|
||||
<CoverThingBlocksPercentOfShots>{0}阻止了{1}</CoverThingBlocksPercentOfShots>
|
||||
<CoverThingBlocksPercentOfShots>{0}挡住了{1}</CoverThingBlocksPercentOfShots>
|
||||
<NoCoverLower>没有掩体</NoCoverLower>
|
||||
<Execution>处决</Execution>
|
||||
|
||||
<!-- Generated recipes -->
|
||||
<RecipeMake>制作{0}</RecipeMake>
|
||||
<RecipeMakeJobString>正在制作{0}。</RecipeMakeJobString>
|
||||
|
||||
<!-- Thoughts -->
|
||||
<ThoughtExpiresIn>消逝时间:{0}</ThoughtExpiresIn>
|
||||
<ThoughtStartsExpiringIn>消逝开始时间:{0}</ThoughtStartsExpiringIn>
|
||||
<ThoughtFinishesExpiringIn>消逝结束时间:{0}</ThoughtFinishesExpiringIn>
|
||||
<MentalBreakThresholdHard>硬性精神崩溃临界值</MentalBreakThresholdHard>
|
||||
<MentalBreakThresholdSoft>软性精神崩溃临界值</MentalBreakThresholdSoft>
|
||||
<ThoughtExpiresIn>消逝时间:{0}</ThoughtExpiresIn>
|
||||
<ThoughtStartsExpiringIn>消逝开始时间:{0}</ThoughtStartsExpiringIn>
|
||||
<ThoughtFinishesExpiringIn>消逝结束时间:{0}</ThoughtFinishesExpiringIn>
|
||||
<MentalBreakThresholdExtreme>极度崩溃临界值</MentalBreakThresholdExtreme>
|
||||
<MentalBreakThresholdMajor>重度崩溃临界值</MentalBreakThresholdMajor>
|
||||
<MentalBreakThresholdMinor>轻度崩溃临界值</MentalBreakThresholdMinor>
|
||||
|
||||
<!-- Pawn info readout -->
|
||||
<PawnMainDescGendered>{0}{1}</PawnMainDescGendered>
|
||||
@ -146,23 +161,23 @@
|
||||
<Equipped>装备</Equipped>
|
||||
<EquippedNothing>无</EquippedNothing>
|
||||
<Incapacitated>无法行动</Incapacitated>
|
||||
<InRestraints>被关押(速度减慢)</InRestraints>
|
||||
<InRestraints>被约束(速度减慢)</InRestraints>
|
||||
<Carrying>携带</Carrying>
|
||||
|
||||
<!-- Inspector general stuff -->
|
||||
<SelectNextInSquareTip>选择同一个方块里的下一件东西。\n\n快捷键: {0}\n\n你也可以慢速重复点击同一个方块来选择。</SelectNextInSquareTip>
|
||||
<SelectNextInSquareTip>选择同一位置里的下一件东西。\n\n快捷键:{0}\n\n你也可以慢速反复点击同一位置来选择。</SelectNextInSquareTip>
|
||||
<DefInfoTip>查看关于这个物件的信息。</DefInfoTip>
|
||||
|
||||
<!-- Hostility response -->
|
||||
<HostilityReponseTip>没有被征召的殖民者在遭遇敌人时作出的反应。</HostilityReponseTip>
|
||||
<HostilityReponseTip>设置在居民未被征召时遭遇敌人的反应。</HostilityReponseTip>
|
||||
<HostilityResponseCurrentMode>当前反应</HostilityResponseCurrentMode>
|
||||
|
||||
<!-- like 'Blood of John' -->
|
||||
<OfLower>来自</OfLower>
|
||||
<OfLower>的</OfLower>
|
||||
|
||||
<!-- Power readout -->
|
||||
<PowerNotConnected>未连接电网。</PowerNotConnected>
|
||||
<PowerConnectedRateStored>电网功率/蓄电: {0} W / {1} Wd</PowerConnectedRateStored>
|
||||
<PowerNotConnected>未连接电源。</PowerNotConnected>
|
||||
<PowerConnectedRateStored>电网功率/蓄电:{0} W / {1} Wd</PowerConnectedRateStored>
|
||||
<PowerNeeded>电力消耗</PowerNeeded>
|
||||
<PowerOutput>电力输出</PowerOutput>
|
||||
<PowerBatteryStored>蓄电</PowerBatteryStored>
|
||||
@ -176,61 +191,53 @@
|
||||
|
||||
<!-- Temperature readout -->
|
||||
<Indoors>室内</Indoors>
|
||||
<IndoorsUnroofed>没有屋顶的室内</IndoorsUnroofed>
|
||||
<IndoorsUnroofed>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</ShotBy>
|
||||
<CannotHit>无法击中目标。</CannotHit>
|
||||
|
||||
<!-- Storage priority labels -->
|
||||
<StoragePriorityUnstored>未贮存</StoragePriorityUnstored>
|
||||
<StoragePriorityLow>低</StoragePriorityLow>
|
||||
<StoragePriorityNormal>普通</StoragePriorityNormal>
|
||||
<StoragePriorityPreferred>偏好</StoragePriorityPreferred>
|
||||
<StoragePriorityImportant>重要</StoragePriorityImportant>
|
||||
<StoragePriorityCritical>关键</StoragePriorityCritical>
|
||||
|
||||
<!-- Rotting -->
|
||||
<CurrentlyFrozen>冷冻(不会腐坏)</CurrentlyFrozen>
|
||||
<CurrentlyRefrigerated>冷藏({0}后腐坏)</CurrentlyRefrigerated>
|
||||
<NotRefrigerated>未冷藏({0}后腐坏)</NotRefrigerated>
|
||||
<CurrentlyFrozen>冷冻(不会变质)</CurrentlyFrozen>
|
||||
<CurrentlyRefrigerated>冷藏({0}后变质)</CurrentlyRefrigerated>
|
||||
<NotRefrigerated>未冷藏({0}后变质)</NotRefrigerated>
|
||||
<OverADecade>超过10年</OverADecade>
|
||||
<LessThanADay>少于1日</LessThanADay>
|
||||
|
||||
<!-- Meal -->
|
||||
<Ingredients>配料</Ingredients>
|
||||
<Ingredients>原料</Ingredients>
|
||||
|
||||
<!-- Plants -->
|
||||
<PercentGrowth>已生长{0}</PercentGrowth>
|
||||
<GrowthRate>生长速度</GrowthRate>
|
||||
<FullyGrownIn>{0}后长成</FullyGrownIn>
|
||||
<PlantNeedsLightLevel>需要光照</PlantNeedsLightLevel>
|
||||
<PlantNeedsLightLevel>需要光照级别</PlantNeedsLightLevel>
|
||||
<PlantResting>休眠中</PlantResting>
|
||||
<OutOfIdealTemperatureRange>不再理想温度范围内(生长速度{0}%)</OutOfIdealTemperatureRange>
|
||||
<OutOfIdealTemperatureRangeNotGrowing>不再理想温度范围内(不在生长)</OutOfIdealTemperatureRangeNotGrowing>
|
||||
<ReadyToHarvest>待收获</ReadyToHarvest>
|
||||
<Mature>成熟</Mature>
|
||||
<OutOfIdealTemperatureRange>温度不适宜,生长倍率:{0}%</OutOfIdealTemperatureRange>
|
||||
<OutOfIdealTemperatureRangeNotGrowing>温度不适宜,停止生长。</OutOfIdealTemperatureRangeNotGrowing>
|
||||
<ReadyToHarvest>可收割</ReadyToHarvest>
|
||||
<Mature>成熟。</Mature>
|
||||
<SeedLabel>{0}种子</SeedLabel>
|
||||
<OutdoorGrowingPeriod>生长周期:{0}</OutdoorGrowingPeriod>
|
||||
<NoGrowingPeriod>无</NoGrowingPeriod>
|
||||
<OutdoorGrowingPeriod>生长周期:{0}</OutdoorGrowingPeriod>
|
||||
<NoGrowingPeriod>永不</NoGrowingPeriod>
|
||||
<GrowYearRound>全年</GrowYearRound>
|
||||
<GrowSeasonHereNow>在这季节里生长.</GrowSeasonHereNow>
|
||||
<CannotGrowTooCold>无法生长 - 过于寒冷</CannotGrowTooCold>
|
||||
<GrowSeasonHereNow>生长季节已来临。</GrowSeasonHereNow>
|
||||
<CannotGrowTooCold>无法生长 - 季节太冷。</CannotGrowTooCold>
|
||||
|
||||
<!-- Zones -->
|
||||
<Zone>区域</Zone>
|
||||
<GrowingZone>种植区</GrowingZone>
|
||||
<Stockpile>贮存区</Stockpile>
|
||||
<DumpingStockpile>垃圾贮存区</DumpingStockpile>
|
||||
<Priority>优先度</Priority>
|
||||
<ClearAll>清除全部</ClearAll>
|
||||
<AllowAll>允许全部</AllowAll>
|
||||
<Priority>优先级</Priority>
|
||||
<ClearAll>全部清除</ClearAll>
|
||||
<AllowAll>全部允许</AllowAll>
|
||||
|
||||
<!-- ThingFilter -->
|
||||
<HitPoints>{0}生命值</HitPoints>
|
||||
@ -238,36 +245,39 @@
|
||||
<OnlyQuality>仅仅{0}</OnlyQuality>
|
||||
|
||||
<!-- Mouseover indicator -->
|
||||
<Undiscovered>未发现</Undiscovered>
|
||||
<Undiscovered>未探索</Undiscovered>
|
||||
|
||||
<!-- Buttons -->
|
||||
<ZoneVisibilityToggleButton>开关区域的可见性。</ZoneVisibilityToggleButton>
|
||||
<ShowBeautyToggleButton>开关美观度显示.\n\n显示鼠标指向人物站立位置的美观度.</ShowBeautyToggleButton>
|
||||
<ShowRoomStatsToggleButton>切换房间数据显示。\n\n当鼠标移动到房间时显示房间数据。</ShowRoomStatsToggleButton>
|
||||
<AutoHomeAreaToggleButton>开关自动在新建造的建筑附近添加生活区。</AutoHomeAreaToggleButton>
|
||||
<CategorizedResourceReadoutToggleButton>开关资源数量的分类模式。</CategorizedResourceReadoutToggleButton>
|
||||
<ShowAnimalNamesToggleButton>切换显示动物名称为驯服命名动物。</ShowAnimalNamesToggleButton>
|
||||
<ZoneVisibilityToggleButton>切换区域的可见性。</ZoneVisibilityToggleButton>
|
||||
<ShowBeautyToggleButton>切换美观度显示。\n\n显示当角色站在鼠标位置时所能感受到的美观度。</ShowBeautyToggleButton>
|
||||
<ShowRoomStatsToggleButton>切换房间数据显示。\n\n显示鼠标所指向房间的数据。</ShowRoomStatsToggleButton>
|
||||
<ShowColonistBarToggleButton>切换居民显示栏。\n\n在屏幕顶端显示所有居民的图标以及基本状态。</ShowColonistBarToggleButton>
|
||||
<AutoHomeAreaToggleButton>切换是否自动在新建造的建筑附近添加生活区。</AutoHomeAreaToggleButton>
|
||||
<CategorizedResourceReadoutToggleButton>切换是否以分类形式显示资源数量。</CategorizedResourceReadoutToggleButton>
|
||||
<ShowAnimalNamesToggleButton>切换是否显示已驯服动物的名字。</ShowAnimalNamesToggleButton>
|
||||
|
||||
<!-- Fire -->
|
||||
<Fire>火焰</Fire>
|
||||
<FireOn>{0}上的火焰</FireOn>
|
||||
<Burning>燃烧中</Burning>
|
||||
<FireSizeLower>火焰大小:{0}</FireSizeLower>
|
||||
<FireSizeLower>火焰大小:{0}</FireSizeLower>
|
||||
|
||||
<!-- Map conditions (eclipse, solar flare, etc )-->
|
||||
<MapConditionsTip>正在干扰区域的特殊情况。</MapConditionsTip>
|
||||
<!-- Map conditions -->
|
||||
<MapConditionsTip>此刻正影响此区域的特殊事件。</MapConditionsTip>
|
||||
<TimeLeft>剩余时间</TimeLeft>
|
||||
<ImpactDate>影响日期</ImpactDate>
|
||||
|
||||
<!-- Building placement -->
|
||||
<NoStuffsToBuildWith>你没有可以用来建造这个建筑的材料。</NoStuffsToBuildWith>
|
||||
|
||||
<!-- Building placement restricters -->
|
||||
<MustPlaceUnroofed>不能放置在屋顶下。</MustPlaceUnroofed>
|
||||
<MustPlaceHeadOnShipBeam>必须放置在飞船结构柱边上。</MustPlaceHeadOnShipBeam>
|
||||
<MustPlaceNextToHopperAccepter>必须放置在需要储料器的物件边上。</MustPlaceNextToHopperAccepter>
|
||||
<MustPlaceOnSteamGeyser>必须直接放置在间歇蒸汽泉上。</MustPlaceOnSteamGeyser>
|
||||
<MustPlaceHeadOnShipBeam>必须与飞船的结构支柱所相连。</MustPlaceHeadOnShipBeam>
|
||||
<MustPlaceNextToHopperAccepter>必须放置于需要进料口的设备旁边。</MustPlaceNextToHopperAccepter>
|
||||
<MustPlaceOnSteamGeyser>必须直接放置于间歇蒸汽泉上。</MustPlaceOnSteamGeyser>
|
||||
<MustPlaceCoolerWithFreeSpaces>散热器的热端和冷端必须都暴露在外。</MustPlaceCoolerWithFreeSpaces>
|
||||
<MustPlaceVentWithFreeSpaces>两边必须暴露,空气可以流通.</MustPlaceVentWithFreeSpaces>
|
||||
<MustPlaceAdjacentStandable>必须放在四周都有空间的地方.</MustPlaceAdjacentStandable>
|
||||
<MustPlaceVentWithFreeSpaces>两边必须暴露以便让空气可以流通。</MustPlaceVentWithFreeSpaces>
|
||||
<MustPlaceAdjacentStandable>必须放在四周都有站立空间的地方。</MustPlaceAdjacentStandable>
|
||||
|
||||
<!-- Wind Turbine -->
|
||||
<WindTurbine_WindPathIsBlockedBy>被遮挡于</WindTurbine_WindPathIsBlockedBy>
|
||||
@ -275,28 +285,20 @@
|
||||
|
||||
<!-- Cryptosleep casket -->
|
||||
<CasketContains>装有</CasketContains>
|
||||
<CasketUnknownContents>未知</CasketUnknownContents>
|
||||
<CasketWarning>警告!\n\nNAME是你的最后一名自由活动的殖民者! 如果HIM进入了休眠舱,你将无法继续进行游戏。你确定要这样做吗?</CasketWarning>
|
||||
<CasketWarning>警告!\n\nNAME是你的最后一名可自由行动的居民!如果你允许HIM进入那个休眠舱,你可能将无法继续进行游戏。你确定要这样做吗?</CasketWarning>
|
||||
|
||||
<!-- Ship launch report -->
|
||||
<ShipReportCannotLaunch>无法发射。</ShipReportCannotLaunch>
|
||||
<ShipReportCanLaunch>准备发射。</ShipReportCanLaunch>
|
||||
<ShipReportMissingPart>缺少关键性组件</ShipReportMissingPart>
|
||||
<ShipReportNoFullPods>没有装满的休眠舱</ShipReportNoFullPods>
|
||||
<ShipReportNoFullPods>没有满载的休眠舱</ShipReportNoFullPods>
|
||||
|
||||
<!-- Neurotrainer -->
|
||||
<UseNeurotrainer>使用神经训练器来学习{0}</UseNeurotrainer>
|
||||
<NeurotrainerUsed>{0}用{1}神经训练器从{2}级升到了{3}级。</NeurotrainerUsed>
|
||||
|
||||
<!-- Artifact -->
|
||||
<UseArtifact>激活</UseArtifact>
|
||||
|
||||
<!-- Firefoam popper -->
|
||||
<TriggerFirefoamPopper>开关泡沫消防栓</TriggerFirefoamPopper>
|
||||
<NeurotrainerUsed>{0}使用{1}神经训练器从{2}级升到了{3}级。</NeurotrainerUsed>
|
||||
|
||||
<!-- Minification -->
|
||||
<Installed>已安装</Installed>
|
||||
<NotInstalled>未安装</NotInstalled>
|
||||
<Installed>已安置</Installed>
|
||||
<NotInstalled>未安置</NotInstalled>
|
||||
|
||||
<!-- Art -->
|
||||
<Title>标题</Title>
|
||||
@ -309,11 +311,11 @@
|
||||
<!-- Quality -->
|
||||
<Quality>质量</Quality>
|
||||
<QualityDescription>一个物品的质量代表了这个物品的做工。</QualityDescription>
|
||||
<QualityIs>质量: {0}</QualityIs>
|
||||
<QualityIs>质量:{0}</QualityIs>
|
||||
|
||||
<!-- Mood descriptions -->
|
||||
<Mood_Broken>已崩溃</Mood_Broken>
|
||||
<Mood_AboutToBreak>要崩溃</Mood_AboutToBreak>
|
||||
<Mood_MentalState>精神状态</Mood_MentalState>
|
||||
<Mood_AboutToBreak>即将崩溃</Mood_AboutToBreak>
|
||||
<Mood_OnEdge>烦躁</Mood_OnEdge>
|
||||
<Mood_Stressed>紧张</Mood_Stressed>
|
||||
<Mood_Neutral>一般</Mood_Neutral>
|
||||
@ -321,13 +323,14 @@
|
||||
<Mood_Happy>开心</Mood_Happy>
|
||||
|
||||
<!-- Game over -->
|
||||
<GameOverEveryoneDead>所有人不是死亡就是离开了。这个故事结束了。\n\n也许有一天会有人给这个地方的遗迹找个用处。</GameOverEveryoneDead>
|
||||
<GameOverShipLaunched>你发射了逃生船! 以下殖民者离开了:\n\n{0}\n以下殖民者被留下了:\n\n{1}\n现在你的AI会试图把飞船带到一个安全的地方去。也许它会把你带到这个星系里一个更好的星球上。或许它会花一个世纪来旅行到另一个星系去。它甚至会在一个流行的冰层下躲几千年,等待一个更好的纪元的到来。\n\n只有在你醒来后才会知道。</GameOverShipLaunched>
|
||||
<GameOverEveryoneDead>所有人不是死亡就是离开了,这个故事结束了。\n\n这片遗迹也许在某天会帮上其他人的忙。</GameOverEveryoneDead>
|
||||
<GameOverShipLaunched>你发射了逃生船!以下居民得以逃离:\n\n{0}\n以下居民被留下了:\n\n{1}\n你的人工智能会试图为飞船寻找一个安全之地。它可能会为你在本星系内找到一个繁荣昌盛的星球,也可能花费一个世纪前往另一个星系。它甚至可能决定在某个小行星的冰层之下藏匿数千年,以等待有人来建立一个新世界。\n\n等你醒来时就会知道了。</GameOverShipLaunched>
|
||||
<GameOverPlanetkillerImpact>行星毁灭武器以接近光速的速度砸在了地面上,释放了一万亿颗氢弹爆炸当量的能量。就像一颗装满水的气球被子弹击中一样,这个世界立刻被液化了,其核心物质喷散于整个宇宙之中。\n\n{0}的部分形成了一条小行星带,剩余部分则变成了一个熔岩遍布的辐射地狱,被数千米高的地震波所缠绕。\n\n而你并未能存活下来。</GameOverPlanetkillerImpact>
|
||||
<GameOverKeepPlaying>继续游戏</GameOverKeepPlaying>
|
||||
<GameOverMainMenu>主菜单</GameOverMainMenu>
|
||||
|
||||
<!-- Generic lifespan -->
|
||||
<LifespanExpiry>失效时间:</LifespanExpiry>
|
||||
<LifespanExpiry>失效时间:</LifespanExpiry>
|
||||
|
||||
<!-- Traps -->
|
||||
<TrapArmed>准备就绪</TrapArmed>
|
||||
@ -338,8 +341,31 @@
|
||||
<InactiveFacility>闲置</InactiveFacility>
|
||||
|
||||
<!-- Hediffs growth modes -->
|
||||
<DiseaseGrowthModeChanged_Growing>{0}的{1}现在增重了。</DiseaseGrowthModeChanged_Growing>
|
||||
<DiseaseGrowthModeChanged_Growing>{0}的{1}现在开始恶化了。</DiseaseGrowthModeChanged_Growing>
|
||||
<DiseaseGrowthModeChanged_Stable>{0}的{1}现在稳定了。</DiseaseGrowthModeChanged_Stable>
|
||||
<DiseaseGrowthModeChanged_Remission>{0}的{1}现在缓解了。</DiseaseGrowthModeChanged_Remission>
|
||||
<DiseaseGrowthModeChanged_Remission>{0}的{1}现在开始缓解了。</DiseaseGrowthModeChanged_Remission>
|
||||
|
||||
<!-- Marriage spot -->
|
||||
<MarriageSpotUsable>目前可用。</MarriageSpotUsable>
|
||||
<MarriageSpotNotUsable>目前不可用:{0}。</MarriageSpotNotUsable>
|
||||
<MarriageSpotNotStandable>被挡住</MarriageSpotNotStandable>
|
||||
<MarriageSpotDangerous>对于{0}来说太危险了</MarriageSpotDangerous>
|
||||
<MarriageSpotForbidden>禁止{0}使用</MarriageSpotForbidden>
|
||||
<MarriageSpotReserved>已被保留</MarriageSpotReserved>
|
||||
<MarriageSpotUnreachable>{0}无法到达</MarriageSpotUnreachable>
|
||||
<MarriageSpotInPrisonCell>在囚房中</MarriageSpotInPrisonCell>
|
||||
<NotEnjoyableOutsideTemperature>温度不够适宜</NotEnjoyableOutsideTemperature>
|
||||
|
||||
<!-- Colonist bar -->
|
||||
<ActivityIconMedicalRest>卧床休息</ActivityIconMedicalRest>
|
||||
<ActivityIconSleeping>睡觉中</ActivityIconSleeping>
|
||||
<ActivityIconFleeing>逃跑中</ActivityIconFleeing>
|
||||
<ActivityIconAttacking>战斗中</ActivityIconAttacking>
|
||||
<ActivityIconIdle>无聊中</ActivityIconIdle>
|
||||
<ActivityIconBurning>着火中</ActivityIconBurning>
|
||||
|
||||
<!-- Maintainable -->
|
||||
<DueForMaintenance>需要维护。</DueForMaintenance>
|
||||
<DeterioratingDueToLackOfMaintenance>因缺乏维护而损坏。</DeterioratingDueToLackOfMaintenance>
|
||||
|
||||
</LanguageData>
|
@ -17,7 +17,7 @@
|
||||
|
||||
<!-- Pawn modifiers -->
|
||||
<ScenPart_PawnsHaveHediff>{0}有{1}的几率起始附带{2}。</ScenPart_PawnsHaveHediff>
|
||||
<ConfigurableSeverity>严厉度:{0}</ConfigurableSeverity>
|
||||
<ConfigurableSeverity>严重程度:{0}</ConfigurableSeverity>
|
||||
|
||||
<ScenPart_PawnsHaveTrait>{0}有{1}的几率起始附带特征:{2}</ScenPart_PawnsHaveTrait>
|
||||
<ScenPart_OnPawnDeathExplode>角色与生物在死亡时爆炸({0},半径{1})。</ScenPart_OnPawnDeathExplode>
|
||||
|
@ -15,8 +15,8 @@
|
||||
<SeasonWinter>冬季</SeasonWinter>
|
||||
|
||||
<Born>生日:{0}</Born>
|
||||
<AgeChronological>历法年龄:{0}年{1}季{2}日</AgeChronological>
|
||||
<AgeBiological>生理年龄:{0}年{1}季{2}日</AgeBiological>
|
||||
<AgeChronological>实际年龄:{0}年{1}季{2}日</AgeChronological>
|
||||
<AgeBiological>外表年龄:{0}年{1}季{2}日</AgeBiological>
|
||||
|
||||
<!-- Date periods -->
|
||||
<Period1Year>1年</Period1Year>
|
||||
|
Loading…
Reference in New Issue
Block a user