Improve Keyed translations

This commit is contained in:
Kurax 2016-07-20 16:14:37 +08:00
parent 9a0840bf74
commit 2ec6290f92
8 changed files with 362 additions and 327 deletions

View File

@ -86,7 +86,7 @@
<DesignatorRearmTrapDesc>重置一个使用过的陷阱,使其可以被再次触发。</DesignatorRearmTrapDesc>
<DesignatorOpen>打开</DesignatorOpen>
<DesignatorOpenDesc>打开装满的坟墓或容器。</DesignatorOpenDesc>
<DesignatorOpenDesc>打开完整的坟墓或容器。</DesignatorOpenDesc>
<DesignatorSlaughter>屠宰</DesignatorSlaughter>
<DesignatorSlaughterDesc>屠宰一只被驯养的动物。</DesignatorSlaughterDesc>

View File

@ -110,7 +110,7 @@
<HostilityResponseMode_Flee>逃跑</HostilityResponseMode_Flee>
<!-- HediffGrowthMode -->
<HediffGrowthMode_Growing>增重</HediffGrowthMode_Growing>
<HediffGrowthMode_Growing>恶化</HediffGrowthMode_Growing>
<HediffGrowthMode_Stable>稳定</HediffGrowthMode_Stable>
<HediffGrowthMode_Remission>缓解</HediffGrowthMode_Remission>

View File

@ -84,7 +84,7 @@
<BeaversArrived>一群饥饿的大海狸到来了。\n\n在他们啃倒这个区域最后一棵树之前消灭他们。</BeaversArrived>
<!-- Refugee chased -->
<RefugeeChasedInitial>附近一名叫{0}的{1}发来呼救信号。HECAP正被来自{3}的{2}追捕!\n\nHECAP祈求得到保护并想加入殖民地。HE的生物年龄是{4}岁。\n\n警告 - 如果你接受请求你将要对抗尾随HIS的{2}。</RefugeeChasedInitial>
<RefugeeChasedInitial>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>
<RefugeeChasedInitial_Accept>提供保护</RefugeeChasedInitial_Accept>
<RefugeeChasedInitial_Reject>忽略消息</RefugeeChasedInitial_Reject>
<RefugeeChasedRejected>喇叭传出{0}恐慌的尖叫声,随后联系中断。</RefugeeChasedRejected>

View File

@ -1,105 +1,108 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<JumpToLocation>跳转到相关地点</JumpToLocation>
<JumpToLocation>点击此处转到问题地点</JumpToLocation>
<LetterLabelFirstSummerWarning></LetterLabelFirstSummerWarning>
<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并且买或者制造一些风雪大衣。否则你会在室外冻死</FirstSummerWarning>
<LetterLabelFirstSummerWarning></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>
<RelationsBrokenDown>和{0}的关系恶化了。他们现在对你是敌对态度。</RelationsBrokenDown>
<RelationsWarmed>和{0}的关系改善了。他们不再是你的敌对派系了。</RelationsWarmed>
<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>
<RelationsBrokenCapture>因为你俘虏了{0}{1}现在对你表示敌对了</RelationsBrokenCapture>
<RelationsBrokenCapture>由于你俘虏了{0}{1}现在成为了你的敌人</RelationsBrokenCapture>
<ColonyGoodwill>殖民地好感度</ColonyGoodwill>
<Neutral>中立</Neutral>
<ShortCircuitRain>一个{0}在雨中发生了短路并造成了一场火灾。</ShortCircuitRain>
<ShortCircuitRain>一个{0}在雨中发生了短路并引发了一起火灾。</ShortCircuitRain>
<LetterLabelAreaRevealed>发现区域</LetterLabelAreaRevealed>
<AreaRevealed>发现了一片新的地区。</AreaRevealed>
<AreaRevealedWithMechanoids>发现了一片新的地区。里面有古代遗迹、敌对的机器人。</AreaRevealedWithMechanoids>
<AreaRevealedWithMechanoids>发现了一片新的地区,里面存在有敌意的远古机械人。</AreaRevealedWithMechanoids>
<RoofCollapsed>一部分屋顶因为离最近的支撑点过远而塌陷了。</RoofCollapsed>
<TheseThingsCrushed>这些东西被压到了:</TheseThingsCrushed>
<RoofCollapsed>由于缺乏支撑,一块屋顶坍塌了。</RoofCollapsed>
<TheseThingsCrushed>这些东西被压到了</TheseThingsCrushed>
<NothingCrushed>没有东西被压到。</NothingCrushed>
<LetterLabelRoofCollapsed>塌陷</LetterLabelRoofCollapsed>
<LetterLabelRoofCollapsed>屋顶塌方</LetterLabelRoofCollapsed>
<RecruitSuccess>{0}成功招募了{1}(成功率{2})。</RecruitSuccess>
<RecruitFail>{0}没能成功招募{1}(成功率{2})。</RecruitFail>
<LetterLabelBirthday>生日</LetterLabelBirthday>
<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>
<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>
<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>
<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>
<LetterLabelNewDisease>疾病</LetterLabelNewDisease>
<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>
<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>
<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>
<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>
<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>
<StruckMineable>我们发现{0}!</StruckMineable>
<StruckMineable>我们采到了{0}</StruckMineable>
<LetterLabelAnimalManhunterFromDamage>{0}的复仇</LetterLabelAnimalManhunterFromDamage>
<AnimalManhunterFromDamage>{0}受到伤害开始攻击!</AnimalManhunterFromDamage>
<AnimalManhunterFromTaming>{0}因驯服失败开始攻击了!</AnimalManhunterFromTaming>
<AnimalManhunterOthers>{0}附近的其他同伴也变得愤怒!</AnimalManhunterOthers>
<LetterLabelAnimalManhunterRevenge>{0}的复仇</LetterLabelAnimalManhunterRevenge>
<AnimalManhunterFromDamage>一个{0}受到伤害而开始攻击!</AnimalManhunterFromDamage>
<AnimalManhunterFromTaming>一个{0}因驯服失败而开始攻击!</AnimalManhunterFromTaming>
<AnimalManhunterOthers>附近其他的{0}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}的健康状况恶化:{1}\n\n并发症{2}</LetterHealthComplications>
<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>
<LetterHediffFromRandomHediffGiver>{0}的健康状况恶化{1}。</LetterHediffFromRandomHediffGiver>
<LetterHediffFromRandomHediffGiver>{0}产生了新的症状{1}。</LetterHediffFromRandomHediffGiver>
<LetterHediffFromRandomHediffGiverLabel>{0}{1}</LetterHediffFromRandomHediffGiverLabel>
<LetterLeadersDeathLabel>领袖的逝世</LetterLeadersDeathLabel>
<LetterLeadersDeath>{1}的派系领袖 {0}死亡, {2}继位</LetterLeadersDeath>
<LetterLeadersDeathLabel>首领死亡</LetterLeadersDeathLabel>
<LetterLeadersDeath>{1}的派系首领{0}已经死亡并由{2}继任</LetterLeadersDeath>
<MentalBreakLetterLabel>精神崩溃</MentalBreakLetterLabel>
<MentalBreakReason>原因:{0}。</MentalBreakReason>
<!-- Family -->
<LetterLabelNoticedFamilyMembers>家族</LetterLabelNoticedFamilyMembers>
<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>
<LetterFamilyMembersRaidFriendly>到达的友好{0}团体中有殖民者或囚犯的家族成员:</LetterFamilyMembersRaidFriendly>
<LetterFamilyMembersNeutralGroup>到达的团体中有殖民者或囚犯的家族成员:</LetterFamilyMembersNeutralGroup>
<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>
<!-- Related pawns -->
<LetterLabelNoticedRelatedPawns>关系</LetterLabelNoticedRelatedPawns>
<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>
<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>
<LetterRelatedPawnsNeutralGroup>在前来的人群中有人是你的居民或者囚犯的亲戚:</LetterRelatedPawnsNeutralGroup>
<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>
<FamilyLetterAppendedSuffix>(家族)</FamilyLetterAppendedSuffix>
<FamilyLetterAppendedTextColonist>NAME是殖民者的一个家族成员。HECAP是{0}的{1}。</FamilyLetterAppendedTextColonist>
<FamilyLetterAppendedTextPrisoner>NAME是囚犯的一个家族成员。HECAP是{0}的{1}。</FamilyLetterAppendedTextPrisoner>
<RelationshipAppendedLetterSuffix>(亲戚)</RelationshipAppendedLetterSuffix>
<RelationshipAppendedLetterTextColonist>NAME是某居民的亲戚HECAP是{0}的{1}。</RelationshipAppendedLetterTextColonist>
<RelationshipAppendedLetterTextPrisoner>NAME是某囚犯的亲戚HECAP是{0}的{1}。</RelationshipAppendedLetterTextPrisoner>
<!-- Attempt romance / propose interaction -->
<LetterLabelAffair>风流韵事</LetterLabelAffair>
<LetterAffair>{0}已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
<LetterLabelNewLovers>新的情人</LetterLabelNewLovers>
<LetterNewLovers>{0}和{1}走到了一起,现在是情人关系了。</LetterNewLovers>
<LetterNoLongerLovers>{0}和{1}不在是情人关系了。</LetterNoLongerLovers>
<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>
<LetterRejectedProposal>{1}拒绝了{0}的求婚。{0} 伤心欲绝。</LetterRejectedProposal>
<LetterLabelAffair>私通</LetterLabelAffair>
<LetterAffair>{0}虽然已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
<LetterLabelNewLovers>恋情</LetterLabelNewLovers>
<LetterNewLovers>{0}和{1}走到了一起,现在是恋人关系了。</LetterNewLovers>
<LetterNoLongerLovers>{0}和{1}不再是恋人关系了。</LetterNoLongerLovers>
<LetterLabelBreakup>分手</LetterLabelBreakup>
<LetterLabelAcceptedProposal>新婚!</LetterLabelAcceptedProposal>
<LetterLabelRejectedProposal>拒婚</LetterLabelRejectedProposal>
<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>
<LetterRejectedProposal>{1}拒绝了{0}的求婚,{0}要不开心了。</LetterRejectedProposal>
<!-- Generalized letter labels -->
<LetterLabelRelationsChangeGood>关系良好</LetterLabelRelationsChangeGood>
<LetterLabelRelationsChangeBad>关系恶劣</LetterLabelRelationsChangeBad>
<LetterLabelShortCircuit>Zzztt...</LetterLabelShortCircuit>
<LetterLabelShortCircuit>滋滋...</LetterLabelShortCircuit>
<LetterLabelMentalBreakdown>精神崩溃</LetterLabelMentalBreakdown>
<!-- Bonded animals -->
<LetterLabelBondedAnimalDied>羁绊动物的死亡</LetterLabelBondedAnimalDied>
<LetterBondedAnimalDied>{0}{1}的羁绊动物死了。这会影响{1}的心情</LetterBondedAnimalDied>
<LetterNamedBondedAnimalDied>{0}名为{1}{2}的羁绊动物死了。这会影响 {2}的心情</LetterNamedBondedAnimalDied>
<LetterBondedAnimalDiedMulti>{0}死了。会影响到以下人的心情\n\n{1}</LetterBondedAnimalDiedMulti>
<LetterNamedBondedAnimalDiedMulti>{0}名为{1}死了。会影响到以下人的心情\n\n{2}</LetterNamedBondedAnimalDiedMulti>
<LetterLabelBondedAnimalDied>宠物死亡</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>
<!-- Prison break -->
<LetterLabelPrisonBreak>越狱</LetterLabelPrisonBreak>
<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>
<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>
<!-- Party -->
<LetterLabelNewParty>聚会</LetterLabelNewParty>
<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>
<LetterLabelNewParty>派对</LetterLabelNewParty>
<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>
</LanguageData>

View File

@ -1,124 +1,130 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<MessageSiegersAssaulting>来自{1}的围攻部队{0}开始袭击殖民地。</MessageSiegersAssaulting>
<MessageSiegersAssaulting>来自{1}包围殖民地的{0}开始突击殖民地。</MessageSiegersAssaulting>
<MessageRaidersBeginningAssault>来自{1}的{0}开始了他们的进攻。</MessageRaidersBeginningAssault>
<MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始了进攻。</MessageRaidersDetectedEarlyAssault>
<MessageRaidersKidnapping>来自{1}的{0}打算绑架他们能带走的人并离开。</MessageRaidersKidnapping>
<MessageRaidersBeginningAssault>来自{1}的{0}开始进行袭击。</MessageRaidersBeginningAssault>
<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</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{0}离开了。</MessageFriendlyFightersLeaving>
<MessageFriendlyFightersLeaving>来自{1}的友{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}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>必须指植物。</MessageMustDesignatePlants>
<MessageMustDesignateHaulable>必须指可以搬运的物品。</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>必须指属于殖民地的驯养动物。</MessageMustDesignateSlaughterable>
<MessageMustDesignateOpenable>必须指完整的坟墓或容器。</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>一个昆虫巢穴自繁殖了。</MessageHiveReproduced>
<MessageHiveReproduced>一个昆虫巢穴自繁殖了。</MessageHiveReproduced>
<MessageTraderCaravanLeaving>来自{0}的贸易商队正在离开。</MessageTraderCaravanLeaving>
<MessageTraderCaravanLeaving>来自{0}的商队离开</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} {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} {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</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>

View File

@ -2,29 +2,30 @@
<LanguageData>
<!-- Various -->
<WorkLeft>剩余工作</WorkLeft>
<WorkLeft>剩余工作</WorkLeft>
<Contents>内容</Contents>
<ContainedResources>包含资源</ContainedResources>
<ForPrisonerUse>限囚犯使用</ForPrisonerUse>
<ForColonistUse>仅限殖民者使用</ForColonistUse>
<MedicalBed>医疗</MedicalBed>
<Owner></Owner>
<Owners></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</Owner>
<Owners>所属</Owners>
<AssignedColonist>分配给居民</AssignedColonist>
<Nobody></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></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}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></On>
<Off></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></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>的活动区域</NewArea>
<NewAreaAnimal>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>安装</GunInstalled>
<GunInstalled>部署</GunInstalled>
<MinimumRange>最小距离</MinimumRange>
<CanFireIn>开火时机</CanFireIn>
<ShellLoaded>弹已上膛</ShellLoaded>
<ShellNotLoaded>炮弹没上膛</ShellNotLoaded>
<CanFireIn>可开火于</CanFireIn>
<ShellLoaded>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></EquippedNothing>
<Incapacitated>无法行动</Incapacitated>
<InRestraints>关押(速度减慢)</InRestraints>
<InRestraints>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></OfLower>
<!-- Power readout -->
<PowerNotConnected>未连接电</PowerNotConnected>
<PowerConnectedRateStored>电网功率/蓄电: {0} W / {1} Wd</PowerConnectedRateStored>
<PowerNotConnected>未连接电</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></RotStateDessicated>
<RotStateDessicated>已风</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></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></Ingredients>
<Ingredients></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></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</Priority>
<ClearAll>清除全部</ClearAll>
<AllowAll>允许全部</AllowAll>
<Priority>优先</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>发现</Undiscovered>
<Undiscovered>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>没有满的休眠舱</ShipReportNoFullPods>
<ShipReportNoFullPods>没有满的休眠舱</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</Installed>
<NotInstalled>未安</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>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>

View File

@ -17,7 +17,7 @@
<!-- Pawn modifiers -->
<ScenPart_PawnsHaveHediff>{0}有{1}的几率起始附带{2}。</ScenPart_PawnsHaveHediff>
<ConfigurableSeverity>度:{0}</ConfigurableSeverity>
<ConfigurableSeverity>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>

View File

@ -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>