所有全角逗号和句号后都加了空格

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Xiwei Gao 2022-03-28 01:34:10 +01:00
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<!-- EN: boreal forest -->
<BorealForest.label>寒带森林</BorealForest.label>
<!-- EN: Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers. -->
<BorealForest.description>针叶林。尽管寒冬严酷,仍然有多种大型和小型动物的群落在这里繁衍,这里也有温暖的夏天。</BorealForest.description>
<BorealForest.description>针叶林。 尽管寒冬严酷, 仍然有多种大型和小型动物的群落在这里繁衍, 这里也有温暖的夏天。</BorealForest.description>
<!-- EN: cold bog -->
<ColdBog.label>寒带沼泽</ColdBog.label>
<!-- EN: A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem. -->
<ColdBog.description>挤满了树木和藤蔓的湿地。这里大量的沼泽无法支撑沉重的建筑物,同时由于植被茂盛,在这里移动非常困难。这片潮湿又密集的生态区存在着特有的疾病。</ColdBog.description>
<ColdBog.description>挤满了树木和藤蔓的湿地。 这里大量的沼泽无法支撑沉重的建筑物, 同时由于植被茂盛, 在这里移动非常困难。 这片潮湿又密集的生态区存在着特有的疾病。</ColdBog.description>
<!-- EN: ice sheet -->
<IceSheet.label>冰原</IceSheet.label>
<!-- EN: Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost. -->
<IceSheet.description>这个地区的地表被几千米厚的冰层覆盖着,这里没有土地,没有植物。这里的动物不是迁移到别的地方就是在恶劣环境下灭绝了。</IceSheet.description>
<IceSheet.description>这个地区的地表被几千米厚的冰层覆盖着, 这里没有土地, 没有植物。 这里的动物不是迁移到别的地方就是在恶劣环境下灭绝了。</IceSheet.description>
<!-- EN: sea ice -->
<SeaIce.label>海洋冰盖</SeaIce.label>
<!-- EN: Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life. -->
<SeaIce.description>洋面上的永久性冰盖。没有土地,没有植物,没有可开采的矿物,动物也非常罕见。</SeaIce.description>
<SeaIce.description>洋面上的永久性冰盖。 没有土地, 没有植物, 没有可开采的矿物, 动物也非常罕见。</SeaIce.description>
<!-- EN: tundra -->
<Tundra.label>冻土苔原</Tundra.label>
<!-- EN: These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. -->
<Tundra.description>被完全冻结的平原上几乎看不到树木和植被。生活着少量小型动物,散布着大群迁徙性食草动物和以它们为食的捕食者。</Tundra.description>
<Tundra.description>被完全冻结的平原上几乎看不到树木和植被。 生活着少量小型动物, 散布着大群迁徙性食草动物和以它们为食的捕食者。</Tundra.description>
</LanguageData>

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<!-- EN: temperate forest -->
<TemperateForest.label>温带森林</TemperateForest.label>
<!-- EN: Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains. -->
<TemperateForest.description>散布着肥沃土壤的落叶乔木林。丛林里和平原上游荡着多种多样的动物群落。</TemperateForest.description>
<TemperateForest.description>散布着肥沃土壤的落叶乔木林。 丛林里和平原上游荡着多种多样的动物群落。</TemperateForest.description>
<!-- EN: temperate swamp -->
<TemperateSwamp.label>温带沼泽</TemperateSwamp.label>
<!-- EN: Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures. -->
<TemperateSwamp.description>大量的植物和疾病填满了湿地。过度生长的植物密集地堆在一起,这使得为了建造建筑清理一片区域要花上相当长的时间。大部分沼泽地形无法支撑沉重的建筑物。</TemperateSwamp.description>
<TemperateSwamp.description>大量的植物和疾病填满了湿地。 过度生长的植物密集地堆在一起, 这使得为了建造建筑清理一片区域要花上相当长的时间。 大部分沼泽地形无法支撑沉重的建筑物。</TemperateSwamp.description>
</LanguageData>

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<!-- EN: tropical rainforest -->
<TropicalRainforest.label>热带雨林</TropicalRainforest.label>
<!-- EN: A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the "green hell". -->
<TropicalRainforest.description>茂密潮湿的丛林。尽管如此美丽多姿,实际上却是非常危险的生态区域。繁茂到闭塞的植被,富有攻击性的动物,以及阴魂不散的疾病,这就是为什么有些探险者将之称为「绿色地狱」。</TropicalRainforest.description>
<TropicalRainforest.description>茂密潮湿的丛林。 尽管如此美丽多姿, 实际上却是非常危险的生态区域。 繁茂到闭塞的植被, 富有攻击性的动物, 以及阴魂不散的疾病, 这就是为什么有些探险者将之称为「绿色地狱」。</TropicalRainforest.description>
<!-- EN: tropical swamp -->
<TropicalSwamp.label>热带沼泽</TropicalSwamp.label>
<!-- EN: A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare. -->
<TropicalSwamp.description>遍布沼泽与泥地的密林,到处都是寄生虫和各种病原体。只有少数地方可以建造重型建筑。行动非常困难,同时聚集着大量富有攻击性的动物,以及阴魂不散的疾病,使得在这里生活有如噩梦。</TropicalSwamp.description>
<TropicalSwamp.description>遍布沼泽与泥地的密林, 到处都是寄生虫和各种病原体。 只有少数地方可以建造重型建筑。 行动非常困难, 同时聚集着大量富有攻击性的动物, 以及阴魂不散的疾病, 使得在这里生活有如噩梦。</TropicalSwamp.description>
</LanguageData>

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<!-- EN: arid shrubland -->
<AridShrubland.label>干旱灌木原</AridShrubland.label>
<!-- EN: A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find. -->
<AridShrubland.description>干旱的地区,但还未干旱成沙漠的地步。开阔的平原,以草地和灌木为主,树木稀少。植物的适应能力很强,动物数量中等。但适合耕种的土地相当难找。</AridShrubland.description>
<AridShrubland.description>干旱的地区, 但还未干旱成沙漠的地步。 开阔的平原, 以草地和灌木为主, 树木稀少。 植物的适应能力很强, 动物数量中等。 但适合耕种的土地相当难找。</AridShrubland.description>
<!-- EN: desert -->
<Desert.label>沙漠</Desert.label>
<!-- EN: A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold. -->
<Desert.description>非常干旱的地区,几乎没有耕地,动植物数量也十分稀少。沙漠要么很热要么很冷。</Desert.description>
<Desert.description>非常干旱的地区, 几乎没有耕地, 动植物数量也十分稀少。 沙漠要么很热要么很冷。</Desert.description>
<!-- EN: extreme desert -->
<ExtremeDesert.label>极端沙漠</ExtremeDesert.label>
<!-- EN: An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here. -->
<ExtremeDesert.description>极端炎热干旱的地区,几乎没有生物的痕迹。极高的温度和有限的植物使此处非常难以生存,即使是适应力很强的动物也是如此。灼热的空气和罕见的可耕作土地使得在这里生存几乎是不可能的事情。</ExtremeDesert.description>
<ExtremeDesert.description>极端炎热干旱的地区, 几乎没有生物的痕迹。 极高的温度和有限的植物使此处非常难以生存, 即使是适应力很强的动物也是如此。 灼热的空气和罕见的可耕作土地使得在这里生存几乎是不可能的事情。</ExtremeDesert.description>
</LanguageData>

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<!-- EN: lake -->
<Lake.label>湖泊</Lake.label>
<!-- EN: A large lake. Beautiful to live next to. Not so beautiful to live in. -->
<Lake.description>一个巨大的湖泊。临泽而居,不亦美乎——但住到水里去就不合适了。</Lake.description>
<Lake.description>一个巨大的湖泊。 临泽而居, 不亦美乎——但住到水里去就不合适了。</Lake.description>
<!-- EN: ocean -->
<Ocean.label>海洋</Ocean.label>
<!-- EN: Open ocean. Great for fish. Not so great for you. -->
<Ocean.description>这里是一片汪洋,鱼儿会很喜欢这里,你可就不一定了。</Ocean.description>
<Ocean.description>这里是一片汪洋, 鱼儿会很喜欢这里, 你可就不一定了。</Ocean.description>
</LanguageData>

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<!-- EN: World view camera movement -->
<WorldCameraMovement.label>地图镜头移动</WorldCameraMovement.label>
<!-- EN: Zoom with the MOUSE WHEEL or {Key:MapZoom_In} and {Key:MapZoom_Out} keys.\n\nPan with the {Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right} keys, or by MIDDLE-CLICKING and DRAGGING. -->
<WorldCameraMovement.helpText>使用「鼠标滚轮」,或使用{Key:MapZoom_In}和{Key:MapZoom_Out}键缩放。\n\n使用{Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right}键平移,或者按住「鼠标中键(滚轮)」并「拖拽」。</WorldCameraMovement.helpText>
<WorldCameraMovement.helpText>使用「鼠标滚轮」, 或使用{Key:MapZoom_In}和{Key:MapZoom_Out}键缩放。 \n\n使用{Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right}键平移, 或者按住「鼠标中键(滚轮)」并「拖拽」。</WorldCameraMovement.helpText>
</LanguageData>

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<!-- EN: Animals will attack doors -->
<AnimalsDontAttackDoors.label>猎杀人类的动物</AnimalsDontAttackDoors.label>
<!-- EN: Manhunting animals will attack doors if they see one of your colonists moving through them. They will also attack inactive turrets. -->
<AnimalsDontAttackDoors.helpText>如果猎杀人类的动物看见你的殖民者通过门,它们就会攻击门。同时它们也会攻击处于未激活状态的炮塔。</AnimalsDontAttackDoors.helpText>
<AnimalsDontAttackDoors.helpText>如果猎杀人类的动物看见你的殖民者通过门, 它们就会攻击门。 同时它们也会攻击处于未激活状态的炮塔。</AnimalsDontAttackDoors.helpText>
<!-- EN: Bills tab -->
<BillsTab.label>清单标签页</BillsTab.label>
<!-- EN: To make colonists work at a table, select the table and open the Bills tab. Here, you can say what meals to cook, what things to craft, what creatures to butcher. -->
<BillsTab.helpText>要使得殖民者在工作台前工作,请选择工作台并打开「清单」标签页。在这里,你可以指定要烹饪什么食品,要制作什么物品,要屠宰什么尸体等。</BillsTab.helpText>
<BillsTab.helpText>要使得殖民者在工作台前工作, 请选择工作台并打开「清单」标签页。 在这里, 你可以指定要烹饪什么食品, 要制作什么物品, 要屠宰什么尸体等。</BillsTab.helpText>
<!-- EN: Build orbital trade beacon -->
<BuildOrbitalTradeBeacon.label>建造轨道交易信标</BuildOrbitalTradeBeacon.label>
<!-- EN: To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it. -->
<BuildOrbitalTradeBeacon.helpText>若想发送物品或白银给轨道贸易商,你必须建立一个「轨道交易信标」然后其旁边设立一个储存区。</BuildOrbitalTradeBeacon.helpText>
<BuildOrbitalTradeBeacon.helpText>若想发送物品或白银给轨道贸易商, 你必须建立一个「轨道交易信标」然后其旁边设立一个储存区。</BuildOrbitalTradeBeacon.helpText>
<!-- EN: Capturing -->
<Capturing.label>俘虏</Capturing.label>
<!-- EN: When an enemy is downed on the ground but not dead, you can CAPTURE them.\n\nTo capture, select a colonist, right-click on the incapacitated enemy, and select Capture.\n\nYou'll need an extra bed marked for prisoner use. -->
<Capturing.helpText>一名敌人无法行动了,你可以「俘虏」他们!\n若想俘虏敌人先选择一名殖民者然后对不能行动的敌人点击鼠标右键并选择「俘虏」。\n\n你需要有额外专门设立给囚犯的床位。</Capturing.helpText>
<Capturing.helpText>一名敌人无法行动了, 你可以「俘虏」他们!\n若想俘虏敌人 先选择一名殖民者, 然后对不能行动的敌人点击鼠标右键, 并选择「俘虏」。 \n\n你需要有额外专门设立给囚犯的床位。</Capturing.helpText>
<!-- EN: Door opening speeds -->
<DoorOpenSpeed.label>开门速度</DoorOpenSpeed.label>
<!-- EN: Doors open at different speeds depending on what they're made of.\n\nWarning: Stone doors open very slowly. Anyone passing through will be significantly slowed down. -->
<DoorOpenSpeed.helpText>开门速度的不同取决于用什么材料建造。\n\n警告石门开启速度非常慢。任何人通过时都会被大幅度地减速。</DoorOpenSpeed.helpText>
<DoorOpenSpeed.helpText>开门速度的不同取决于用什么材料建造。 \n\n警告石门开启速度非常慢。 任何人通过时都会被大幅度地减速。</DoorOpenSpeed.helpText>
<!-- EN: Drafting for combat -->
<Drafting.label>征召作战</Drafting.label>
<!-- EN: To control colonists directly for combat, Draft them by selecting them and hitting the DRAFT button.\n\nA drafted colonist will do only what you tell them, and can only take combat actions. Those with weapons will use them when possible.\n\nDon't leave colonists Drafted forever - they'll starve and become unhappy. -->
<Drafting.helpText>若想直接控制殖民者进行战斗,选择他们并按下「征召」按钮。\n\n被征召的殖民者只会做你命令他们去做的战斗相关的指令装备有武器的殖民者会自动使用武器。\n\n不要一直保持征召状态殖民者会挨饿从而变得不满。</Drafting.helpText>
<Drafting.helpText>若想直接控制殖民者进行战斗, 选择他们并按下「征召」按钮。 \n\n被征召的殖民者只会做你命令他们去做的战斗相关的指令 装备有武器的殖民者会自动使用武器。 \n\n不要一直保持征召状态 殖民者会挨饿从而变得不满。</Drafting.helpText>
<!-- EN: Drug addiction -->
<DrugAddiction.label>沉迷成瘾品</DrugAddiction.label>
<!-- EN: You can inspect your colonists' desire to take a drug in their Needs tab.\n\nAs long as their need level is at zero, their addiction changes to a "withdrawal" state which can have various negative side effects.\n\nHowever, after long enough in withdrawal, their addiction will end and the drug need will disappear. -->
<DrugAddiction.helpText>你可以在「需求」面板看到殖民者对成瘾品的渴望程度。\n\n一旦其需求等级降到0便会进入「戒断」状态产生诸多负面情绪。\n\n但只要坚持戒断足够长的时间他们最终会不再成瘾戒断反应也会消失。</DrugAddiction.helpText>
<DrugAddiction.helpText>你可以在「需求」面板看到殖民者对成瘾品的渴望程度。 \n\n一旦其需求等级降到0 便会进入「戒断」状态, 产生诸多负面情绪。 \n\n但只要坚持戒断足够长的时间 他们最终会不再成瘾, 戒断反应也会消失。</DrugAddiction.helpText>
<!-- EN: Drug burning -->
<DrugBurning.label>销毁成瘾品</DrugBurning.label>
<!-- EN: Drugs can be useful, but can also lead to harmful addictions.\n\nIf you want to avoid drugs in your colony, you have the option of burning them at a campfire. -->
<DrugBurning.helpText>成瘾品很有用,但也会导致成瘾。\n\n如果你想在殖民地内完全禁用成瘾品你可以选择在篝火处烧毁成瘾品。</DrugBurning.helpText>
<DrugBurning.helpText>成瘾品很有用, 但也会导致成瘾。 \n\n如果你想在殖民地内完全禁用成瘾品 你可以选择在篝火处烧毁成瘾品。</DrugBurning.helpText>
<!-- EN: Drug policies -->
<DrugPolicies.label>用药方针</DrugPolicies.label>
<!-- EN: You can assign colonists to take specific drugs on a specific schedule. For example, you can make them take infection-blocking drugs regularly, or drink a beer a day to stay happy.\n\nOpen the ASSIGN tab and press the 'Manage drug policies' button. Create a new drug policy. Then, you can assign this policy to colonists.\n\nColonists can still take drugs not in their policy. You can tell them what to do, but they also follow their own desires! -->
<DrugPolicies.helpText>你可以按照规定日程给殖民者指定使用特定的药物或成瘾品。例如定期接种疟疾疫苗或是允许一天一支啤酒来保持快乐。\n\n打开「方案管理」菜单来添加一个用药方针。\n\n但有时你的规定并不那么有效殖民者会被自己的欲望驱使而无视你的规则</DrugPolicies.helpText>
<DrugPolicies.helpText>你可以按照规定日程给殖民者指定使用特定的药物或成瘾品。 例如定期接种疟疾疫苗或是允许一天一支啤酒来保持快乐。 \n\n打开「方案管理」菜单来添加一个用药方针。 \n\n但有时你的规定并不那么有效 殖民者会被自己的欲望驱使而无视你的规则!</DrugPolicies.helpText>
<!-- EN: Positioning fighters -->
<GroupGotoHereDragging.label>定位士兵</GroupGotoHereDragging.label>
<!-- EN: Right-click and drag to have your drafted fighters form a line.\n\nSpread out - bunched-up targets are easy to hit! -->
<GroupGotoHereDragging.helpText>右键按住并拖动已征召人员,这可以让他们排成一行。\n\n散开 — 聚在一起的目标很容易被击中!</GroupGotoHereDragging.helpText>
<GroupGotoHereDragging.helpText>右键按住并拖动已征召人员, 这可以让他们排成一行。 \n\n散开 — 聚在一起的目标很容易被击中!</GroupGotoHereDragging.helpText>
<!-- EN: Interacting with traders -->
<InteractingWithTraders.label>与商人互动</InteractingWithTraders.label>
<!-- EN: You can talk to people with ? over their heads.\n\nSelect a colonist and right-click on the character with ? attached to his head. -->
<InteractingWithTraders.helpText>你可以和头上有「?」的人物说话。\n\n选择一位殖民者然后再对头上有「」的角色点击鼠标右键。</InteractingWithTraders.helpText>
<InteractingWithTraders.helpText>你可以和头上有「?」的人物说话。 \n\n选择一位殖民者 然后再对头上有「?」的角色点击鼠标右键。</InteractingWithTraders.helpText>
<!-- EN: Using the comms console -->
<OpeningComms.label>使用通讯台</OpeningComms.label>
<!-- EN: To communicate, select a colonist and right-click on the comms console. -->
<OpeningComms.helpText>若想进行通讯,选择一名殖民者并对通讯控制台点击鼠标右键。</OpeningComms.helpText>
<OpeningComms.helpText>若想进行通讯, 选择一名殖民者并对通讯控制台点击鼠标右键。</OpeningComms.helpText>
<!-- EN: Prisoner tab -->
<PrisonerTab.label>囚犯选项卡</PrisonerTab.label>
<!-- EN: Look in a prisoner's 'Prisoner' tab to set how they'll be treated.\n\nYou can set whether they'll be recruited, ignored or executed, whether they eat, and what kind of medical care they get.\n\nColonists with the Warden work type will interact with the prisoner. -->
<PrisonerTab.helpText>查看一名囚犯的「囚犯」选项卡,以决定如何对待他们。\n\n你可以设置是否招募、忽视或处决囚犯。你可设置他们是否被送上食物以及接受何种程度医疗。\n\n你需要指派一名殖民者为狱卒来照顾囚犯。</PrisonerTab.helpText>
<PrisonerTab.helpText>查看一名囚犯的「囚犯」选项卡, 以决定如何对待他们。 \n\n你可以设置是否招募、忽视或处决囚犯。 你可设置他们是否被送上食物以及接受何种程度医疗。 \n\n你需要指派一名殖民者为狱卒来照顾囚犯。</PrisonerTab.helpText>
<!-- EN: Order queueing -->
<QueueOrders.label>指令队列</QueueOrders.label>
<!-- EN: When giving commands to pawns, you can queue up multiple orders by holding "shift". This also works when giving jobs to undrafted pawns. -->
<QueueOrders.helpText>当你向殖民者发出指令时可以按住「Shift」来将多个指令构成队列他们会依次完成队列中的指令。这也适用于向未被征召的殖民者发出指令。</QueueOrders.helpText>
<QueueOrders.helpText>当你向殖民者发出指令时, 可以按住「Shift」来将多个指令构成队列 他们会依次完成队列中的指令。 这也适用于向未被征召的殖民者发出指令。</QueueOrders.helpText>
<!-- EN: Reforming caravans -->
<ReformCaravan.label>重组远行队</ReformCaravan.label>
@ -79,21 +79,21 @@
<!-- EN: Rescuing -->
<Rescuing.label>救援</Rescuing.label>
<!-- EN: To rescue a wounded person, select a healthy colonist and then right-click on the wounded one.\n\nIf you rescue a non-colonist, they won't necessarily join your colony. They may simply walk away after healing. If you want to guarantee that they join, capture them and recruit them. -->
<Rescuing.helpText>要对一名殖民者实施救援,请选择一名健康的殖民者并对受伤的角色点击鼠标右键。\n\n如果你救援了非本殖民地的外人他在伤愈之后并不会加入你而是会选择离开。如果你想招募他必须先将其俘虏并囚禁。</Rescuing.helpText>
<Rescuing.helpText>要对一名殖民者实施救援, 请选择一名健康的殖民者并对受伤的角色点击鼠标右键。 \n\n如果你救援了非本殖民地的外人 他在伤愈之后并不会加入你, 而是会选择离开。 如果你想招募他, 必须先将其俘虏并囚禁。</Rescuing.helpText>
<!-- EN: Set what plant to grow -->
<SetGrowingZonePlant.label>种植区设置</SetGrowingZonePlant.label>
<!-- EN: You can set what to plant in a growing zone. You can even grow trees!\n\nJust select the growing zone, open the Growing tab, and click the 'plant' button. -->
<SetGrowingZonePlant.helpText>你可以决定在种植区里种植的作物,还可以种树!\n\n选择一个种植区再点击「种植」按钮然后选择一种植物。</SetGrowingZonePlant.helpText>
<SetGrowingZonePlant.helpText>你可以决定在种植区里种植的作物, 还可以种树!\n\n选择一个种植区 再点击「种植」按钮, 然后选择一种植物。</SetGrowingZonePlant.helpText>
<!-- EN: Shield belts -->
<ShieldBelts.label>护盾腰带</ShieldBelts.label>
<!-- EN: Shield belts stop ranged attacks from coming in or out. They have no effect on melee attacks.\n\nTo fight against shield belts, either concentrate a lot of gunfire on the target, or fight hand-to-hand. -->
<ShieldBelts.helpText>护盾腰带能够阻止远程伤害,但是对近战攻击不起效果。\n\n面对装备有护盾腰带的敌人时可以选择用火力压制或是肉搏。</ShieldBelts.helpText>
<ShieldBelts.helpText>护盾腰带能够阻止远程伤害, 但是对近战攻击不起效果。 \n\n面对装备有护盾腰带的敌人时 可以选择用火力压制或是肉搏。</ShieldBelts.helpText>
<!-- EN: TV for sick people -->
<TVForSickPeople.label>给病号看电视</TVForSickPeople.label>
<!-- EN: Sick people can watch TV while laying in bed. -->
<TVForSickPeople.helpText>如果你想为卧床不起的病号们找点乐子,可以在他们看得到的地方安装一台电视机。</TVForSickPeople.helpText>
<TVForSickPeople.helpText>如果你想为卧床不起的病号们找点乐子, 可以在他们看得到的地方安装一台电视机。</TVForSickPeople.helpText>
</LanguageData>

View File

@ -4,22 +4,22 @@
<!-- EN: Alerts -->
<Alerts.label>警报</Alerts.label>
<!-- EN: The alerts at the right edge of the screen tell you about issues that need your attention.\n\nKeep an eye on the alerts. -->
<Alerts.helpText>屏幕右侧边缘的警报按钮会告诉你需要注意的事情。\n\n记得要留神。</Alerts.helpText>
<Alerts.helpText>屏幕右侧边缘的警报按钮会告诉你需要注意的事情。 \n\n记得要留神。</Alerts.helpText>
<!-- EN: Allowed areas -->
<AllowedAreas.label>允许活动区域</AllowedAreas.label>
<!-- EN: Colonists and colony animals can be assigned to ALLOWED AREAS. This forbids them from taking destinations outside their allowed area.\n\nThis can be used to, for example, forbid colonists from going outside.\n\nYou can create multiple allowed areas and assign them to different colonists and animals.\n\nCreate, delete, and assign allowed areas in the RESTRICT tab.\n\nPaint allowed areas onto the map using the EXPAND ALLOWED AREA and CLEAR ALLOWED AREA designators in the Architect tab. -->
<AllowedAreas.helpText>殖民者和动物可以通过在「管制」标签页中设置「允许活动区域」来限定活动范围。他们不会在活动区外的地区从事任何活动和工作。\n\n你可以设置多个区域然后给不同的殖民者/动物设置不同的限制方案。\n\n「添加允许活动区」或「移除允许活动区」需要在「建筑规划」菜单中的「区域」菜单栏进行。分配区域需要在「管制」面板中进行。</AllowedAreas.helpText>
<AllowedAreas.helpText>殖民者和动物可以通过在「管制」标签页中设置「允许活动区域」来限定活动范围。 他们不会在活动区外的地区从事任何活动和工作。 \n\n你可以设置多个区域然后给不同的殖民者/动物设置不同的限制方案。 \n\n「添加允许活动区」或「移除允许活动区」需要在「建筑规划」菜单中的「区域」菜单栏进行。 分配区域需要在「管制」面板中进行。</AllowedAreas.helpText>
<!-- EN: Animal taming -->
<AnimalTaming.label>动物驯服</AnimalTaming.label>
<!-- EN: You can assign colonists to tame a wild animal with the TAME designator.\n\nColonists will offer the animal food and attempt to tame it.\n\nBeware: Some animals can respond violently to failed taming attempts. -->
<AnimalTaming.helpText>你可以通过「驯服」命令指派殖民者驯服野生动物。\n\n殖民者会为动物提供食物然后尝试驯服它们。\n\n当心有些动物在被驯服时会变得暴躁攻击你的殖民者。</AnimalTaming.helpText>
<AnimalTaming.helpText>你可以通过「驯服」命令指派殖民者驯服野生动物。 \n\n殖民者会为动物提供食物 然后尝试驯服它们。 \n\n当心有些动物在被驯服时会变得暴躁 攻击你的殖民者。</AnimalTaming.helpText>
<!-- EN: Animal training -->
<AnimalTraining.label>动物训练</AnimalTraining.label>
<!-- EN: You can assign a tame animal to be trained in specific skills on its TRAINING tab.\n\nAnimals can't be trained continuously; they need time between training sessions. -->
<AnimalTraining.helpText>在已驯服的动物的「训练」标签中,你可以指派动物进一步接受特定技能的训练。\n\n动物无法连续受训训练阶段之间需要间隔一段时间。</AnimalTraining.helpText>
<AnimalTraining.helpText>在已驯服的动物的「训练」标签中, 你可以指派动物进一步接受特定技能的训练。 \n\n动物无法连续受训 训练阶段之间需要间隔一段时间。</AnimalTraining.helpText>
<!-- EN: Camera dolly -->
<CameraDolly.label>镜头移动</CameraDolly.label>
@ -39,52 +39,52 @@
<!-- EN: Cover and shooting -->
<CoverAndShooting.label>掩体与射击</CoverAndShooting.label>
<!-- EN: The most important thing to do in ranged combat is to use cover.\n\nCover only works if your colonist is touching it, and it is between your colonist and the enemy.\n\nYou can also place colonists behind wall corners. They will lean out to shoot.\n\nMost things can be used as cover, but some things are better than others. Hiding behind a tree is better than nothing, but hiding behind sandbags is better than using a tree. -->
<CoverAndShooting.helpText>远程作战第一课:先给自己找掩体。\n\n掩体只有在处于交火路径当中且你的殖民者紧贴着掩体时才生效。\n\n你也可以把殖民者放在墙角后来射击。他们会侧身射击。\n\n大部分物体都可以作为掩体但是它们的效果并不尽相同一棵树比没有掩体要强但是远不如沙袋好使。</CoverAndShooting.helpText>
<CoverAndShooting.helpText>远程作战第一课:先给自己找掩体。 \n\n掩体只有在处于交火路径当中且你的殖民者紧贴着掩体时才生效。 \n\n你也可以把殖民者放在墙角后来射击。 他们会侧身射击。 \n\n大部分物体都可以作为掩体 但是它们的效果并不尽相同, 一棵树比没有掩体要强, 但是远不如沙袋好使。</CoverAndShooting.helpText>
<!-- EN: Item deterioration -->
<Deterioration.label>物品老化</Deterioration.label>
<!-- EN: Items left outdoors will slowly deteriorate.\n\nIf you want to store items long-term, keep them in a roofed room. -->
<Deterioration.helpText>放置在室外的物品会因为淋雨而缓慢损坏。\n\n如果你想长期保留该物品就把它们挪到有屋顶的房间里。</Deterioration.helpText>
<Deterioration.helpText>放置在室外的物品会因为淋雨而缓慢损坏。 \n\n如果你想长期保留该物品 就把它们挪到有屋顶的房间里。</Deterioration.helpText>
<!-- EN: Equipping weapons -->
<EquippingWeapons.label>装备武器</EquippingWeapons.label>
<!-- EN: Your colonists arrived with some weapons. Equip them!\n\nSelect each colonist and right-click on the weapon you want them to equip. -->
<EquippingWeapons.helpText>你的殖民者在抵达时也带来了武器,装备起来!\n\n选择每一个殖民者并在希望装备的武器上点击右键。</EquippingWeapons.helpText>
<EquippingWeapons.helpText>你的殖民者在抵达时也带来了武器, 装备起来!\n\n选择每一个殖民者并在希望装备的武器上点击右键。</EquippingWeapons.helpText>
<!-- EN: Fire preparation -->
<FirePreparation.label>防火</FirePreparation.label>
<!-- EN: Fires can easily burn down a colony. To defeat them, you must prepare before they happen.\n\nThese design elements can help reduce the damage from fires:\n\n1. Instead of constructing one super-building, build separate buildings with spaces in between.\n\n2. Use less flammable materials. Wood is cheap and fast - but very flammable.\n\n3. Build firebreaks to stop wildfires approaching your base. A strip of concrete floor 3 or 4 cells wide will generally stop an advancing fire. -->
<FirePreparation.helpText>火灾能够轻易的摧毁你的殖民地,因此安全防火非常关键,我们推荐以下方法:\n\n1. 不要将一个建筑造的过大,相反的我们可以多造一些小的独立建筑。\n\n2. 尽可能的选用易燃性较低的材料来修建房屋。木材便宜,但是十分易燃。\n\n3. 通过在基地周围铺上一圈3到4格宽的地板可以很好的隔绝野火蔓延到你的基地。</FirePreparation.helpText>
<FirePreparation.helpText>火灾能够轻易的摧毁你的殖民地, 因此安全防火非常关键, 我们推荐以下方法:\n\n1. 不要将一个建筑造的过大, 相反的我们可以多造一些小的独立建筑。 \n\n2. 尽可能的选用易燃性较低的材料来修建房屋。 木材便宜, 但是十分易燃。 \n\n3. 通过在基地周围铺上一圈3到4格宽的地板可以很好的隔绝野火蔓延到你的基地。</FirePreparation.helpText>
<!-- EN: Forbid and allow -->
<Forbidding.label>禁用和解禁</Forbidding.label>
<!-- EN: Colonists will not interact with items marked FORBIDDEN.\n\nForbidden items have a small red X attached. Select a forbidden item and use the controls at the bottom to ALLOW it. -->
<Forbidding.helpText>殖民者不能对被标记为「禁用」的物品进行操作。\n\n禁用的物品上会有一个红色的小X选择禁用物品后在下方的控制栏内可以「解禁」物品。</Forbidding.helpText>
<Forbidding.helpText>殖民者不能对被标记为「禁用」的物品进行操作。 \n\n禁用的物品上会有一个红色的小X 选择禁用物品后, 在下方的控制栏内可以「解禁」物品。</Forbidding.helpText>
<!-- EN: Forbidding doors -->
<ForbiddingDoors.label>门禁</ForbiddingDoors.label>
<!-- EN: You can FORBID doors so colonists and tame animals won't go through them.\n\nNote that this isn't a door lock. Doors are always locked, so enemies can't pass freely. Forbidding just directs your colonists not to use the door. Colonists who are going crazy might use the door anyway. -->
<ForbiddingDoors.helpText>你可以通过「禁用」门来阻止殖民者以及已驯服的动物穿过特定的门。\n\n注意这样并不等同于给门上锁只是禁止他们通过而精神崩溃的殖民者仍有可能使用这扇门。</ForbiddingDoors.helpText>
<ForbiddingDoors.helpText>你可以通过「禁用」门来阻止殖民者以及已驯服的动物穿过特定的门。 \n\n注意这样并不等同于给门上锁 只是禁止他们通过, 而精神崩溃的殖民者仍有可能使用这扇门。</ForbiddingDoors.helpText>
<!-- EN: Forming caravans -->
<FormCaravan.label>组建远行队</FormCaravan.label>
<!-- EN: You can form a caravan to send groups of people traveling across the planet!\n\nIn the WORLD tab, select your home base and click the "form caravan" button. -->
<FormCaravan.helpText>你可以组建远行队以派遣一队人员穿过这颗行星。\n\n在「世界」标签中选中你的基地并点击「组建远行队」按钮。</FormCaravan.helpText>
<FormCaravan.helpText>你可以组建远行队以派遣一队人员穿过这颗行星。 \n\n在「世界」标签中 选中你的基地并点击「组建远行队」按钮。</FormCaravan.helpText>
<!-- EN: Friendly fire safety -->
<FriendlyFireSafety.label>友军误伤</FriendlyFireSafety.label>
<!-- EN: Friendly fire never occurs if the shooter is close to their ally.\n\nFor example, you can safely put a sword-wielding colonist directly in front of a gun-wielding one. The shooter will fire over his friend's shoulder.\n\nThis is a good way to combine ranged and melee fighters. -->
<FriendlyFireSafety.helpText>如果友军距离足够近,就永远不会产生误伤。\n\n紧挨着枪手的近战单位不会被己方的火力误伤射击者会越过他的肩膀射击。\n\n这是一个近战/远程单位相互配合的好方法。</FriendlyFireSafety.helpText>
<FriendlyFireSafety.helpText>如果友军距离足够近, 就永远不会产生误伤。 \n\n紧挨着枪手的近战单位不会被己方的火力误伤 射击者会越过他的肩膀射击。 \n\n这是一个近战/远程单位相互配合的好方法。</FriendlyFireSafety.helpText>
<!-- EN: Getting more traders -->
<GettingMoreTraders.label>获得更多商队</GettingMoreTraders.label>
<!-- EN: More trader caravans will come to visit you if you're allied with more factions.\n\nIf you have no allies, no caravans will ever visit!\n\nYou can also pay allies to send trade caravans by calling them on the comms console. -->
<GettingMoreTraders.helpText>你的盟友越多,贸易商队就越多。\n\n如果你没有盟友就不会有任何商队前来拜访\n\n你还可以通过通讯台来呼叫盟友派遣商队这样的话你需要支付一笔费用。</GettingMoreTraders.helpText>
<GettingMoreTraders.helpText>你的盟友越多, 贸易商队就越多。 \n\n如果你没有盟友 就不会有任何商队前来拜访!\n\n你还可以通过通讯台来呼叫盟友派遣商队 这样的话你需要支付一笔费用。</GettingMoreTraders.helpText>
<!-- EN: Growing zones -->
<GrowingFood.label>种植区</GrowingFood.label>
<!-- EN: To grow food, place GROWING ZONES using the Architect menu.\n\nThey can only be placed on fertile ground. -->
<GrowingFood.helpText>要种植作物,在「建筑规划」菜单下的「区域」选项里可找到「种植区」。\n\n种植区只能被设立在肥沃的土地上。</GrowingFood.helpText>
<GrowingFood.helpText>要种植作物, 在「建筑规划」菜单下的「区域」选项里可找到「种植区」。 \n\n种植区只能被设立在肥沃的土地上。</GrowingFood.helpText>
<!-- EN: History tab -->
<HistoryTab.label>历史标签页</HistoryTab.label>
@ -94,67 +94,67 @@
<!-- EN: Home area -->
<HomeArea.label>了解居住区</HomeArea.label>
<!-- EN: The HOME AREA tells your colonists which area to clean and where to extinguish fires.\n\nDefine the HOME AREA with the Zones category under the Architect menu. -->
<HomeArea.helpText>「居住区」是你的殖民者会清洁以及灭火的区域。\n\n在「建筑规划」面板中的「区域」选项里可以设立「居住区」。</HomeArea.helpText>
<HomeArea.helpText>「居住区」是你的殖民者会清洁以及灭火的区域。 \n\n在「建筑规划」面板中的「区域」选项里可以设立「居住区」。</HomeArea.helpText>
<!-- EN: Hostility response modes -->
<HostilityResponse.label>应敌模式</HostilityResponse.label>
<!-- EN: You can configure how colonists should automatically respond to threats like predatory animals.\n\nChoose from FLEE, ATTACK, and IGNORE modes in the ASSIGN menu. -->
<HostilityResponse.helpText>你可以在设置你的殖民者在面临危险时如何自动应对。\n\n在「方案」标签中选择「逃跑」、「反击」或「无视」模式。</HostilityResponse.helpText>
<HostilityResponse.helpText>你可以在设置你的殖民者在面临危险时如何自动应对。 \n\n在「方案」标签中选择「逃跑」、「反击」或「无视」模式。</HostilityResponse.helpText>
<!-- EN: Info card -->
<InfoCard.label>详细信息卡</InfoCard.label>
<!-- EN: The info card shows you detailed statistics about any item, person, or construction.\n\nSelect a person or item and open their info card with the 'i' button on the inspect pane. -->
<InfoCard.helpText>任何物品、建筑和角色都可以通过信息卡来查看详细的数据。\n\n通过点击「i」来打开信息卡进入详细信息面板。</InfoCard.helpText>
<InfoCard.helpText>任何物品、建筑和角色都可以通过信息卡来查看详细的数据。 \n\n通过点击「i」来打开信息卡进入详细信息面板。</InfoCard.helpText>
<!-- EN: Room stats inspector -->
<InspectRoomStats.label>房间状态查看</InspectRoomStats.label>
<!-- EN: You can inspect the impressiveness, wealth, and beauty of individual rooms using the ROOM STATS INSPECT toggle in the bottom right. -->
<InspectRoomStats.helpText>你可以通过点选屏幕右下角的「开关房间数据显示」开关按钮来展示房间的各种详细属性,例如财富、美观、整洁和感观等等。</InspectRoomStats.helpText>
<InspectRoomStats.helpText>你可以通过点选屏幕右下角的「开关房间数据显示」开关按钮来展示房间的各种详细属性, 例如财富、美观、整洁和感观等等。</InspectRoomStats.helpText>
<!-- EN: Manual work priorities -->
<ManualWorkPriorities.label>手动分配工作优先级</ManualWorkPriorities.label>
<!-- EN: One of the most important parts of RimWorld is choosing good work settings for your colonists.\n\nPoor work settings can leave essential work unfinished for a long time while colonists waste time on unimportant tasks.\n\nTo give more control over what work colonists do, you can use the Manual Priorities mode in the WORK tab.\n\nIn this mode, each colonist has a priority number for each work type. Colonists will do priority 1 work from left to right, then priority 2 work from left to right, and so on.\n\nIntelligent use of these setting is essential for a large, well-automated colony. -->
<ManualWorkPriorities.helpText>Rimworld最核心的就是合理配置你的殖民者各项工作的设置。\n\n在「工作」标签中开启「手动分配工作优先级」模式后你可以为每一个人的每一项工作设置具体的优先度。\n\n通过鼠标左右键修改优先级数字标记1为最高优先级4为最低如果没有数字则表示不会从事此项工作。\n\n殖民者总是会先进行优先度更高的工作同样优先度等级的工作会优先处理靠左边的任务。</ManualWorkPriorities.helpText>
<ManualWorkPriorities.helpText>Rimworld最核心的就是合理配置你的殖民者各项工作的设置。 \n\n在「工作」标签中开启「手动分配工作优先级」模式后 你可以为每一个人的每一项工作设置具体的优先度。 \n\n通过鼠标左右键修改优先级数字 标记1为最高优先级 4为最低 如果没有数字则表示不会从事此项工作。 \n\n殖民者总是会先进行优先度更高的工作 同样优先度等级的工作会优先处理靠左边的任务。</ManualWorkPriorities.helpText>
<!-- EN: Medical operations -->
<MedicalOperations.label>医疗手术</MedicalOperations.label>
<!-- EN: To assign a medical operation, like organ harvesting or prosthetics installation, open a colonist's HEALTH tab, then switch to the OPERATIONS sub-tab. -->
<MedicalOperations.helpText>要进行一次手术,例如器官摘取或者安装假肢,可以打开殖民者的「健康」标签,然后切换至「手术」子标签。</MedicalOperations.helpText>
<MedicalOperations.helpText>要进行一次手术, 例如器官摘取或者安装假肢, 可以打开殖民者的「健康」标签, 然后切换至「手术」子标签。</MedicalOperations.helpText>
<!-- EN: Mining -->
<Mining.label>采矿</Mining.label>
<!-- EN: You can designate where to mine by opening the ARCHITECT menu and selecting the ORDERS tab.\n\nSome mineable blocks yield STEEL, GOLD, PLASTEEL, and other useful materials. -->
<Mining.helpText>你可以通过「建筑规划」面板中「命令」选项里安排在何处开采岩石。\n\n你可能会开采到「钢铁」、「黄金」、「玻璃钢」或者其他有用的原料。</Mining.helpText>
<Mining.helpText>你可以通过「建筑规划」面板中「命令」选项里安排在何处开采岩石。 \n\n你可能会开采到「钢铁」、「黄金」、「玻璃钢」或者其他有用的原料。</Mining.helpText>
<!-- EN: Outfits -->
<Outfits.label>着装管理</Outfits.label>
<!-- EN: Colonists will automatically try to wear the newest, highest-quality apparel they can.\n\nYou don't need to manually assign each piece of apparel to colonists (though you can, if you wish).\n\nTo assign colonists restrictions on how to dress, open the ASSIGN tab, use the "Manage outfits" dialog box to design a new outfit, and then assign the outfit to colonists. -->
<Outfits.helpText>殖民者总是会尝试穿更新更好的衣服。\n\n你无需手动指派殖民者的每一项穿着设定如果你想的话当然也是完全可以的。\n\n通过打开「方案」标签页就可以为你的殖民者设计/安排着装方案了,</Outfits.helpText>
<Outfits.helpText>殖民者总是会尝试穿更新更好的衣服。 \n\n你无需手动指派殖民者的每一项穿着设定如果你想的话当然也是完全可以的 \n\n通过打开「方案」标签页就可以为你的殖民者设计/安排着装方案了,</Outfits.helpText>
<!-- EN: Pausing -->
<Pause.label>暂停</Pause.label>
<!-- EN: Hit {Key:TogglePause} to pause or unpause the game.\n\nYou can give orders while paused.\n\nRemember this - if things get hectic, just hit {Key:TogglePause}! -->
<Pause.helpText>点击{Key:TogglePause}来暂停/继续游戏。\n\n你可以在暂停时下达指令。\n\n当你忙得不可开交时按{Key:TogglePause}就对了!</Pause.helpText>
<Pause.helpText>点击{Key:TogglePause}来暂停/继续游戏。 \n\n你可以在暂停时下达指令。 \n\n当你忙得不可开交时 按{Key:TogglePause}就对了!</Pause.helpText>
<!-- EN: Shot accuracy tooltip -->
<ShotAccuracyTooltip.label>射击精度提示框</ShotAccuracyTooltip.label>
<!-- EN: You can see the exact calculations behind the accuracy of any shot.\n\nTo do so, select the shooter, then rest the mouse over the target. The tooltip will show the chance to hit, and a breakdown of the contribution of various to-hit chance multipliers. -->
<ShotAccuracyTooltip.helpText>你可以查看殖民者每一枪的射击命中率。\n\n选择一位枪手将鼠标移动到他的目标之上命中率乘数和偏移都会显示出来。</ShotAccuracyTooltip.helpText>
<ShotAccuracyTooltip.helpText>你可以查看殖民者每一枪的射击命中率。 \n\n选择一位枪手 将鼠标移动到他的目标之上, 命中率乘数和偏移都会显示出来。</ShotAccuracyTooltip.helpText>
<!-- EN: Spoilage and freezers -->
<SpoilageAndFreezers.label>腐烂和冷藏</SpoilageAndFreezers.label>
<!-- EN: Most foodstuffs will spoil after a relatively short time.\n\nTo prevent this, you can build a walk-in freezer.\n\nTo build a freezer, construct a closed room, and put one or two coolers into the wall. Set the coolers to a negative target temperature.\n\nFrozen foods won't ever spoil. -->
<SpoilageAndFreezers.helpText>大部分的食物在短时期后就会过期腐烂。\n\n你可以将一间房间做成冷藏室来避免这种情况发生。\n\n在一个房间中安装一到两台制冷机再将目标温度设置为零下即可。\n\n被冷冻的食物不会腐烂。</SpoilageAndFreezers.helpText>
<SpoilageAndFreezers.helpText>大部分的食物在短时期后就会过期腐烂。 \n\n你可以将一间房间做成冷藏室来避免这种情况发生。 \n\n在一个房间中安装一到两台制冷机 再将目标温度设置为零下即可。 \n\n被冷冻的食物不会腐烂。</SpoilageAndFreezers.helpText>
<!-- EN: Stockpiles -->
<Stockpiles.label>储存区</Stockpiles.label>
<!-- EN: Your colonists need somewhere to store items. Designate a STOCKPILE for them to store things.\n\nFind the stockpile in the ZONES section of the ARCHITECT menu in the lower-left. -->
<Stockpiles.helpText>你的殖民者们需要一块地方来储存物品,规划一片「储存区」来存放物资吧。\n\n你可以在「建筑规划」的面板中找到「区域」——「储存区」来设置。</Stockpiles.helpText>
<Stockpiles.helpText>你的殖民者们需要一块地方来储存物品, 规划一片「储存区」来存放物资吧。 \n\n你可以在「建筑规划」的面板中找到「区域」——「储存区」来设置。</Stockpiles.helpText>
<!-- EN: Storage tab -->
<StorageTab.label>储存筛选</StorageTab.label>
<!-- EN: You can configure stockpiles and storage buildings by selecting them and opening the STORAGE TAB above the bottom-left inspector pane.\n\nIn the storage tab of a stockpile, you can expand categories to allow or deny specific items. Click the triangles to the left of category names.\n\nYou can change the PRIORITY of storage. Colonists will fill higher-priority storage first, and move items from lower to higher priority. -->
<StorageTab.helpText>你可以通过点击储存区或者仓库面板左下角的「储存筛选」按钮来进行详细设置。\n\n你可以扩大/减少该储存区允许堆放的物品种类。\n\n也可以更改当前区域的「优先级」殖民者总是会优先向优先级更高的储存区和仓库搬运东西。</StorageTab.helpText>
<StorageTab.helpText>你可以通过点击储存区或者仓库面板左下角的「储存筛选」按钮来进行详细设置。 \n\n你可以扩大/减少该储存区允许堆放的物品种类。 \n\n也可以更改当前区域的「优先级」 殖民者总是会优先向优先级更高的储存区和仓库搬运东西。</StorageTab.helpText>
<!-- EN: Time assignments -->
<TimeAssignments.label>作息表</TimeAssignments.label>
@ -164,11 +164,11 @@
<!-- EN: Time controls -->
<TimeControls.label>时间控制</TimeControls.label>
<!-- EN: You can speed up time.\n\nTry controlling time with the {Key:TimeSpeed_Normal}, {Key:TimeSpeed_Fast}, and {Key:TimeSpeed_Superfast} keys, or with the time controls in the bottom right. -->
<TimeControls.helpText>你可以加速时间流逝。\n\n尝试通过{Key:TimeSpeed_Normal}{Key:TimeSpeed_Fast}和{Key:TimeSpeed_Superfast}按键来控制时间,或是点击屏幕右下方的按钮。</TimeControls.helpText>
<TimeControls.helpText>你可以加速时间流逝。 \n\n尝试通过{Key:TimeSpeed_Normal} {Key:TimeSpeed_Fast}和{Key:TimeSpeed_Superfast}按键来控制时间, 或是点击屏幕右下方的按钮。</TimeControls.helpText>
<!-- EN: Work settings -->
<WorkTab.label>工作标签页</WorkTab.label>
<!-- EN: You can set each colonist's work settings in the WORK tab at the bottom left of the screen.\n\nThey will always do the highest priority work that they can find.\n\nIf nobody has a certain work type assigned, or if they are busy with higher-priority tasks, it will never get done. -->
<WorkTab.helpText>你可以在屏幕左下角的「工作」标签页中来分配各殖民者的工作优先级。\n\n他们总是会先进行优先级更高的任务。\n\n如果某项工作没有任何人被安排从事或是总有优先级更高的事情需要处理那么这些工作将永远不会被完成。</WorkTab.helpText>
<WorkTab.helpText>你可以在屏幕左下角的「工作」标签页中来分配各殖民者的工作优先级。 \n\n他们总是会先进行优先级更高的任务。 \n\n如果某项工作没有任何人被安排从事 或是总有优先级更高的事情需要处理, 那么这些工作将永远不会被完成。</WorkTab.helpText>
</LanguageData>

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@ -4,36 +4,36 @@
<!-- EN: Arresting worsens faction relations -->
<ArrestingCreatesEnemies.label>逮捕导致派系关系恶化</ArrestingCreatesEnemies.label>
<!-- EN: Warning: The person you are trying to arrest may not go quietly.\n\nIf you arrest a non-colonist or a colonist from another faction, their entire faction may become your enemy. \n\nThis arrest has a {0} chance of succeeding, based on the social skill of the arrester. -->
<ArrestingCreatesEnemies.helpText>警告:你要逮捕的人可能不会束手就擒。\n\n如果你逮捕了一个非殖民者或者其他派系的殖民者他们所属的派系可能会成为你的敌人。\n\n这个逮捕行动有{0}的成功率,这取决于警卫的社交技能。\n\n如果你想和一个派系保持友好不要逮捕对方派系的人</ArrestingCreatesEnemies.helpText>
<ArrestingCreatesEnemies.helpText>警告:你要逮捕的人可能不会束手就擒。 \n\n如果你逮捕了一个非殖民者或者其他派系的殖民者 他们所属的派系可能会成为你的敌人。 \n\n这个逮捕行动有{0}的成功率, 这取决于警卫的社交技能。 \n\n如果你想和一个派系保持友好 不要逮捕对方派系的人!</ArrestingCreatesEnemies.helpText>
<!-- EN: Maximum number of player colonies -->
<MaxNumberOfPlayerSettlements.label>玩家殖民地的最大数量</MaxNumberOfPlayerSettlements.label>
<!-- EN: Warning: RimWorld is designed to be played with one player colony at a time. Multiple player colonies are allowed as an experimental testing feature only.\n\nPlaying with multiple colonies will cause gameplay imbalances and split your focus, as well as likely causing performance slowdowns.\n\nWe recommend that you play with the one-colony maximum the game was designed for, at least for your first few games. -->
<MaxNumberOfPlayerSettlements.helpText>警告:边缘世界被设计为一次只能玩一个殖民地。虽然允许玩家拥有多个殖民地,但仅限用于实验和测试目的使用。\n\n多殖民地的玩法会破坏游戏的平衡性分散你的注意力也可能导致性能下降。\n\n我们建议你至少在的最初几次游戏中仅用一个殖民地进行游戏以获得更好的游戏体验。</MaxNumberOfPlayerSettlements.helpText>
<MaxNumberOfPlayerSettlements.helpText>警告:边缘世界被设计为一次只能玩一个殖民地。 虽然允许玩家拥有多个殖民地, 但仅限用于实验和测试目的使用。 \n\n多殖民地的玩法会破坏游戏的平衡性 分散你的注意力, 也可能导致性能下降。 \n\n我们建议你至少在的最初几次游戏中 仅用一个殖民地进行游戏, 以获得更好的游戏体验。</MaxNumberOfPlayerSettlements.helpText>
<!-- EN: Steam Deck controls -->
<SteamDeckControlsGame.label>Steam Deck 控制</SteamDeckControlsGame.label>
<!-- EN: Press X to open the architect menu and Y to pause and resume the game. Use triggers for left and right mouse button clicks. Zoom in and out and scroll through lists with the bumpers. Press and hold L5 back button to pan the camera with the touch screen and simulate right clicks. -->
<SteamDeckControlsGame.helpText>按X键打开建筑菜单按Y键暂停和恢复游戏。使用扳机键模拟鼠标左右键。使用肩键来缩放镜头或者滚动菜单。按住L5背键同时滑动触摸板来模拟使用鼠标右键移动镜头。</SteamDeckControlsGame.helpText>
<SteamDeckControlsGame.helpText>按X键打开建筑菜单 按Y键暂停和恢复游戏。 使用扳机键模拟鼠标左右键。 使用肩键来缩放镜头或者滚动菜单。 按住L5背键同时滑动触摸板来模拟使用鼠标右键移动镜头。</SteamDeckControlsGame.helpText>
<!-- EN: Steam Deck controls -->
<SteamDeckControlsMainMenu.label>Steam Deck 控制</SteamDeckControlsMainMenu.label>
<!-- EN: Use trackpad to move the mouse. Use the right trigger button for a left mouse click. Press A to accept and B to go back. -->
<SteamDeckControlsMainMenu.helpText>使用触摸板移动鼠标用右侧扳机键模拟鼠标左键。按A确认按B返回。</SteamDeckControlsMainMenu.helpText>
<SteamDeckControlsMainMenu.helpText>使用触摸板移动鼠标, 用右侧扳机键模拟鼠标左键。 按A确认 按B返回。</SteamDeckControlsMainMenu.helpText>
<!-- EN: Flick designations only designate -->
<SwitchFlickingDesignation.label>指派开关电源</SwitchFlickingDesignation.label>
<!-- EN: Note: This only designates that a colonist should flick the switch.\n\nNothing will actually happen until a colonist comes and flicks the switch by hand. -->
<SwitchFlickingDesignation.helpText>注意:这仅仅只是指定一个开关需要殖民者进行操作。\n\n在殖民者分配了「开关」工作类型过来并手动操作开关前不会有任何变化。</SwitchFlickingDesignation.helpText>
<SwitchFlickingDesignation.helpText>注意:这仅仅只是指定一个开关需要殖民者进行操作。 \n\n在殖民者分配了「开关」工作类型过来并手动操作开关前 不会有任何变化。</SwitchFlickingDesignation.helpText>
<!-- EN: Trade goods and trade beacons -->
<TradeGoodsMustBeNearBeacon.label>交易货物和交易信标</TradeGoodsMustBeNearBeacon.label>
<!-- EN: To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it. -->
<TradeGoodsMustBeNearBeacon.helpText>若想发送物品或白银给轨道贸易商,你必须建造「轨道交易信标」,并在其边上划定物品的储存区。</TradeGoodsMustBeNearBeacon.helpText>
<TradeGoodsMustBeNearBeacon.helpText>若想发送物品或白银给轨道贸易商, 你必须建造「轨道交易信标」, 并在其边上划定物品的储存区。</TradeGoodsMustBeNearBeacon.helpText>
<!-- EN: Trading permit requirements -->
<TradingRequiresPermit.label>贸易许可证需求</TradingRequiresPermit.label>
<!-- EN: Trading here requires the title of {0}.\n\nEnsure any trade caravan you send has someone with the title of {0} or higher. -->
<TradingRequiresPermit.helpText>这个地方需要持有{0}许可证。\n\n请确保你派出的任何贸易远行队都持有{0}或更高级的许可证。</TradingRequiresPermit.helpText>
<TradingRequiresPermit.helpText>这个地方需要持有{0}许可证。 \n\n请确保你派出的任何贸易远行队都持有{0}或更高级的许可证。</TradingRequiresPermit.helpText>
</LanguageData>

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<!-- EN: Custom -->
<Custom.label>自定义</Custom.label>
<!-- EN: This setting allows you to define your own playstyle in detail.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Players who are happy with one of the standard playstyles levels, but want to change a few things.\n- Players who want to experiment with something different. -->
<Custom.description>此选项允许你详细定义属于你的游戏方式。\n\n(*SectionTitle)建议:(/SectionTitle)\n\n-对模板难度的其中一个级别满意,但事实想要有少许改变的玩家\n-希望尝试不同游戏方式的玩家\n\n有些设置可能会大幅影响游戏体验请谨慎决定。</Custom.description>
<Custom.description>此选项允许你详细定义属于你的游戏方式。 \n\n(*SectionTitle)建议:(/SectionTitle)\n\n-对模板难度的其中一个级别满意, 但事实想要有少许改变的玩家\n-希望尝试不同游戏方式的玩家\n\n有些设置可能会大幅影响游戏体验 请谨慎决定。</Custom.description>
<!-- EN: community builder -->
<Easy.label>开拓建设</Easy.label>
<!-- EN: Build a community with a taste of danger. Threats appear, but they're weakened.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Players who are new to this kind of game.\n- Players who want to build a perfect colony.\n- Players who want to relax. -->
<Easy.description>简单难度。会有一些挑战,但总体威胁并不高。非常危险的事件被禁用。\n\n(*SectionTitle)建议:(/SectionTitle)\n-刚刚开始玩这个游戏的玩家\n-想要建立一个完美殖民地的玩家\n-想要放松地玩游戏\n\n在这个难度下大型威胁类的事件已经开始启用但是动物猎杀人类的情况不会出现同时事件的强度也大幅降低。这个难度下农业和采矿的收获依旧有增益殖民者也有一个心情增益。诸如食物中毒或感染这类负面情况依然有一定的削弱这个难度下的玩家依然有一个相对较高的增益。</Easy.description>
<Easy.description>简单难度。 会有一些挑战, 但总体威胁并不高。 非常危险的事件被禁用。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-刚刚开始玩这个游戏的玩家\n-想要建立一个完美殖民地的玩家\n-想要放松地玩游戏\n\n在这个难度下 大型威胁类的事件已经开始启用, 但是动物猎杀人类的情况不会出现, 同时事件的强度也大幅降低。 这个难度下农业和采矿的收获依旧有增益, 殖民者也有一个心情增益。 诸如食物中毒或感染这类负面情况依然有一定的削弱, 这个难度下的玩家依然有一个相对较高的增益。</Easy.description>
<!-- EN: losing is fun -->
<Extreme.label>冷酷无情</Extreme.label>
<!-- EN: This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.\n- Lovers of tragedy.\n- Digital masochists. -->
<Extreme.description>专家难度。这个选择是不公平的,巨大的威胁将毫无怜悯地接踵而至,直到你的殖民地消失。只有当你对挣扎和死亡的戏剧感到满足时,才建议使用这项难度。\n你必须懂得如何止损因为它没有完美的结局。你需要很多时间才能从灾难、疾病、战争和死亡的打击中恢复需要面对失去自己喜欢的人事物需要适应这个没有公平可言的世界活下去并书写属于自己的故事。\n\n(*SectionTitle)建议:(/SectionTitle)\n-有经验的玩家,希望面对残酷、不公平的挑战,即使是高超的技巧也无法阻止死亡\n-悲剧爱好者\n-数值受虐狂\n\n在这个难度下殖民者的心情惩罚进一步增加同时采矿和农业收入减少更多食物中毒和感染几率大幅提高事件强度已经翻倍。其实想愉快体验游戏的话这个难度不是什么好选择。</Extreme.description>
<Extreme.description>专家难度。 这个选择是不公平的, 巨大的威胁将毫无怜悯地接踵而至, 直到你的殖民地消失。 只有当你对挣扎和死亡的戏剧感到满足时, 才建议使用这项难度。 \n你必须懂得如何止损 因为它没有完美的结局。 你需要很多时间才能从灾难、疾病、战争和死亡的打击中恢复, 需要面对失去自己喜欢的人事物, 需要适应这个没有公平可言的世界, 活下去并书写属于自己的故事。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-有经验的玩家, 希望面对残酷、不公平的挑战, 即使是高超的技巧也无法阻止死亡\n-悲剧爱好者\n-数值受虐狂\n\n在这个难度下 殖民者的心情惩罚进一步增加, 同时采矿和农业收入减少更多, 食物中毒和感染几率大幅提高, 事件强度已经翻倍。 其实想愉快体验游戏的话, 这个难度不是什么好选择。</Extreme.description>
<!-- EN: blood and dust -->
<Hard.label>残暴狂飙</Hard.label>
<!-- EN: Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Experienced players who want to struggle to survive. -->
<Hard.description>挑战难度。你将面临严酷的生存挑战,各种威胁迅速提升,并以恶趣味的方式接踵而至。这里没有万全之策,有时候必须懂得取舍。\n为了适应这个难度你需要多样化的策略、战术和一些运气。\n\n(*SectionTitle)建议:(/SectionTitle)\n-想要努力求生的有经验的玩家。\n\n这个难度下殖民者会有一个额外的小幅心情惩罚同时采矿和农业的收入略有减少食物中毒和感染的机率小幅增加事件强度增加很多。如果难以继续不妨将难度降低一点。</Hard.description>
<Hard.description>挑战难度。 你将面临严酷的生存挑战, 各种威胁迅速提升, 并以恶趣味的方式接踵而至。 这里没有万全之策, 有时候必须懂得取舍。 \n为了适应这个难度 你需要多样化的策略、战术和一些运气。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-想要努力求生的有经验的玩家。 \n\n这个难度下 殖民者会有一个额外的小幅心情惩罚, 同时采矿和农业的收入略有减少, 食物中毒和感染的机率小幅增加, 事件强度增加很多。 如果难以继续不妨将难度降低一点。</Hard.description>
<!-- EN: adventure story -->
<Medium.label>孤星探险</Medium.label>
<!-- EN: There's room to grow and thrive, but it's still a dangerous planet.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Experienced strategy gamers on their first game of RimWorld.\n- Experienced RimWorld players who want some breathing room to pursue funny or weird goals. -->
<Medium.description>中等难度。建设殖民地同时抵御可能出现的危机,有着成长和繁荣的空间,但总体上这仍然是一个危险的星球。\n\n(*SectionTitle)建议:(/SectionTitle)\n-第一次玩RimWorld但是游戏经验丰富的玩家\n-有游戏经验的RimWorld玩家又希望有喘息的空间追求游戏乐趣和稀有成就\n\n在这个难度下所有事件都可能会发生事件强度略有减弱。殖民者不再有心情加成采矿和农业也不再有额外收益。感染和中毒的几率有小幅降低袭击类事件密度也有小幅降低。总体上说这个难度适合玩家对游戏的各种可能情况进行摸索而不必挑战自己。</Medium.description>
<Medium.description>中等难度。 建设殖民地同时抵御可能出现的危机, 有着成长和繁荣的空间, 但总体上这仍然是一个危险的星球。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-第一次玩RimWorld 但是游戏经验丰富的玩家\n-有游戏经验的RimWorld玩家 又希望有喘息的空间追求游戏乐趣和稀有成就\n\n在这个难度下 所有事件都可能会发生, 事件强度略有减弱。 殖民者不再有心情加成, 采矿和农业也不再有额外收益。 感染和中毒的几率有小幅降低, 袭击类事件密度也有小幅降低。 总体上说这个难度适合玩家对游戏的各种可能情况进行摸索, 而不必挑战自己。</Medium.description>
<!-- EN: peaceful -->
<Peaceful.label>和平休闲</Peaceful.label>
<!-- EN: Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Players who want to learn the game mechanics with minimal pressure.\n- Players who just want to build.\n- Players who just want to relax. -->
<Peaceful.description>休闲难度。类似沙盒模式环境下专注于殖民地建设,适合新手玩家。\n\n禁用了大威胁事件但殖民者仍然可能不满一些像动物时不时发疯或者疾病之类的小麻烦仍然会发生。\n\n(*SectionTitle)建议:(/SectionTitle)\n-希望以最小的压力学习游戏机制的玩家\n-只想建造发展的玩家\n-只想要放松的玩家\n\n在这个难度下类似袭击或者虫巢的大型威胁事件不会发生捕食动物也不会尝试狩猎人类暴力相关的任务不会生成同时各种事件的强度也相当低。殖民者会获得一定的心情加成农业和采矿收获会提高疾病的间隔会增加以及一系列对玩家有益的情况会大幅增多。</Peaceful.description>
<Peaceful.description>休闲难度。 类似沙盒模式环境下专注于殖民地建设, 适合新手玩家。 \n\n禁用了大威胁事件 但殖民者仍然可能不满, 一些像动物时不时发疯或者疾病之类的小麻烦仍然会发生。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-希望以最小的压力学习游戏机制的玩家\n-只想建造发展的玩家\n-只想要放松的玩家\n\n在这个难度下 类似袭击或者虫巢的大型威胁事件不会发生, 捕食动物也不会尝试狩猎人类, 暴力相关的任务不会生成, 同时, 各种事件的强度也相当低。 殖民者会获得一定的心情加成, 农业和采矿收获会提高, 疾病的间隔会增加以及一系列对玩家有益的情况会大幅增多。</Peaceful.description>
<!-- EN: strive to survive -->
<Rough.label>荒野求生</Rough.label>
<!-- EN: Strive to survive on a rough, tough planet. There will be triumph and tragedy.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Experienced players who want a rough story requiring skill to survive. -->
<Rough.description>困难难度。星球的生活不再轻松,需要拥有熟练的技巧,克服艰难险阻,挣扎求生。故事将变得更有戏剧性,充满喜怒哀乐,爱恨情仇。\n\n(*SectionTitle)建议:(/SectionTitle)\n-有经验的玩家,想要一个需要技巧才能生存的求生故事\n\n在这个难度下玩家没有任何额外增益同时也没有任何额外的惩罚事件将以原本的面貌呈现荒野求生并不是那么简单的事。</Rough.description>
<Rough.description>困难难度。 星球的生活不再轻松, 需要拥有熟练的技巧, 克服艰难险阻, 挣扎求生。 故事将变得更有戏剧性, 充满喜怒哀乐, 爱恨情仇。 \n\n(*SectionTitle)建议:(/SectionTitle)\n-有经验的玩家, 想要一个需要技巧才能生存的求生故事\n\n在这个难度下 玩家没有任何额外增益, 同时也没有任何额外的惩罚, 事件将以原本的面貌呈现, 荒野求生并不是那么简单的事。</Rough.description>
</LanguageData>

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<!-- EN: Ideology -->
<Ideology.label>文化</Ideology.label>
<!-- EN: Create your own belief system with fine control over behaviors, preferences, rituals, symbols, and more. Play as pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, and more.\n\nAssign social roles like leader, moral guide, and specialist to your colonists.\n\nHold unforgettable rituals: Dance parties, cannibal feasts, burn and smoke circles, skylantern festivals, sacrifices, gladiator duels, blindings, scarifications, funerals, and more.\n\nConnect with Gauranlen trees and command the dryads that live inside them.\n\nHunt for ancient relics. Explore long-forgotten ruins, hack downed spacedrones, and infiltrate tribal villages. Attract wealthy pilgrims by presenting your relics in reliquaries. Plunder ancient complexes for treasure. Raid temporary encampments. Help beggars in need, or betray them.\n\nEnslave prisoners to perform work or fight for you.\n\nPlace many new buildings linked to belief systems, and see the many visual styles of different beliefs.\n\nUse new apparel, tattoos, and hairstyles desired by believers.\n\nSeek transcendence through a machine god in the new archonexus endgame. -->
<Ideology.description>创建你自己的文化体系,对行为、偏好、仪式、符号等进行精细控制。扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者,以及更多。\n\n为你的殖民者分配社会职位如领导者、向导和专家。\n\n举行令人难忘的仪式。舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼以及更多。\n\n与母树共鸣并指挥住在里面的树精。\n\n猎取古代圣物。探索被遗忘已久的遗迹入侵空间无人机并潜入部落村庄。将你的圣物放在灵位上吸引富有的朝圣者。掠夺古代建筑群的宝藏。袭击临时营地。帮助需要帮助的乞丐或者背叛他们。\n\n奴役囚犯让他们为你工作或战斗。\n\n放置许多与信仰体系相关的新建筑并看到不同信仰的许多视觉风格。\n\n使用信徒们所需要的新服装、纹身和发型。\n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description>
<Ideology.description>创建你自己的文化体系, 对行为、偏好、仪式、符号等进行精细控制。 扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者, 以及更多。 \n\n为你的殖民者分配社会职位 如领导者、向导和专家。 \n\n举行令人难忘的仪式。 舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼, 以及更多。 \n\n与母树共鸣 并指挥住在里面的树精。 \n\n猎取古代圣物。 探索被遗忘已久的遗迹, 入侵空间无人机, 并潜入部落村庄。 将你的圣物放在灵位上, 吸引富有的朝圣者。 掠夺古代建筑群的宝藏。 袭击临时营地。 帮助需要帮助的乞丐, 或者背叛他们。 \n\n奴役囚犯 让他们为你工作或战斗。 \n\n放置许多与信仰体系相关的新建筑 并看到不同信仰的许多视觉风格。 \n\n使用信徒们所需要的新服装、纹身和发型。 \n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description>
<!-- EN: Royalty -->
<Royalty.label>皇权</Royalty.label>
<!-- EN: Fight or ally with the new Shattered Empire faction.\n\nGain psychic powers through noble right, tribal nature communion, or artifact theft. Strengthen them through meditation, and use them to win battles and socially influence people. Strengthen your psychic power by meditating in grand thronerooms, in nature, before flames, the dead or blank walls.\n\nComplete quests to earn honor and titles, or riches and gear. Host rich nobles, poor refugees, animals, prisoners, and more. Defend crashed shuttles, serve as aerial shock troops, build monuments, defeat enemies, and recruit visitors.\n\nUse the special privileges of nobility to call Imperial troops, shuttles, and orbital strikes.\n\nNew mechanoid clusters may deploy on your map. Wear them down with artillery, do sneaky sabotage, or lure enemies into the danger.\n\nWield persona weapons with unique traits. Use jump packs for tactical flight and shield packs for emergency defense. Wear cataphract armor, locust armor, grenadier armor, and phoenix armor, each with different tools. Install new body implants to augment brains, stomachs, arms, and skin.\n\nEnjoy a new album of music by Alistair Lindsay.\n\nHost and protect the Stellarch and his guards complete the new royal endgame quest. -->
<Royalty.description>与新的破碎帝国派系作战或结盟。\n\n通过贵族权利、部落自然交流或文物盗窃获得心灵力量。通过冥想来加强它们并利用它们来赢得战斗和影响社会。通过在王座、自然圣地、火焰、尸体或空白墙壁前的冥想来加强你的心灵力量。\n\n完成任务以获得荣誉和称号或财富和装备。接待富有的贵族、贫穷的难民、动物、囚犯以及更多。保卫坠毁的穿梭机充当空中突击队建造纪念碑击败敌人并招募游客。\n\n使用贵族的特权来召唤帝国军队、穿梭机和轨道打击。\n\n新的机械集群可能会部署在你的地图上。用大炮击垮他们进行偷偷摸摸的破坏或者引诱敌人进入危险之中。\n\n挥舞具有独特特性的人格武器。使用跳跃背包进行战术飞行使用护盾背包进行紧急防御。穿着禁卫装甲、飞蝗装甲、掷弹装甲和凤凰装甲每一种都有不同的工具。安装新的身体植入物以增强大脑、胃、手臂和皮肤。\n\n享受Alistair Lindsay的新音乐专辑。\n\n保护星际主宰和他的卫兵完成新的皇家终局任务。</Royalty.description>
<Royalty.description>与新的破碎帝国派系作战或结盟。 \n\n通过贵族权利、部落自然交流或文物盗窃获得心灵力量。 通过冥想来加强它们, 并利用它们来赢得战斗和影响社会。 通过在王座、自然圣地、火焰、尸体或空白墙壁前的冥想来加强你的心灵力量。 \n\n完成任务以获得荣誉和称号 或财富和装备。 接待富有的贵族、贫穷的难民、动物、囚犯, 以及更多。 保卫坠毁的穿梭机, 充当空中突击队, 建造纪念碑, 击败敌人, 并招募游客。 \n\n使用贵族的特权来召唤帝国军队、穿梭机和轨道打击。 \n\n新的机械集群可能会部署在你的地图上。 用大炮击垮他们, 进行偷偷摸摸的破坏, 或者引诱敌人进入危险之中。 \n\n挥舞具有独特特性的人格武器。 使用跳跃背包进行战术飞行, 使用护盾背包进行紧急防御。 穿着禁卫装甲、飞蝗装甲、掷弹装甲和凤凰装甲, 每一种都有不同的工具。 安装新的身体植入物以增强大脑、胃、手臂和皮肤。 \n\n享受Alistair Lindsay的新音乐专辑。 \n\n保护星际主宰和他的卫兵 完成新的皇家终局任务。</Royalty.description>
</LanguageData>

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<!-- EN: insect geneline -->
<Insect.label>虫巢</Insect.label>
<!-- EN: These giant insect-like creatures live underground and burrow up to attack when attracted by noise or pheromone signals. Originally from the planet Sorne, interstellar entrepreneurs managed to capture, genetically-modify, and vat-grow the insect colonies for use as weapons. It's not clear who placed Sorne insects on this planet, but they are here and as dangerous as ever. -->
<Insect.description>这些大型的类昆虫生物居住在地底当它们被噪音或者信息素信号吸引时它们会钻出地面进行攻击。最初在索恩星Sorne发现它们星际企业家们成功捕获这些巨虫并且将其作为武器来改造和培育。现在还不清楚到底是什么人将索恩虫族放到了这颗星球上但是它们在这里和以往一样危险。</Insect.description>
<Insect.description>这些大型的类昆虫生物居住在地底, 当它们被噪音或者信息素信号吸引时, 它们会钻出地面进行攻击。 最初在索恩星Sorne发现它们 星际企业家们成功捕获这些巨虫, 并且将其作为武器来改造和培育。 现在还不清楚到底是什么人将索恩虫族放到了这颗星球上, 但是它们在这里, 和以往一样危险。</Insect.description>
<!-- EN: Sorne Geneline -->
<Insect.fixedName>索恩虫巢</Insect.fixedName>
<!-- EN: insect -->
@ -33,7 +33,7 @@
<!-- EN: mechanoid hive -->
<Mechanoid.label>机械族巢穴</Mechanoid.label>
<!-- EN: Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. -->
<Mechanoid.description>来历不明的杀戮机械体。藏匿在古老的遗迹、山川或者海底,这些机械体可以自我维持数千年之久。这些机械体在终极目的上似乎是一致的,但是在行动上没有良好的协调性。当地学者认为它们是远古战争时期的自律武器,而部落的传说将它们描述为沉眠神灵的毁灭仆从。</Mechanoid.description>
<Mechanoid.description>来历不明的杀戮机械体。 藏匿在古老的遗迹、山川或者海底, 这些机械体可以自我维持数千年之久。 这些机械体在终极目的上似乎是一致的, 但是在行动上没有良好的协调性。 当地学者认为它们是远古战争时期的自律武器, 而部落的传说将它们描述为沉眠神灵的毁灭仆从。</Mechanoid.description>
<Mechanoid.fixedName>机械族巢穴</Mechanoid.fixedName>
<!-- EN: mechanoid -->
<Mechanoid.pawnSingular>机械体</Mechanoid.pawnSingular>

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<!-- EN: civil outlander union -->
<OutlanderCivil.label>文明的外来者联盟</OutlanderCivil.label>
<!-- EN: These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons.\n\nThey are concerned with the practical matters of trade, trust, and survival.\n\nThis particular group holds civil behavior in high regard. -->
<OutlanderCivil.description>这些人可能已经在这里生活了数十年甚至上百年,之前所掌握的大部分科技成果基本都已经失传了。他们现在通常使用简单的机械工具,并使用高级的火药武器自卫。\n\n他们比较关心诸如贸易、信任以及生存等更为实际的事情。\n\n这个团体高度重视文明的行为。</OutlanderCivil.description>
<OutlanderCivil.description>这些人可能已经在这里生活了数十年甚至上百年, 之前所掌握的大部分科技成果基本都已经失传了。 他们现在通常使用简单的机械工具, 并使用高级的火药武器自卫。 \n\n他们比较关心诸如贸易、信任以及生存等更为实际的事情。 \n\n这个团体高度重视文明的行为。</OutlanderCivil.description>
<!-- EN: prime councilor -->
<OutlanderCivil.leaderTitle>首席议员</OutlanderCivil.leaderTitle>
<!-- EN: outlander -->
@ -15,7 +15,7 @@
<!-- EN: rough outlander union -->
<OutlanderRough.label>粗野的外来者联盟</OutlanderRough.label>
<!-- EN: These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons.\n\nThey are concerned with the practical matters of trade, trust, and survival.\n\nThis particular group has a streak of barbarity in them. -->
<OutlanderRough.description>这些人可能已经在这里生活了数十年甚至上百年,之前所掌握的大部分科技成果基本都已经失传了。他们现在通常使用简单的机械工具,并使用高级的火药武器自卫。\n\n他们比较关心诸如贸易、信任以及生存等更为实际的事情。\n\n这个团体有野蛮暴力倾向。</OutlanderRough.description>
<OutlanderRough.description>这些人可能已经在这里生活了数十年甚至上百年, 之前所掌握的大部分科技成果基本都已经失传了。 他们现在通常使用简单的机械工具, 并使用高级的火药武器自卫。 \n\n他们比较关心诸如贸易、信任以及生存等更为实际的事情。 \n\n这个团体有野蛮暴力倾向。</OutlanderRough.description>
<!-- EN: prime councilor -->
<OutlanderRough.leaderTitle>首席议员</OutlanderRough.leaderTitle>
<!-- EN: outlander -->
@ -26,7 +26,7 @@
<!-- EN: pirate gang -->
<Pirate.label>海盗团</Pirate.label>
<!-- EN: A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other.\n\nPirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors.\n\nTheir technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. -->
<Pirate.description>一群海盗组成的松散联盟,他们达成协议不再自相残杀而是集火于外来者。\n\n海盗们不播种不建设也很少会做贸易。他们基本靠掠夺与抢劫区域内的其他活跃组织使自己变为富有。\n\n他们的科技水平取决于最近成功地偷了谁。他们在大部分时间下使用火器还有一些可能更喜欢近身用刀捅人。</Pirate.description>
<Pirate.description>一群海盗组成的松散联盟, 他们达成协议不再自相残杀而是集火于外来者。 \n\n海盗们不播种 不建设, 也很少会做贸易。 他们基本靠掠夺与抢劫区域内的其他活跃组织使自己变为富有。 \n\n他们的科技水平取决于最近成功地偷了谁。 他们在大部分时间下使用火器, 还有一些可能更喜欢近身用刀捅人。</Pirate.description>
<!-- EN: boss -->
<Pirate.leaderTitle>头目</Pirate.leaderTitle>
<!-- EN: pirate -->
@ -37,7 +37,7 @@
<!-- EN: gentle tribe -->
<TribeCivil.label>温和的部落</TribeCivil.label>
<!-- EN: These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are mostly nomadic people who live off the land using primitive tools and weapons.\n\nDespite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.\n\nThis particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples. -->
<TribeCivil.description>这些人在这里已经存在了很长时间。也许他们的祖先于千年以前坠毁在这里,也许他们是某场毁灭文明的大灾难中的幸存者。不管怎样,这些部落原住民大部分是土生土长的游牧民族,他们使用着原始的工具和武器。\n\n尽管在技术方面明显落后但因为拥有人数、勇气以及低科技战争的技巧这些部落将会成为危险的敌人或是宝贵的朋友。\n\n这个部落尽力追求温和的生活方式待人友善。他们非常乐意交易和组成同盟即使对方是陌生人。</TribeCivil.description>
<TribeCivil.description>这些人在这里已经存在了很长时间。 也许他们的祖先于千年以前坠毁在这里, 也许他们是某场毁灭文明的大灾难中的幸存者。 不管怎样, 这些部落原住民大部分是土生土长的游牧民族, 他们使用着原始的工具和武器。 \n\n尽管在技术方面明显落后 但因为拥有人数、勇气, 以及低科技战争的技巧, 这些部落将会成为危险的敌人或是宝贵的朋友。 \n\n这个部落尽力追求温和的生活方式 待人友善。 他们非常乐意交易和组成同盟, 即使对方是陌生人。</TribeCivil.description>
<!-- EN: chief -->
<TribeCivil.leaderTitle>酋长</TribeCivil.leaderTitle>
<!-- EN: tribesman -->
@ -48,7 +48,7 @@
<!-- EN: fierce tribe -->
<TribeRough.label>彪悍的部落</TribeRough.label>
<!-- EN: These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are mostly nomadic people who live off the land using primitive tools and weapons.\n\nDespite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.\n\nThis particular tribe values warlike dominance; it may be difficult to turn them into an ally. -->
<TribeRough.description>这些人在这里已经存在了很长时间。也许他们的祖先于千年以前坠毁在这里,也许他们是某场毁灭文明的大灾难中的幸存者。不管怎样,这些部落原住民大部分是土生土长的游牧民族,他们使用着原始的工具和武器。\n\n尽管在技术方面明显落后但因为拥有人数、勇气以及低科技战争的技巧这些部落将会成为危险的敌人或是宝贵的朋友。\n\n这个部落崇尚战争和他们成为盟友不是一件容易的事情。</TribeRough.description>
<TribeRough.description>这些人在这里已经存在了很长时间。 也许他们的祖先于千年以前坠毁在这里, 也许他们是某场毁灭文明的大灾难中的幸存者。 不管怎样, 这些部落原住民大部分是土生土长的游牧民族, 他们使用着原始的工具和武器。 \n\n尽管在技术方面明显落后 但因为拥有人数、勇气, 以及低科技战争的技巧, 这些部落将会成为危险的敌人或是宝贵的朋友。 \n\n这个部落崇尚战争 和他们成为盟友不是一件容易的事情。</TribeRough.description>
<!-- EN: chief -->
<TribeRough.leaderTitle>酋长</TribeRough.leaderTitle>
<!-- EN: tribesman -->
@ -59,7 +59,7 @@
<!-- EN: savage tribe -->
<TribeSavage.label>野蛮人</TribeSavage.label>
<!-- EN: These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are mostly nomadic people who live off the land using primitive tools and weapons.\n\nDespite their apparent technological weakness, the tribals can be dangerous enemies because of their skill with low-tech warfare, their numbers, and their hardiness.\n\nThis particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them! -->
<TribeSavage.description>这些人在这里已经存在了很长时间。也许他们的祖先于千年以前坠毁在这里,也许他们是某场毁灭文明的大灾难中的幸存者。不管怎样,这些部落原住民大部分是土生土长的游牧民族,他们使用着原始的工具和武器。\n\n尽管在技术方面明显落后但因为拥有人数、勇气以及低科技战争的技巧这些部落将会成为危险的敌人。\n\n这个部落充斥着血与荣耀的文化和他们永远都不会成为朋友。</TribeSavage.description>
<TribeSavage.description>这些人在这里已经存在了很长时间。 也许他们的祖先于千年以前坠毁在这里, 也许他们是某场毁灭文明的大灾难中的幸存者。 不管怎样, 这些部落原住民大部分是土生土长的游牧民族, 他们使用着原始的工具和武器。 \n\n尽管在技术方面明显落后 但因为拥有人数、勇气, 以及低科技战争的技巧, 这些部落将会成为危险的敌人。 \n\n这个部落充斥着血与荣耀的文化 和他们永远都不会成为朋友。</TribeSavage.description>
<!-- EN: tribesman -->
<TribeSavage.pawnSingular>部众</TribeSavage.pawnSingular>
<!-- EN: tribespeople -->

View File

@ -4,7 +4,7 @@
<!-- EN: psychic droner -->
<PsychicDroner.label>心灵干扰器</PsychicDroner.label>
<!-- EN: A psychic droner tuned to the {0} gender is driving {0}s mad. -->
<PsychicDroner.description>一台心灵干扰器将频率转换为影响{0},这会使所有的{0}殖民者发疯。</PsychicDroner.description>
<PsychicDroner.description>一台心灵干扰器将频率转换为影响{0} 这会使所有的{0}殖民者发疯。</PsychicDroner.description>
<!-- EN: A psychic droner machine has begun affecting this region. -->
<PsychicDroner.letterText>一台心灵干扰器开始影响整个区域。</PsychicDroner.letterText>

View File

@ -4,36 +4,36 @@
<!-- EN: aurora -->
<Aurora.label>极光</Aurora.label>
<!-- EN: An aurora is lighting up the sky. The breathtaking display will boost the mood of anyone outside to see it. -->
<Aurora.description>一片明亮的极光照亮了天空,起伏的色彩会让在外面看到的人心情愉悦。</Aurora.description>
<Aurora.description>一片明亮的极光照亮了天空, 起伏的色彩会让在外面看到的人心情愉悦。</Aurora.description>
<!-- EN: The aurora is ending. -->
<Aurora.endMessage>极光结束了。</Aurora.endMessage>
<!-- EN: A beautiful aurora is lighting up the sky.\n\nThe undulating colors will boost the mood of anyone outside to see them, and make the night brighter. -->
<Aurora.letterText>一片明亮的极光照亮了天空,起伏的色彩会让在外面看到的人心情愉悦。</Aurora.letterText>
<Aurora.letterText>一片明亮的极光照亮了天空, 起伏的色彩会让在外面看到的人心情愉悦。</Aurora.letterText>
<!-- EN: climate cycle -->
<ClimateCycle.label>气候循环</ClimateCycle.label>
<!-- EN: A multi-year climate cycle due to an elliptical orbit. -->
<ClimateCycle.description>由于此星球的公转轨道为椭圆形,因此气候循环需要花费数年。</ClimateCycle.description>
<ClimateCycle.description>由于此星球的公转轨道为椭圆形, 因此气候循环需要花费数年。</ClimateCycle.description>
<!-- EN: cold snap -->
<ColdSnap.label>寒流</ColdSnap.label>
<!-- EN: An unusual cold snap is freezing the region. -->
<ColdSnap.description>一股罕见的寒流正在冻结这片区域。</ColdSnap.description>
<!-- EN: a front of cold air will cool the area around [map_definite] for [gameConditionDuration_duration], harming crops and any person or animal without adequate protection -->
<ColdSnap.descriptionFuture>一股冷空气前锋将会在[map_definite]周围持续[gameConditionDuration_duration],它将会对无防护的生物和作物造成伤害。</ColdSnap.descriptionFuture>
<ColdSnap.descriptionFuture>一股冷空气前锋将会在[map_definite]周围持续[gameConditionDuration_duration] 它将会对无防护的生物和作物造成伤害。</ColdSnap.descriptionFuture>
<!-- EN: The cold snap is over. -->
<ColdSnap.endMessage>寒流结束了。</ColdSnap.endMessage>
<!-- EN: An unusual cold snap has set in.\n\nCold snaps can quickly kill by hypothermia. Be sure to build a heated space to survive, wear appropriate apparel, and try to harvest crops before they freeze and die. -->
<ColdSnap.letterText>一股不寻常的寒流突然袭来。\n\n寒流引发的低温症会很快杀死普通生物。请确保有一个温暖的庇护所合适的保温服装如果可能的话尽量在作物被冻死前抢收产品。</ColdSnap.letterText>
<ColdSnap.letterText>一股不寻常的寒流突然袭来。 \n\n寒流引发的低温症会很快杀死普通生物。 请确保有一个温暖的庇护所, 合适的保温服装, 如果可能的话, 尽量在作物被冻死前抢收产品。</ColdSnap.letterText>
<!-- EN: eclipse -->
<Eclipse.label>日蚀</Eclipse.label>
<!-- EN: An eclipse is shadowing the surface. It will be dark, even during the daytime. -->
<Eclipse.description>一个天体的影子投在了这个星球上,造成了一场日蚀。日蚀期间即使在白天也会很暗。</Eclipse.description>
<Eclipse.description>一个天体的影子投在了这个星球上, 造成了一场日蚀。 日蚀期间即使在白天也会很暗。</Eclipse.description>
<!-- EN: The eclipse is ending. -->
<Eclipse.endMessage>日蚀结束了。</Eclipse.endMessage>
<!-- EN: One of the moons of this planet has orbited in front of the sun. An eclipse has begun. -->
<Eclipse.letterText>本行星的一颗月球运行到了正阳面,造成了日蚀。</Eclipse.letterText>
<Eclipse.letterText>本行星的一颗月球运行到了正阳面, 造成了日蚀。</Eclipse.letterText>
<!-- EN: flashstorm -->
<Flashstorm.label>闪电风暴</Flashstorm.label>
@ -42,34 +42,34 @@
<!-- EN: The flashstorm is over. -->
<Flashstorm.endMessage>闪电风暴结束了。</Flashstorm.endMessage>
<!-- EN: A freak localized flashstorm is striking a small area with lightning. This can cause massive fires. -->
<Flashstorm.letterText>一场极不寻常的闪电风暴正在反复轰击本地的一小块区域。这将会造成大规模火灾。</Flashstorm.letterText>
<Flashstorm.letterText>一场极不寻常的闪电风暴正在反复轰击本地的一小块区域。 这将会造成大规模火灾。</Flashstorm.letterText>
<!-- EN: heat wave -->
<HeatWave.label>热浪</HeatWave.label>
<!-- EN: An extreme wave of heat is baking the area. -->
<HeatWave.description>一股温度极高的热浪正在烘烤这片区域。</HeatWave.description>
<!-- EN: a heat wave will bake the area around [map_definite] for [gameConditionDuration_duration], harming crops and possibly killing people or animals in uncooled areas -->
<HeatWave.descriptionFuture>持续炙烤[map_definite]的热浪将会持续[gameConditionDuration_duration],这将会对本地作物造成伤害,并且可能会杀死持续活动的人或者动物。</HeatWave.descriptionFuture>
<HeatWave.descriptionFuture>持续炙烤[map_definite]的热浪将会持续[gameConditionDuration_duration] 这将会对本地作物造成伤害, 并且可能会杀死持续活动的人或者动物。</HeatWave.descriptionFuture>
<!-- EN: The heat wave is over. -->
<HeatWave.endMessage>热浪结束了。</HeatWave.endMessage>
<!-- EN: An unusual heat wave has begun.\n\nHeat waves can induce deadly heatstroke. Stay cool by building either a passive or electric cooler, or by getting deep underground where the rocks are naturally cool. -->
<HeatWave.letterText>一场极不寻常的热浪开始了。\n\n热浪会导致致命的中暑情况。你可以用蒸发制冷器或者空调保持室内凉爽或者去到大山深处避暑。</HeatWave.letterText>
<HeatWave.letterText>一场极不寻常的热浪开始了。 \n\n热浪会导致致命的中暑情况。 你可以用蒸发制冷器或者空调保持室内凉爽, 或者去到大山深处避暑。</HeatWave.letterText>
<!-- EN: planetkiller -->
<Planetkiller.label>歼星武器</Planetkiller.label>
<!-- EN: An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life. -->
<Planetkiller.description>一个星际歼星武器正在接近这颗星球。当其命中时,所有生命将会被毁灭。</Planetkiller.description>
<Planetkiller.description>一个星际歼星武器正在接近这颗星球。 当其命中时, 所有生命将会被毁灭。</Planetkiller.description>
<!-- EN: psychic drone -->
<PsychicDrone.label>心灵低语</PsychicDrone.label>
<!-- EN: A distant archotech is emitting psychic signals through an orbital amplifier, driving people towards insanity. -->
<PsychicDrone.description>在遥远地区的某个超凡时代装置正通过一台轨道信号放大器投射能让人发疯的心灵信号。</PsychicDrone.description>
<!-- EN: a [psychicDroneLevel] psychic drone will buzz the area around [map_definite] for [gameConditionDuration_duration], pushing all people of the [psychicDroneGender] gender towards insanity -->
<PsychicDrone.descriptionFuture>一阵[psychicDroneLevel]的持续心灵信号将会在[gameConditionDuration_duration]内不断在[map_definite]回响,所有的[psychicDroneGender]殖民者将会因此变得疯狂。</PsychicDrone.descriptionFuture>
<PsychicDrone.descriptionFuture>一阵[psychicDroneLevel]的持续心灵信号将会在[gameConditionDuration_duration]内不断在[map_definite]回响, 所有的[psychicDroneGender]殖民者将会因此变得疯狂。</PsychicDrone.descriptionFuture>
<!-- EN: The psychic drone is ending. -->
<PsychicDrone.endMessage>心灵冲击波结束了。</PsychicDrone.endMessage>
<!-- EN: Every {0} colonist feels a wave of anxiety and anger!\n\nSome distant engine of hatred is stirring. It is projecting a psychic drone onto this site through an orbital amplifier, tuned to only affect {0}s. For a few days, some people's mood will be quite a bit worse.\n\nThe drone level is {1}. -->
<PsychicDrone.letterText>每个{0}殖民者都会感到一阵阵的愤怒和焦虑!\n\n就像远处总是有东西在激荡着人们心中的仇恨之火。某个未知事物正通过一台轨道信号放大器投射能让人发疯的心灵信号, 它只会影响{0}。几天内,有些人的情绪会变得比较糟\n\n目前的心灵冲击等级为{1}。</PsychicDrone.letterText>
<PsychicDrone.letterText>每个{0}殖民者都会感到一阵阵的愤怒和焦虑!\n\n就像远处总是有东西在激荡着人们心中的仇恨之火。 某个未知事物正通过一台轨道信号放大器投射能让人发疯的心灵信号, 它只会影响{0}。 几天内, 有些人的情绪会变得比较糟\n\n目前的心灵冲击等级为{1}。</PsychicDrone.letterText>
<!-- EN: psychic soothe -->
<PsychicSoothe.label>心灵抚慰波</PsychicSoothe.label>
@ -78,37 +78,37 @@
<!-- EN: The psychic soothe is ending. -->
<PsychicSoothe.endMessage>心灵抚慰波结束了。</PsychicSoothe.endMessage>
<!-- EN: Every {0} colonist smiles with contentment!\n\nSome distant engine of happiness is stirring. It is projecting a psychic drone onto this site through an orbital amplifier, tuned to only affect {0}s. For a few days, some people's mood will be quite a bit better. -->
<PsychicSoothe.letterText>每个{0}殖民者都会感到幸福舒适!\n\n就像远处总是有东西在鼓舞着人们心中的希望。某个未知事物正通过一台轨道信号放大器投射能让人平静的心灵信号, 它只会影响{0}。几天内,有些人的情绪会变得更好。</PsychicSoothe.letterText>
<PsychicSoothe.letterText>每个{0}殖民者都会感到幸福舒适!\n\n就像远处总是有东西在鼓舞着人们心中的希望。 某个未知事物正通过一台轨道信号放大器投射能让人平静的心灵信号, 它只会影响{0}。 几天内, 有些人的情绪会变得更好。</PsychicSoothe.letterText>
<!-- EN: solar flare -->
<SolarFlare.label>太阳耀斑</SolarFlare.label>
<!-- EN: A solar flare is blasting the planet. The electromagnetic interference will prevent most electrical devices from working. -->
<SolarFlare.description>一场太阳耀斑正在冲击这个星球,这将产生强大的电磁干扰并让绝大多数电气设备无法运转。</SolarFlare.description>
<SolarFlare.description>一场太阳耀斑正在冲击这个星球, 这将产生强大的电磁干扰并让绝大多数电气设备无法运转。</SolarFlare.description>
<!-- EN: The solar flare is ending. -->
<SolarFlare.endMessage>太阳耀斑结束了。</SolarFlare.endMessage>
<!-- EN: A solar flare has begun.\n\nThe intense radiation will shut down all electrical devices.\n\nIt should pass in about a day. -->
<SolarFlare.letterText>一场太阳耀斑已经开始。\n\n强电磁辐射将会导致所有电子设备无法运转。\n\n耀斑将会持续约一天。</SolarFlare.letterText>
<SolarFlare.letterText>一场太阳耀斑已经开始。 \n\n强电磁辐射将会导致所有电子设备无法运转。 \n\n耀斑将会持续约一天。</SolarFlare.letterText>
<!-- EN: toxic fallout -->
<ToxicFallout.label>有毒尘埃</ToxicFallout.label>
<!-- EN: A plume of toxic dust from some distant source is slowly settling over this entire region. Any living thing not under a roof will be slowly poisoned, and items left outside will corrode. -->
<ToxicFallout.description>从遥远地域弥漫过来的毒尘正在星球的整个区域慢慢沉淀。任何不在屋顶下的人类和动物都会慢慢中毒,物品则会被腐蚀而加速老化。</ToxicFallout.description>
<ToxicFallout.description>从遥远地域弥漫过来的毒尘正在星球的整个区域慢慢沉淀。 任何不在屋顶下的人类和动物都会慢慢中毒, 物品则会被腐蚀而加速老化。</ToxicFallout.description>
<!-- EN: a cloud of toxic fallout will blanket the area around [map_definite] for [gameConditionDuration_duration], killing outdoor plant and animal life -->
<ToxicFallout.descriptionFuture>一片有毒尘埃将在[gameConditionDuration_duration]内持续笼罩[map_definite]地区,它将杀死所有还在户外的动植物。</ToxicFallout.descriptionFuture>
<ToxicFallout.descriptionFuture>一片有毒尘埃将在[gameConditionDuration_duration]内持续笼罩[map_definite]地区, 它将杀死所有还在户外的动植物。</ToxicFallout.descriptionFuture>
<!-- EN: The worst of the toxic fallout has settled. -->
<ToxicFallout.endMessage>有毒尘埃已基本消散了。</ToxicFallout.endMessage>
<!-- EN: A distant chemical fire has released a plume of poison over this entire region.\n\nAny person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere.\n\nIt will last for anywhere between a few days to over a quadrum. -->
<ToxicFallout.letterText>从遥远地域弥漫过来的毒尘正在污染整个地区。\n\n任何不在屋顶下的人类和动物都会慢慢中毒。\n\n毒尘将会在几天至一象时间内持续存在。</ToxicFallout.letterText>
<ToxicFallout.letterText>从遥远地域弥漫过来的毒尘正在污染整个地区。 \n\n任何不在屋顶下的人类和动物都会慢慢中毒。 \n\n毒尘将会在几天至一象时间内持续存在。</ToxicFallout.letterText>
<!-- EN: volcanic winter -->
<VolcanicWinter.label>火山冬天</VolcanicWinter.label>
<!-- EN: Some distant volcano or fire is choking the atmosphere with ash, significantly reducing the amount of light which reaches the surface. Temperatures will be colder and plants will grow slower. -->
<VolcanicWinter.description>本地大气层被远处的火山活动或者火灾持续输入的灰尘遮蔽,到达地面的阳光减弱。气温下降,植物生长速度减缓。</VolcanicWinter.description>
<VolcanicWinter.description>本地大气层被远处的火山活动或者火灾持续输入的灰尘遮蔽, 到达地面的阳光减弱。 气温下降, 植物生长速度减缓。</VolcanicWinter.description>
<!-- EN: a layer of ash will be desposited in the upper atmosphere, reducing sunlight around [map_definite] for [gameConditionDuration_duration], seriously harming the local ecosystem -->
<VolcanicWinter.descriptionFuture>一层厚重的灰尘灌入上空大气层,预计将在[gameConditionDuration_duration]内持续笼罩[map_definite]地区,严重损害当地生态系统。</VolcanicWinter.descriptionFuture>
<VolcanicWinter.descriptionFuture>一层厚重的灰尘灌入上空大气层, 预计将在[gameConditionDuration_duration]内持续笼罩[map_definite]地区, 严重损害当地生态系统。</VolcanicWinter.descriptionFuture>
<!-- EN: Most of the ash has settled. -->
<VolcanicWinter.endMessage>火山灰已基本消散了。</VolcanicWinter.endMessage>
<!-- EN: Some distant volcano or fire has begun spewing massive quantities of ash into the atmosphere.\n\nAsh in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many quadrums. -->
<VolcanicWinter.letterText>本地大气层被远处的火山活动或者火灾持续灌入巨量烟尘。\n\n浑浊的大气遮挡了阳光。\n\n气温下降植物生长速度减缓。这种情况将会持续几周也有可能会持续几象。</VolcanicWinter.letterText>
<VolcanicWinter.letterText>本地大气层被远处的火山活动或者火灾持续灌入巨量烟尘。 \n\n浑浊的大气遮挡了阳光。 \n\n气温下降 植物生长速度减缓。 这种情况将会持续几周, 也有可能会持续几象。</VolcanicWinter.letterText>
</LanguageData>

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@ -11,7 +11,7 @@
<!-- EN: The party has finished. -->
<Party.finishedMessage>聚会结束了。</Party.finishedMessage>
<!-- EN: {ORGANIZER_labelShort} is throwing a party! Everyone who goes will gain recreation and social energy, and a lasting positive mood boost. -->
<Party.letterText>{ORGANIZER_labelShort}正在举办一个聚会!每个参加聚会的人都能得到娱乐和社交满意度,还能获得持续的情绪提升。</Party.letterText>
<Party.letterText>{ORGANIZER_labelShort}正在举办一个聚会!每个参加聚会的人都能得到娱乐和社交满意度, 还能获得持续的情绪提升。</Party.letterText>
<!-- EN: Party -->
<Party.letterTitle>聚会</Party.letterTitle>

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@ -4,14 +4,14 @@
<!-- EN: alcohol addiction -->
<AlcoholAddiction.label>酒精成瘾</AlcoholAddiction.label>
<!-- EN: A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<AlcoholAddiction.description>长期过量的摄取酒精已经造成了神经系统的适应。\n\n如果没有定期摄取合适剂量的酒精戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除酒精成瘾。</AlcoholAddiction.description>
<AlcoholAddiction.description>长期过量的摄取酒精已经造成了神经系统的适应。 \n\n如果没有定期摄取合适剂量的酒精 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除酒精成瘾。</AlcoholAddiction.description>
<!-- EN: withdrawal -->
<AlcoholAddiction.stages.withdrawal.label>戒断反应</AlcoholAddiction.stages.withdrawal.label>
<!-- EN: alcohol -->
<AlcoholHigh.label>醉酒</AlcoholHigh.label>
<!-- EN: Alcohol in the bloodstream. It makes people happy, but reduces capacities. -->
<AlcoholHigh.description>流淌在血液里的酒精,使人快乐,但又让人神志不清。</AlcoholHigh.description>
<AlcoholHigh.description>流淌在血液里的酒精, 使人快乐, 但又让人神志不清。</AlcoholHigh.description>
<!-- EN: drunkenness -->
<AlcoholHigh.labelNoun>醉酒</AlcoholHigh.labelNoun>
<!-- EN: warm -->
@ -28,7 +28,7 @@
<!-- EN: alcohol tolerance -->
<AlcoholTolerance.label>酒精耐受</AlcoholTolerance.label>
<!-- EN: A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect. -->
<AlcoholTolerance.description>对酒精的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的酒精也就越多。</AlcoholTolerance.description>
<AlcoholTolerance.description>对酒精的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的酒精也就越多。</AlcoholTolerance.description>
<!-- EN: small -->
<AlcoholTolerance.stages.small.label></AlcoholTolerance.stages.small.label>
<!-- EN: large -->

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@ -4,7 +4,7 @@
<!-- EN: ambrosia addiction -->
<AmbrosiaAddiction.label>仙馐果成瘾</AmbrosiaAddiction.label>
<!-- EN: A chemical addiction to ambrosia. Long-term presence of ambrosia has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of ambrosia, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<AmbrosiaAddiction.description>长期过量的食用仙馐果已经造成了神经系统的适应。\n\n如果没有定期食用合适数量的仙馐果戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除仙馐果成瘾。</AmbrosiaAddiction.description>
<AmbrosiaAddiction.description>长期过量的食用仙馐果已经造成了神经系统的适应。 \n\n如果没有定期食用合适数量的仙馐果 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除仙馐果成瘾。</AmbrosiaAddiction.description>
<!-- EN: withdrawal -->
<AmbrosiaAddiction.stages.withdrawal.label>戒断</AmbrosiaAddiction.stages.withdrawal.label>
@ -16,7 +16,7 @@
<!-- EN: ambrosia tolerance -->
<AmbrosiaTolerance.label>仙馐果耐受</AmbrosiaTolerance.label>
<!-- EN: A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect. -->
<AmbrosiaTolerance.description>对仙馐果的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的仙馐果也就越多。</AmbrosiaTolerance.description>
<AmbrosiaTolerance.description>对仙馐果的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的仙馐果也就越多。</AmbrosiaTolerance.description>
<!-- EN: small -->
<AmbrosiaTolerance.stages.small.label></AmbrosiaTolerance.stages.small.label>
<!-- EN: large -->

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@ -4,21 +4,21 @@
<!-- EN: go-juice addiction -->
<GoJuiceAddiction.label>活力水成瘾</GoJuiceAddiction.label>
<!-- EN: A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<GoJuiceAddiction.description>长期过量的摄取活力水已经造成了神经系统的适应。\n\n如果没有定期摄取合适剂量的活力水戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除活力水成瘾。</GoJuiceAddiction.description>
<GoJuiceAddiction.description>长期过量的摄取活力水已经造成了神经系统的适应。 \n\n如果没有定期摄取合适剂量的活力水 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除活力水成瘾。</GoJuiceAddiction.description>
<!-- EN: withdrawal -->
<GoJuiceAddiction.stages.withdrawal.label>戒断反应</GoJuiceAddiction.stages.withdrawal.label>
<!-- EN: high on go-juice -->
<GoJuiceHigh.label>活力水亢奋</GoJuiceHigh.label>
<!-- EN: Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected. -->
<GoJuiceHigh.description>流淌在血液里的活力水化合物能增强战斗能力。它能够增强战斗能力,并且在饮用时直接提升精神力。</GoJuiceHigh.description>
<GoJuiceHigh.description>流淌在血液里的活力水化合物能增强战斗能力。 它能够增强战斗能力, 并且在饮用时直接提升精神力。</GoJuiceHigh.description>
<!-- EN: a go-juice high -->
<GoJuiceHigh.labelNoun>活力水亢奋</GoJuiceHigh.labelNoun>
<!-- EN: go-juice tolerance -->
<GoJuiceTolerance.label>活力水耐受</GoJuiceTolerance.label>
<!-- EN: A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect. -->
<GoJuiceTolerance.description>对活力水的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的活力水也就越多。</GoJuiceTolerance.description>
<GoJuiceTolerance.description>对活力水的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的活力水也就越多。</GoJuiceTolerance.description>
<!-- EN: small -->
<GoJuiceTolerance.stages.small.label></GoJuiceTolerance.stages.small.label>
<!-- EN: large -->

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@ -15,7 +15,7 @@
<!-- EN: blood loss -->
<BloodLoss.label>失血</BloodLoss.label>
<!-- EN: A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.\n\nBlood loss naturally recovers over time as the body slowly regenerates its blood supply. -->
<BloodLoss.description>患者由于大量出血而导致的体内血液含量减少\n轻微失血的影响相对较轻但当失血变得严重时因为其血液里输送氧气的红细胞不足导致患者体内细胞缺氧死亡最后让患者因为多器官衰竭而死。\n随着时间的推移身体内的造血干细胞会慢慢恢复血液的供应患者在会经过一段时间后因此而恢复。</BloodLoss.description>
<BloodLoss.description>患者由于大量出血而导致的体内血液含量减少\n轻微失血的影响相对较轻 但当失血变得严重时, 因为其血液里输送氧气的红细胞不足, 导致患者体内细胞缺氧死亡, 最后让患者因为多器官衰竭而死。 \n随着时间的推移 身体内的造血干细胞会慢慢恢复血液的供应, 患者在会经过一段时间后因此而恢复。</BloodLoss.description>
<!-- EN: minor -->
<BloodLoss.stages.minor-0.label>较轻</BloodLoss.stages.minor-0.label>
<!-- EN: minor -->
@ -30,21 +30,21 @@
<!-- EN: brain shock -->
<BrainShock.label>大脑休克</BrainShock.label>
<!-- EN: After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. -->
<BrainShock.description>大脑的异常反馈状态。这通常是由EMP脉冲撞击大脑植入物导致的异常反馈引起的。</BrainShock.description>
<BrainShock.description>大脑的异常反馈状态。 这通常是由EMP脉冲撞击大脑植入物导致的异常反馈引起的。</BrainShock.description>
<!-- EN: a brain shock -->
<BrainShock.labelNoun>大脑休克</BrainShock.labelNoun>
<!-- EN: catatonic breakdown -->
<CatatonicBreakdown.label>精神崩溃</CatatonicBreakdown.label>
<!-- EN: A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. -->
<CatatonicBreakdown.description>因极度崩溃导致的精神休克状态。患者会失去知觉瘫倒在地。</CatatonicBreakdown.description>
<CatatonicBreakdown.description>因极度崩溃导致的精神休克状态。 患者会失去知觉瘫倒在地。</CatatonicBreakdown.description>
<!-- EN: a catatonic breakdown -->
<CatatonicBreakdown.labelNoun>精神崩溃</CatatonicBreakdown.labelNoun>
<!-- EN: cryptosleep sickness -->
<CryptosleepSickness.label>低温休眠症</CryptosleepSickness.label>
<!-- EN: After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. -->
<CryptosleepSickness.description>使用低温休眠舱所导致的不良反应。为了防止衰老和死亡,低温休眠暂停并取代了许多身体机能。一旦解除低温休眠状态,身体便会花些时间进行机能接管和平衡自然代谢的过程。在此过程中,患者通常会出现恶心、头晕和精神恍惚的症状。</CryptosleepSickness.description>
<CryptosleepSickness.description>使用低温休眠舱所导致的不良反应。 为了防止衰老和死亡, 低温休眠暂停并取代了许多身体机能。 一旦解除低温休眠状态, 身体便会花些时间进行机能接管和平衡自然代谢的过程。 在此过程中, 患者通常会出现恶心、头晕和精神恍惚的症状。</CryptosleepSickness.description>
<!-- EN: drug overdose -->
<DrugOverdose.label>成瘾品过量</DrugOverdose.label>
@ -66,7 +66,7 @@
<!-- EN: food poisoning -->
<FoodPoisoning.label>食物中毒</FoodPoisoning.label>
<!-- EN: Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time. -->
<FoodPoisoning.description>因食用腐烂中或不干净的食物而引起的肠胃疾病。它可能是由于食用腐烂、不卫生或不安全的食物,又或者是因为不卫生的烹饪环境和不合格的厨师所导致的。病人通常会呕吐,并感到恶心一段时间。</FoodPoisoning.description>
<FoodPoisoning.description>因食用腐烂中或不干净的食物而引起的肠胃疾病。 它可能是由于食用腐烂、不卫生或不安全的食物, 又或者是因为不卫生的烹饪环境和不合格的厨师所导致的。 病人通常会呕吐, 并感到恶心一段时间。</FoodPoisoning.description>
<!-- EN: recovering -->
<FoodPoisoning.stages.recovering.label>恢复</FoodPoisoning.stages.recovering.label>
<!-- EN: major -->
@ -77,7 +77,7 @@
<!-- EN: heart attack -->
<HeartAttack.label>心脏病发作</HeartAttack.label>
<!-- EN: A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover. -->
<HeartAttack.description>心脏正常跳动节奏的紊乱或骤停。心脏病发作会使人非常痛苦和虚弱。病症可能会持续恶化并导致死亡,但也可能渐渐好转从而稳定。</HeartAttack.description>
<HeartAttack.description>心脏正常跳动节奏的紊乱或骤停。 心脏病发作会使人非常痛苦和虚弱。 病症可能会持续恶化并导致死亡, 但也可能渐渐好转从而稳定。</HeartAttack.description>
<!-- EN: a heart attack -->
<HeartAttack.labelNoun>心脏病发作</HeartAttack.labelNoun>
<!-- EN: painful -->
@ -90,7 +90,7 @@
<!-- EN: pregnant -->
<Pregnant.label>怀孕</Pregnant.label>
<!-- EN: This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. -->
<Pregnant.description>这只动物正在孕育后代。如果怀孕足月,它就会自然分娩。但如果它在怀孕期间挨饿或受伤,它有可能会流产。</Pregnant.description>
<Pregnant.description>这只动物正在孕育后代。 如果怀孕足月, 它就会自然分娩。 但如果它在怀孕期间挨饿或受伤, 它有可能会流产。</Pregnant.description>
<!-- EN: {0} is pregnant! -->
<Pregnant.comps.HediffComp_MessageAfterTicks.message>{0}怀孕了!</Pregnant.comps.HediffComp_MessageAfterTicks.message>
<!-- EN: pregnancy -->
@ -112,7 +112,7 @@
<!-- EN: psychic hangover -->
<PsychicHangover.label>精神宿醉</PsychicHangover.label>
<!-- EN: An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. -->
<PsychicHangover.description>心灵熵爆发的异常状态。精神上的宿醉很烦人,但并不危险。</PsychicHangover.description>
<PsychicHangover.description>心灵熵爆发的异常状态。 精神上的宿醉很烦人, 但并不危险。</PsychicHangover.description>
<!-- EN: a psychic hangover -->
<PsychicHangover.labelNoun>精神宿醉</PsychicHangover.labelNoun>
<!-- EN: forming -->
@ -123,19 +123,19 @@
<!-- EN: psychic shock -->
<PsychicShock.label>心灵冲击</PsychicShock.label>
<!-- EN: A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off. -->
<PsychicShock.description>大脑的一种精神紊乱状态。由精神波影响脑内激素失调或精神熵的超标引起,这种效果会让生物直到影响消失前都处于精神衰弱的状态。</PsychicShock.description>
<PsychicShock.description>大脑的一种精神紊乱状态。 由精神波影响脑内激素失调或精神熵的超标引起, 这种效果会让生物直到影响消失前都处于精神衰弱的状态。</PsychicShock.description>
<!-- EN: a psychic shock -->
<PsychicShock.labelNoun>心灵冲击</PsychicShock.labelNoun>
<!-- EN: resurrection sickness -->
<ResurrectionSickness.label>复活虚弱</ResurrectionSickness.label>
<!-- EN: After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves. -->
<ResurrectionSickness.description>使用机械液复活尸体的后遗症。被复活的躯体需要一定的时间来恢复机能。</ResurrectionSickness.description>
<ResurrectionSickness.description>使用机械液复活尸体的后遗症。 被复活的躯体需要一定的时间来恢复机能。</ResurrectionSickness.description>
<!-- EN: toxic buildup -->
<ToxicBuildup.label>中毒</ToxicBuildup.label>
<!-- EN: Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.\n\nAt high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.\n\nCreatures who die with toxic buildup cannot be eaten. -->
<ToxicBuildup.description>流淌在血液里的毒素。来源可能是:来自环境的毒素、有毒生物的叮咬、或有毒的武器。\n毒素的积聚是致命的即使是低剂量它也能引发癌症。而死于毒素积聚的生物会因为毒素浓度过高而不能食用。</ToxicBuildup.description>
<ToxicBuildup.description>流淌在血液里的毒素。 来源可能是:来自环境的毒素、有毒生物的叮咬、或有毒的武器。 \n毒素的积聚是致命的 即使是低剂量, 它也能引发癌症。 而死于毒素积聚的生物会因为毒素浓度过高而不能食用。</ToxicBuildup.description>
<!-- EN: initial -->
<ToxicBuildup.stages.initial-0.label>轻微</ToxicBuildup.stages.initial-0.label>
<!-- EN: initial -->

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@ -4,7 +4,7 @@
<!-- EN: malnutrition -->
<Malnutrition.label>营养不良</Malnutrition.label>
<!-- EN: Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleaseant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death.\n\nUpon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal. -->
<Malnutrition.description>身体脂肪和体重低于正常指标,通常是由于长期饥饿引起的。营养不良会让患者心情低落,但它最初的影响是温和的。但如果一直不能得到食物的话,营养不良就会让患者渐渐的失去肌肉质量和工作能力。最严重时,营养不良会导致患者死亡。营养不良会在进食后随着时间的推移自然恢复。处于营养不良状态的动物所需要的食物比正常水平多。</Malnutrition.description>
<Malnutrition.description>身体脂肪和体重低于正常指标, 通常是由于长期饥饿引起的。 营养不良会让患者心情低落, 但它最初的影响是温和的。 但如果一直不能得到食物的话, 营养不良就会让患者渐渐的失去肌肉质量和工作能力。 最严重时, 营养不良会导致患者死亡。 营养不良会在进食后随着时间的推移自然恢复。 处于营养不良状态的动物所需要的食物比正常水平多。</Malnutrition.description>
<!-- EN: trivial -->
<Malnutrition.stages.trivial.label>轻微</Malnutrition.stages.trivial.label>
<!-- EN: minor -->

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@ -4,7 +4,7 @@
<!-- EN: heatstroke -->
<Heatstroke.label>中暑</Heatstroke.label>
<!-- EN: A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. -->
<Heatstroke.description>长时间暴露于高温和日晒的环境下导致的患者体内温度平衡失调状态。患者会感到头晕、虚弱和混乱。中暑会在患者进入凉快的地方后随着时间的推移自然恢复。但如果患者继续在高温环境中活动,中暑会变得更严重,直到患者死亡。</Heatstroke.description>
<Heatstroke.description>长时间暴露于高温和日晒的环境下导致的患者体内温度平衡失调状态。 患者会感到头晕、虚弱和混乱。 中暑会在患者进入凉快的地方后随着时间的推移自然恢复。 但如果患者继续在高温环境中活动, 中暑会变得更严重, 直到患者死亡。</Heatstroke.description>
<!-- EN: initial -->
<Heatstroke.stages.initial-0.label>轻微</Heatstroke.stages.initial-0.label>
<!-- EN: initial -->
@ -19,7 +19,7 @@
<!-- EN: hypothermia -->
<Hypothermia.label>低温症</Hypothermia.label>
<!-- EN: Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments. -->
<Hypothermia.description>长时间暴露于低温环境下导致的患者体内温度平衡失调状态。低温症会在患者进入温暖的地方后随着时间的推移自然恢复。但如果患者继续在低温环境中活动,低温症会变得更严重,直到患者死亡。</Hypothermia.description>
<Hypothermia.description>长时间暴露于低温环境下导致的患者体内温度平衡失调状态。 低温症会在患者进入温暖的地方后随着时间的推移自然恢复。 但如果患者继续在低温环境中活动, 低温症会变得更严重, 直到患者死亡。</Hypothermia.description>
<!-- EN: shivering -->
<Hypothermia.stages.shivering-0.label>轻微</Hypothermia.stages.shivering-0.label>
<!-- EN: shivering -->
@ -34,7 +34,7 @@
<!-- EN: hypothermic slowdown -->
<HypothermicSlowdown.label>慢性低温症</HypothermicSlowdown.label>
<!-- EN: A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation. -->
<HypothermicSlowdown.description>一种特殊的生存状态,被少数生物用于在极冷的环境中生存。尽管气温严寒,但这种生物的体内循环系统会自动适应这个环境,以防止自身的体液结冰。处于此状态的生物的身体机能会减弱,直到气温回暖。生物学家通常称它为“一种醒着的冬眠”。</HypothermicSlowdown.description>
<HypothermicSlowdown.description>一种特殊的生存状态, 被少数生物用于在极冷的环境中生存。 尽管气温严寒, 但这种生物的体内循环系统会自动适应这个环境, 以防止自身的体液结冰。 处于此状态的生物的身体机能会减弱, 直到气温回暖。 生物学家通常称它为“一种醒着的冬眠”。</HypothermicSlowdown.description>
<!-- EN: minor -->
<HypothermicSlowdown.stages.minor-0.label>轻微</HypothermicSlowdown.stages.minor-0.label>
<!-- EN: minor -->

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@ -4,7 +4,7 @@
<!-- EN: alzheimer's -->
<Alzheimers.label>阿尔茨海默病</Alzheimers.label>
<!-- EN: A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. -->
<Alzheimers.description>一种通常由衰老导致且起病隐匿的进行性发展的神经系统退行性疾病。阿尔茨海默病会导致思考和记忆能力随时间逐步退化。大多数情况,患者发病时会表现出忘记自己的亲属、困惑地四处游荡等一系列的行为。</Alzheimers.description>
<Alzheimers.description>一种通常由衰老导致且起病隐匿的进行性发展的神经系统退行性疾病。 阿尔茨海默病会导致思考和记忆能力随时间逐步退化。 大多数情况, 患者发病时会表现出忘记自己的亲属、困惑地四处游荡等一系列的行为。</Alzheimers.description>
<!-- EN: minor -->
<Alzheimers.stages.minor-0.label>较轻</Alzheimers.stages.minor-0.label>
<!-- EN: minor -->
@ -17,7 +17,7 @@
<!-- EN: asthma -->
<Asthma.label>哮喘</Asthma.label>
<!-- EN: A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. -->
<Asthma.description>一种慢性气管疾病。它需要定期的护理来预防症状发作。</Asthma.description>
<Asthma.description>一种慢性气管疾病。 它需要定期的护理来预防症状发作。</Asthma.description>
<!-- EN: minor -->
<Asthma.stages.minor.label>较轻</Asthma.stages.minor.label>
<!-- EN: major -->
@ -40,7 +40,7 @@
<!-- EN: carcinoma -->
<Carcinoma.label>癌症肿瘤</Carcinoma.label>
<!-- EN: A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.\n\nA skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma. -->
<Carcinoma.description>一团癌变组织。如果患者得不到及时的治疗,癌细胞就会随着时间的推移无限制的生长下去,最后导致癌症持续恶化并最终导致患者的死亡。\n一名熟练的医生能移除癌细胞但一名不熟练的医生则只能简单的切除含癌的器官或肢体。</Carcinoma.description>
<Carcinoma.description>一团癌变组织。 如果患者得不到及时的治疗, 癌细胞就会随着时间的推移无限制的生长下去, 最后导致癌症持续恶化并最终导致患者的死亡。 \n一名熟练的医生能移除癌细胞 但一名不熟练的医生则只能简单的切除含癌的器官或肢体。</Carcinoma.description>
<!-- EN: a carcinoma -->
<Carcinoma.labelNoun>癌症肿瘤</Carcinoma.labelNoun>
<!-- EN: minor -->
@ -59,14 +59,14 @@
<!-- EN: cataract -->
<Cataract.label>白内障</Cataract.label>
<!-- EN: Milky-looking opacity in the eye. Cataracts impair vision. -->
<Cataract.description>因晶状体的蛋白质变性发生混浊导致的。会影响患者的视力。</Cataract.description>
<Cataract.description>因晶状体的蛋白质变性发生混浊导致的。 会影响患者的视力。</Cataract.description>
<!-- EN: a cataract -->
<Cataract.labelNoun>白内障</Cataract.labelNoun>
<!-- EN: dementia -->
<Dementia.label>痴呆</Dementia.label>
<!-- EN: Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. -->
<Dementia.description>神经系统退行性疾病。会导致思考和记忆能力的缺陷。痴呆症有多种原因,包括衰老、特定疾病和毒素。</Dementia.description>
<Dementia.description>神经系统退行性疾病。 会导致思考和记忆能力的缺陷。 痴呆症有多种原因, 包括衰老、特定疾病和毒素。</Dementia.description>
<!-- EN: frail -->
<Frail.label>体弱</Frail.label>
@ -78,12 +78,12 @@
<!-- EN: hearing loss -->
<HearingLoss.label>耳聋</HearingLoss.label>
<!-- EN: Inability to hear quiet sounds due to degradation of hair cells in the cochlea. -->
<HearingLoss.description>耳蜗质性病变导致声音信息的异常传递。患者通常表现为不同等级的听力损失。</HearingLoss.description>
<HearingLoss.description>耳蜗质性病变导致声音信息的异常传递。 患者通常表现为不同等级的听力损失。</HearingLoss.description>
<!-- EN: artery blockage -->
<HeartArteryBlockage.label>动脉阻塞</HeartArteryBlockage.label>
<!-- EN: A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. -->
<HeartArteryBlockage.description>心脏中的重要动脉被阻塞了。动脉阻塞会导致不定期的心脏病发作。</HeartArteryBlockage.description>
<HeartArteryBlockage.description>心脏中的重要动脉被阻塞了。 动脉阻塞会导致不定期的心脏病发作。</HeartArteryBlockage.description>
<!-- EN: an artery blockage -->
<HeartArteryBlockage.labelNoun>动脉阻塞</HeartArteryBlockage.labelNoun>
<!-- EN: minor -->

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@ -4,7 +4,7 @@
<!-- EN: flu -->
<Animal_Flu.label>流感</Animal_Flu.label>
<!-- EN: An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. -->
<Animal_Flu.description>由流感病毒引起的传染病。这种疾病可以感染动物。</Animal_Flu.description>
<Animal_Flu.description>由流感病毒引起的传染病。 这种疾病可以感染动物。</Animal_Flu.description>
<!-- EN: minor -->
<Animal_Flu.stages.minor.label>较轻</Animal_Flu.stages.minor.label>
<!-- EN: major -->
@ -15,7 +15,7 @@
<!-- EN: plague -->
<Animal_Plague.label>瘟疫</Animal_Plague.label>
<!-- EN: An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. -->
<Animal_Plague.description>由细菌引起的传染病。这种疾病可以感染动物。</Animal_Plague.description>
<Animal_Plague.description>由细菌引起的传染病。 这种疾病可以感染动物。</Animal_Plague.description>
<!-- EN: minor -->
<Animal_Plague.stages.minor.label>较轻</Animal_Plague.stages.minor.label>
<!-- EN: major -->
@ -28,7 +28,7 @@
<!-- EN: fibrous mechanites -->
<FibrousMechanites.label>肌纤维纳米机械感染</FibrousMechanites.label>
<!-- EN: Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites. -->
<FibrousMechanites.description>由存在于肌纤维中的纳米机械引起的增强患者操作能力的疾病。它能增强患者的全身肌肉力量,但同时也会引起剧烈的疼痛。这些可能是肌纤维增强机械液的突变成分。</FibrousMechanites.description>
<FibrousMechanites.description>由存在于肌纤维中的纳米机械引起的增强患者操作能力的疾病。 它能增强患者的全身肌肉力量, 但同时也会引起剧烈的疼痛。 这些可能是肌纤维增强机械液的突变成分。</FibrousMechanites.description>
<!-- EN: mild pain -->
<FibrousMechanites.stages.mild_pain.label>轻度疼痛</FibrousMechanites.stages.mild_pain.label>
<!-- EN: intense pain -->
@ -48,7 +48,7 @@
<!-- EN: gut worms -->
<GutWorms.label>肠道蠕虫</GutWorms.label>
<!-- EN: Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. -->
<GutWorms.description>由肠道中的寄生虫引起的疾病。患者会因为营养流失变的更容易饥饿。</GutWorms.description>
<GutWorms.description>由肠道中的寄生虫引起的疾病。 患者会因为营养流失变的更容易饥饿。</GutWorms.description>
<!-- EN: malaria -->
<Malaria.label>疟疾</Malaria.label>
@ -64,7 +64,7 @@
<!-- EN: muscle parasites -->
<MuscleParasites.label>肌肉寄生虫</MuscleParasites.label>
<!-- EN: Parasitic creatures in the muscles. These cause weakness and a lack of coordination. -->
<MuscleParasites.description>由肌肉中的寄生虫引起的疾病。患者会变的虚弱和缺乏协调。</MuscleParasites.description>
<MuscleParasites.description>由肌肉中的寄生虫引起的疾病。 患者会变的虚弱和缺乏协调。</MuscleParasites.description>
<!-- EN: plague -->
<Plague.label>瘟疫</Plague.label>
@ -82,7 +82,7 @@
<!-- EN: sensory mechanites -->
<SensoryMechanites.label>感官纳米机械感染</SensoryMechanites.label>
<!-- EN: Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites. -->
<SensoryMechanites.description>由存在于神经系统中的纳米机械引起的增强患者感官能力的疾病。它能增强患者的感官,但同时也会引起剧烈的疼痛。这些可能是感官增强机械液的突变成分。</SensoryMechanites.description>
<SensoryMechanites.description>由存在于神经系统中的纳米机械引起的增强患者感官能力的疾病。 它能增强患者的感官, 但同时也会引起剧烈的疼痛。 这些可能是感官增强机械液的突变成分。</SensoryMechanites.description>
<!-- EN: mild pain -->
<SensoryMechanites.stages.mild_pain.label>轻度疼痛</SensoryMechanites.stages.mild_pain.label>
<!-- EN: intense pain -->
@ -91,7 +91,7 @@
<!-- EN: sleeping sickness -->
<SleepingSickness.label>昏睡病</SleepingSickness.label>
<!-- EN: An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection. -->
<SleepingSickness.description>由寄生虫引起的传染病。昏睡病不像其他一些疾病那样致命,但治疗过程漫长。身体的免疫系统需要很长时间才能清除病原体。</SleepingSickness.description>
<SleepingSickness.description>由寄生虫引起的传染病。 昏睡病不像其他一些疾病那样致命, 但治疗过程漫长。 身体的免疫系统需要很长时间才能清除病原体。</SleepingSickness.description>
<!-- EN: minor -->
<SleepingSickness.stages.minor-0.label>较轻</SleepingSickness.stages.minor-0.label>
<!-- EN: minor -->
@ -106,7 +106,7 @@
<!-- EN: infection -->
<WoundInfection.label>感染</WoundInfection.label>
<!-- EN: Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.\n\nThrough aeons of human warfare, infections have often taken more lives than the wounds themselves. -->
<WoundInfection.description>因伤口接触到大量细菌所引发的全身性炎症反应。如果患者得不到及时的治疗,细菌就会随时间的推移无限制的繁殖下去,最终导致血液中毒和死亡。在亿万年之间发生过的无数战争之中,杀死生命的往往不是伤口,而是伴随着伤口出现的感染。</WoundInfection.description>
<WoundInfection.description>因伤口接触到大量细菌所引发的全身性炎症反应。 如果患者得不到及时的治疗, 细菌就会随时间的推移无限制的繁殖下去, 最终导致血液中毒和死亡。 在亿万年之间发生过的无数战争之中, 杀死生命的往往不是伤口, 而是伴随着伤口出现的感染。</WoundInfection.description>
<!-- EN: an infection -->
<WoundInfection.labelNoun>感染</WoundInfection.labelNoun>
<!-- EN: minor -->

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@ -146,7 +146,7 @@
<!-- EN: frostbite -->
<Frostbite.label>冻伤</Frostbite.label>
<!-- EN: Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. -->
<Frostbite.description>冻伤是由于寒冷潮湿作用引起的患者局部或全身损伤。冻伤非常痛苦,患者经常会被迫失去冻伤的身体部位。</Frostbite.description>
<Frostbite.description>冻伤是由于寒冷潮湿作用引起的患者局部或全身损伤。 冻伤非常痛苦, 患者经常会被迫失去冻伤的身体部位。</Frostbite.description>
<!-- EN: tended -->
<Frostbite.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Frostbite.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->

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@ -19,7 +19,7 @@
<!-- EN: resurrection psychosis -->
<ResurrectionPsychosis.label>复活精神混沌</ResurrectionPsychosis.label>
<!-- EN: Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.\n\nResurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence. -->
<ResurrectionPsychosis.description>由复活机械液所引起的精神混沌状态。复活精神混沌最终会发展为精神错乱和死亡。\n被复活的生物体需要机械液在细胞层面上重建他们的身体。但纳米机械总是有可能在一些重要的地方出错并导致对生物体的中枢神经系统造成严重破坏。尸体距离死亡时间越久机械液就需要越多的工作时间来复活它并提高了出错的可能性。</ResurrectionPsychosis.description>
<ResurrectionPsychosis.description>由复活机械液所引起的精神混沌状态。 复活精神混沌最终会发展为精神错乱和死亡。 \n被复活的生物体需要机械液在细胞层面上重建他们的身体。 但纳米机械总是有可能在一些重要的地方出错并导致对生物体的中枢神经系统造成严重破坏。 尸体距离死亡时间越久, 机械液就需要越多的工作时间来复活它, 并提高了出错的可能性。</ResurrectionPsychosis.description>
<!-- EN: early -->
<ResurrectionPsychosis.stages.early-0.label>早期</ResurrectionPsychosis.stages.early-0.label>
<!-- EN: early -->
@ -38,7 +38,7 @@
<!-- EN: scaria -->
<Scaria.label>狂暴症</Scaria.label>
<!-- EN: A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather. -->
<Scaria.description>这种疾病会使受感染的生物进入狂暴状态。感染的动物能够通过特殊的医疗手术进行治疗但首先要将其击倒。如果不妥善处理这个疾病会在大约5天后使这个生物死亡。这种疾病会产生扩散全身的毒素并且会腐蚀皮肤。感染狂暴症的动物死亡时有可能会变质因此而不能被屠宰来获取皮革和肉。</Scaria.description>
<Scaria.description>这种疾病会使受感染的生物进入狂暴状态。 感染的动物能够通过特殊的医疗手术进行治疗, 但首先要将其击倒。 如果不妥善处理, 这个疾病会在大约5天后使这个生物死亡。 这种疾病会产生扩散全身的毒素, 并且会腐蚀皮肤。 感染狂暴症的动物死亡时有可能会变质, 因此而不能被屠宰来获取皮革和肉。</Scaria.description>
<!-- EN: sterilized -->
<Sterilized.label>已绝育</Sterilized.label>
@ -48,7 +48,7 @@
<!-- EN: trauma savant -->
<TraumaSavant.label>创伤激发</TraumaSavant.label>
<!-- EN: An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak. -->
<TraumaSavant.description>脑细胞损伤引起的异常状态。大脑在收到损伤时,可能会让患者在某些领域发展出极端的天分,但会让患者无法进行正常的交流。</TraumaSavant.description>
<TraumaSavant.description>脑细胞损伤引起的异常状态。 大脑在收到损伤时, 可能会让患者在某些领域发展出极端的天分, 但会让患者无法进行正常的交流。</TraumaSavant.description>
<!-- EN: trauma -->
<TraumaSavant.labelNoun>创伤激发</TraumaSavant.labelNoun>

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@ -4,7 +4,7 @@
<!-- EN: dirt -->
<DirtInEyes.label>尘土</DirtInEyes.label>
<!-- EN: Dirt in the eyes. It impairs vision, but can be cleared in a few moments. -->
<DirtInEyes.description>眼睛里进尘土了。它会影响视力,但几分钟之内便会被清理干净。</DirtInEyes.description>
<DirtInEyes.description>眼睛里进尘土了。 它会影响视力, 但几分钟之内便会被清理干净。</DirtInEyes.description>
<!-- EN: blind -->
<DirtInEyes.battleStateLabel>致盲</DirtInEyes.battleStateLabel>
<!-- EN: dirt -->
@ -13,7 +13,7 @@
<!-- EN: gravel -->
<GravelInEyes.label>沙砾</GravelInEyes.label>
<!-- EN: Gravel in the eyes. It impairs vision, but can be cleared in a few moments. -->
<GravelInEyes.description>眼睛里进沙砾了。它会影响视力,但几分钟之内便会被清理干净。</GravelInEyes.description>
<GravelInEyes.description>眼睛里进沙砾了。 它会影响视力, 但几分钟之内便会被清理干净。</GravelInEyes.description>
<!-- EN: blind -->
<GravelInEyes.battleStateLabel>致盲</GravelInEyes.battleStateLabel>
<!-- EN: gravel -->
@ -22,7 +22,7 @@
<!-- EN: mud -->
<MudInEyes.label>泥浆</MudInEyes.label>
<!-- EN: Mud in the eyes. It impairs vision, but can be cleared in a few moments. -->
<MudInEyes.description>眼睛里进泥浆了。它会影响视力,但几分钟之内便会被清理干净。</MudInEyes.description>
<MudInEyes.description>眼睛里进泥浆了。 它会影响视力, 但几分钟之内便会被清理干净。</MudInEyes.description>
<!-- EN: blind -->
<MudInEyes.battleStateLabel>致盲</MudInEyes.battleStateLabel>
<!-- EN: mud -->
@ -31,7 +31,7 @@
<!-- EN: sand -->
<SandInEyes.label>沙子</SandInEyes.label>
<!-- EN: Sand in the eyes. It impairs vision, but can be cleared within a few moments. -->
<SandInEyes.description>眼睛里进沙子了。它会影响视力,但几分钟之内便会被清理干净。</SandInEyes.description>
<SandInEyes.description>眼睛里进沙子了。 它会影响视力, 但几分钟之内便会被清理干净。</SandInEyes.description>
<!-- EN: blind -->
<SandInEyes.battleStateLabel>致盲</SandInEyes.battleStateLabel>
<!-- EN: sand -->
@ -40,7 +40,7 @@
<!-- EN: water -->
<WaterInEyes.label></WaterInEyes.label>
<!-- EN: Water in the eyes. It impairs vision, but can be cleared in a few moments. -->
<WaterInEyes.description>残留在眼睛里的水会影响视力,但几分钟之内便会被清理干净。</WaterInEyes.description>
<WaterInEyes.description>残留在眼睛里的水会影响视力, 但几分钟之内便会被清理干净。</WaterInEyes.description>
<!-- EN: blind -->
<WaterInEyes.battleStateLabel>致盲</WaterInEyes.battleStateLabel>
<!-- EN: water -->

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@ -4,13 +4,13 @@
<!-- EN: luciferium need -->
<LuciferiumAddiction.label>魔鬼素渴求</LuciferiumAddiction.label>
<!-- EN: Luciferium mechanites in the body. Luciferium mechanites decohere over time; only regular doses of fresh luciferium can prevent this process.\n\nWithout luciferium, the mechanite decoherence will reach a critical state, causing the victim to go insane and die. -->
<LuciferiumAddiction.description>体内来源于魔鬼素的纳米机械正在随着时间的推移而消失;只有定期服用魔鬼素才能阻止这个过程。一旦宿主离开了魔鬼素,纳米机械的稳定性将随着时间流逝达到一个临界状态,并导致宿主的精神紊乱和死亡。</LuciferiumAddiction.description>
<LuciferiumAddiction.description>体内来源于魔鬼素的纳米机械正在随着时间的推移而消失;只有定期服用魔鬼素才能阻止这个过程。 一旦宿主离开了魔鬼素, 纳米机械的稳定性将随着时间流逝达到一个临界状态, 并导致宿主的精神紊乱和死亡。</LuciferiumAddiction.description>
<!-- EN: unmet -->
<LuciferiumAddiction.stages.unmet.label>未满足</LuciferiumAddiction.stages.unmet.label>
<!-- EN: luciferium -->
<LuciferiumHigh.label>魔鬼素</LuciferiumHigh.label>
<!-- EN: Active luciferium mechanites in the body. They improve the body's functioning in all respects. However, if they are not regularly replenished with more doses of luciferium, they lose cohesion and drive the user insane. -->
<LuciferiumHigh.description>宿主体内有处于激活态的魔鬼素。它能改善宿主的各项身体机能。然而,代价是如果不定期补充更多剂量的魔鬼素,它们就会失去控制并让宿主濒临崩溃。最后杀死它的宿主。</LuciferiumHigh.description>
<LuciferiumHigh.description>宿主体内有处于激活态的魔鬼素。 它能改善宿主的各项身体机能。 然而, 代价是如果不定期补充更多剂量的魔鬼素, 它们就会失去控制并让宿主濒临崩溃。 最后杀死它的宿主。</LuciferiumHigh.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: penoxycyline -->
<PenoxycylineHigh.label>佩诺西林</PenoxycylineHigh.label>
<!-- EN: Penoxycyline-induced immunity to certain illnesses. This only blocks new infections; it does nothing for those who are already infected, even if their infection is dormant. -->
<PenoxycylineHigh.description>一种可以预防传染病的药物成分。这只能用于阻止新的传染疾病的发生,它对那些已经感染了传染病的患者没有任何作用。</PenoxycylineHigh.description>
<PenoxycylineHigh.description>一种可以预防传染病的药物成分。 这只能用于阻止新的传染疾病的发生, 它对那些已经感染了传染病的患者没有任何作用。</PenoxycylineHigh.description>
</LanguageData>

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@ -4,14 +4,14 @@
<!-- EN: psychite addiction -->
<PsychiteAddiction.label>精神药物成瘾</PsychiteAddiction.label>
<!-- EN: A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<PsychiteAddiction.description>长期过量的使用精神药物已经造成了神经系统的适应。\n\n如果没有定期使用合适剂量的精神药物戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除精神药物成瘾。</PsychiteAddiction.description>
<PsychiteAddiction.description>长期过量的使用精神药物已经造成了神经系统的适应。 \n\n如果没有定期使用合适剂量的精神药物 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除精神药物成瘾。</PsychiteAddiction.description>
<!-- EN: withdrawal -->
<PsychiteAddiction.stages.withdrawal.label>戒断反应</PsychiteAddiction.stages.withdrawal.label>
<!-- EN: psychite tolerance -->
<PsychiteTolerance.label>精神药物耐受</PsychiteTolerance.label>
<!-- EN: A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. -->
<PsychiteTolerance.description>对精神药物的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的精神药物也就越多。</PsychiteTolerance.description>
<PsychiteTolerance.description>对精神药物的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的精神药物也就越多。</PsychiteTolerance.description>
<!-- EN: small -->
<PsychiteTolerance.stages.small.label></PsychiteTolerance.stages.small.label>
<!-- EN: large -->

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@ -4,7 +4,7 @@
<!-- EN: smokeleaf dependence -->
<SmokeleafAddiction.label>大麻成瘾</SmokeleafAddiction.label>
<!-- EN: A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<SmokeleafAddiction.description>长期过量的摄取大麻已经造成了神经系统的适应。\n\n如果没有定期摄取合适剂量的大麻戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除大麻成瘾。</SmokeleafAddiction.description>
<SmokeleafAddiction.description>长期过量的摄取大麻已经造成了神经系统的适应。 \n\n如果没有定期摄取合适剂量的大麻 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除大麻成瘾。</SmokeleafAddiction.description>
<!-- EN: withdrawal -->
<SmokeleafAddiction.stages.withdrawal.label>戒断反应</SmokeleafAddiction.stages.withdrawal.label>
@ -18,7 +18,7 @@
<!-- EN: smokeleaf tolerance -->
<SmokeleafTolerance.label>大麻耐受</SmokeleafTolerance.label>
<!-- EN: A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect. -->
<SmokeleafTolerance.description>对大麻的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的大麻也就越多。</SmokeleafTolerance.description>
<SmokeleafTolerance.description>对大麻的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的大麻也就越多。</SmokeleafTolerance.description>
<!-- EN: small -->
<SmokeleafTolerance.stages.small.label></SmokeleafTolerance.stages.small.label>
<!-- EN: large -->

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@ -4,21 +4,21 @@
<!-- EN: wake-up addiction -->
<WakeUpAddiction.label>清醒丸成瘾</WakeUpAddiction.label>
<!-- EN: A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.\n\nWithout regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. -->
<WakeUpAddiction.description>长期过量的服用清醒丸已经造成了神经系统的适应。\n\n如果没有定期服用合适剂量的清醒丸戒断反应就会开始。长时间的戒断会迫使大脑适应并恢复到正常状态从而戒除清醒丸成瘾。</WakeUpAddiction.description>
<WakeUpAddiction.description>长期过量的服用清醒丸已经造成了神经系统的适应。 \n\n如果没有定期服用合适剂量的清醒丸 戒断反应就会开始。 长时间的戒断会迫使大脑适应并恢复到正常状态, 从而戒除清醒丸成瘾。</WakeUpAddiction.description>
<!-- EN: withdrawal -->
<WakeUpAddiction.stages.withdrawal.label>戒断反应</WakeUpAddiction.stages.withdrawal.label>
<!-- EN: high on wake-up -->
<WakeUpHigh.label>清醒丸亢奋</WakeUpHigh.label>
<!-- EN: Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation. -->
<WakeUpHigh.description>流淌在血液里的清醒丸化合物能通过刺激大脑来满足休息需求。还能够提高注意力,提升工作效率。它也能提升冥想时的精神力增幅。</WakeUpHigh.description>
<WakeUpHigh.description>流淌在血液里的清醒丸化合物能通过刺激大脑来满足休息需求。 还能够提高注意力, 提升工作效率。 它也能提升冥想时的精神力增幅。</WakeUpHigh.description>
<!-- EN: a wake-up high -->
<WakeUpHigh.labelNoun>清醒丸亢奋</WakeUpHigh.labelNoun>
<!-- EN: wake-up tolerance -->
<WakeUpTolerance.label>清醒丸耐受</WakeUpTolerance.label>
<!-- EN: A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect. -->
<WakeUpTolerance.description>对清醒丸的长期耐受性。耐受性越严重,想达到和之前同样的效果所需要的清醒丸也就越多。</WakeUpTolerance.description>
<WakeUpTolerance.description>对清醒丸的长期耐受性。 耐受性越严重, 想达到和之前同样的效果所需要的清醒丸也就越多。</WakeUpTolerance.description>
<!-- EN: small -->
<WakeUpTolerance.stages.small.label></WakeUpTolerance.stages.small.label>
<!-- EN: large -->

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@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities. -->
<Human.hediffGivers.TraumaSavant.letter>[PAWN_nameDef]因为大脑受伤,获得了某种奇怪的天才般的能力。</Human.hediffGivers.TraumaSavant.letter>
<Human.hediffGivers.TraumaSavant.letter>[PAWN_nameDef]因为大脑受伤, 获得了某种奇怪的天才般的能力。</Human.hediffGivers.TraumaSavant.letter>
<!-- EN: Trauma savant -->
<Human.hediffGivers.TraumaSavant.letterLabel>创伤激发</Human.hediffGivers.TraumaSavant.letterLabel>

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@ -6,69 +6,69 @@
<!-- EN: Animal disease: Flu -->
<Disease_AnimalFlu.letterLabel>动物疾病(流感)</Disease_AnimalFlu.letterLabel>
<!-- EN: {0} of your animals have gotten sick from {2}.\n\nMake sure that they get proper treatment and rest as much as possible.\n\nThe following animals have gotten sick:\n\n{3} -->
<Disease_AnimalFlu.letterText>{0}动物患上了{2}。\n\n确保它们得到适当的治疗并尽可能休息。\n\n以下动物生病了\n\n{3}</Disease_AnimalFlu.letterText>
<Disease_AnimalFlu.letterText>{0}动物患上了{2}。 \n\n确保它们得到适当的治疗并尽可能休息。 \n\n以下动物生病了\n\n{3}</Disease_AnimalFlu.letterText>
<!-- EN: plague (animals) -->
<Disease_AnimalPlague.label>瘟疫(动物)</Disease_AnimalPlague.label>
<!-- EN: Animal disease: Plague -->
<Disease_AnimalPlague.letterLabel>动物疾病(瘟疫)</Disease_AnimalPlague.letterLabel>
<!-- EN: {0} of your animals have gotten sick from {2}.\n\nMake sure that they get proper treatment and rest as much as possible.\n\nThe following animals have gotten sick:\n\n{3} -->
<Disease_AnimalPlague.letterText>{0}动物患上了{2}。\n\n确保它们得到适当的治疗并尽可能休息。\n\n以下动物生病了\n\n{3}</Disease_AnimalPlague.letterText>
<Disease_AnimalPlague.letterText>{0}动物患上了{2}。 \n\n确保它们得到适当的治疗并尽可能休息。 \n\n以下动物生病了\n\n{3}</Disease_AnimalPlague.letterText>
<!-- EN: fibrous mechanites -->
<Disease_FibrousMechanites.label>纤维纳米机械感染</Disease_FibrousMechanites.label>
<!-- EN: Disease: Fibrous mechanites -->
<Disease_FibrousMechanites.letterLabel>疾病(纤维纳米机械感染)</Disease_FibrousMechanites.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_FibrousMechanites.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_FibrousMechanites.letterText>
<Disease_FibrousMechanites.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_FibrousMechanites.letterText>
<!-- EN: flu -->
<Disease_Flu.label>流感</Disease_Flu.label>
<!-- EN: Disease: Flu -->
<Disease_Flu.letterLabel>疾病(流感)</Disease_Flu.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_Flu.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_Flu.letterText>
<Disease_Flu.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_Flu.letterText>
<!-- EN: gut worms -->
<Disease_GutWorms.label>肠道蠕虫</Disease_GutWorms.label>
<!-- EN: Disease: Gut worms -->
<Disease_GutWorms.letterLabel>疾病(肠道蠕虫)</Disease_GutWorms.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_GutWorms.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_GutWorms.letterText>
<Disease_GutWorms.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_GutWorms.letterText>
<!-- EN: malaria -->
<Disease_Malaria.label>疟疾</Disease_Malaria.label>
<!-- EN: Disease: Malaria -->
<Disease_Malaria.letterLabel>疾病(疟疾)</Disease_Malaria.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_Malaria.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_Malaria.letterText>
<Disease_Malaria.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_Malaria.letterText>
<!-- EN: muscle parasites -->
<Disease_MuscleParasites.label>肌肉寄生虫</Disease_MuscleParasites.label>
<!-- EN: Disease: Muscle parasites -->
<Disease_MuscleParasites.letterLabel>疾病(肌肉寄生虫)</Disease_MuscleParasites.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_MuscleParasites.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_MuscleParasites.letterText>
<Disease_MuscleParasites.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_MuscleParasites.letterText>
<!-- EN: plague -->
<Disease_Plague.label>瘟疫</Disease_Plague.label>
<!-- EN: Disease: Plague -->
<Disease_Plague.letterLabel>疾病(瘟疫)</Disease_Plague.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_Plague.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_Plague.letterText>
<Disease_Plague.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_Plague.letterText>
<!-- EN: sensory mechanites -->
<Disease_SensoryMechanites.label>感官纳米机械感染</Disease_SensoryMechanites.label>
<!-- EN: Disease: Sensory mechanites -->
<Disease_SensoryMechanites.letterLabel>疾病(感官纳米机械感染)</Disease_SensoryMechanites.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_SensoryMechanites.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_SensoryMechanites.letterText>
<Disease_SensoryMechanites.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_SensoryMechanites.letterText>
<!-- EN: sleeping sickness -->
<Disease_SleepingSickness.label>嗜睡病</Disease_SleepingSickness.label>
<!-- EN: Disease: Sleeping sickness -->
<Disease_SleepingSickness.letterLabel>疾病(嗜睡症)</Disease_SleepingSickness.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_SleepingSickness.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_SleepingSickness.letterText>
<Disease_SleepingSickness.letterText>{0}{1}患上了{2}。 \n\n确保有病床和医生 使他们得到适当的治疗并尽可能卧床休息。 \n\n以下{1}生病了:\n\n{3}</Disease_SleepingSickness.letterText>
</LanguageData>

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@ -9,13 +9,13 @@
<!-- EN: Ambrosia sprout -->
<AmbrosiaSprout.letterLabel>仙馐树萌芽</AmbrosiaSprout.letterLabel>
<!-- EN: A grove of the mysterious ambrosia bush has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive fruit. -->
<AmbrosiaSprout.letterText>附近有一片神秘的仙馐树发芽了!如果你等这些植物长成,你可以收获美味的、令人愉悦的、成瘾性轻微的果子。</AmbrosiaSprout.letterText>
<AmbrosiaSprout.letterText>附近有一片神秘的仙馐树发芽了!如果你等这些植物长成, 你可以收获美味的、令人愉悦的、成瘾性轻微的果子。</AmbrosiaSprout.letterText>
<!-- EN: cold snap -->
<ColdSnap.label>寒流</ColdSnap.label>
<!-- EN: Cold snap -->
<ColdSnap.letterLabel>寒流</ColdSnap.letterLabel>
<ColdSnap.letterText>一场罕见的寒流开始了。\n\n寒流中低温症是致命的。确保室内的热量才能生存下去穿上合适的衣物并且设法在作物冻死之前进行收获。</ColdSnap.letterText>
<ColdSnap.letterText>一场罕见的寒流开始了。 \n\n寒流中 低温症是致命的。 确保室内的热量才能生存下去, 穿上合适的衣物, 并且设法在作物冻死之前进行收获。</ColdSnap.letterText>
<!-- EN: crop blight -->
<CropBlight.label>枯萎病</CropBlight.label>
@ -27,27 +27,27 @@
<Flashstorm.label>闪电风暴</Flashstorm.label>
<!-- EN: Flashstorm -->
<Flashstorm.letterLabel>闪电风暴</Flashstorm.letterLabel>
<Flashstorm.letterText>极少量的闪电击中一个小区域。这会引起巨大的火灾。</Flashstorm.letterText>
<Flashstorm.letterText>极少量的闪电击中一个小区域。 这会引起巨大的火灾。</Flashstorm.letterText>
<!-- EN: heat wave -->
<HeatWave.label>热浪</HeatWave.label>
<!-- EN: Heat wave -->
<HeatWave.letterLabel>热浪</HeatWave.letterLabel>
<HeatWave.letterText>一场罕见的热浪开始了。\n\n在热浪中如果中暑极易死亡。建造冷却器来降温或呆在清凉的山洞深处。</HeatWave.letterText>
<HeatWave.letterText>一场罕见的热浪开始了。 \n\n在热浪中如果中暑 极易死亡。 建造冷却器来降温或呆在清凉的山洞深处。</HeatWave.letterText>
<!-- EN: herd migration -->
<HerdMigration.label>兽群迁徙</HerdMigration.label>
<!-- EN: Animal migration: {0} -->
<HerdMigration.letterLabel>动物迁徙: {0}</HerdMigration.letterLabel>
<!-- EN: A group of {0} is passing through the area.\n\nThey won't attack unless provoked. -->
<HerdMigration.letterText>一群{0}经过此区域。\n\n除非被激怒它们不会攻击你。</HerdMigration.letterText>
<HerdMigration.letterText>一群{0}经过此区域。 \n\n除非被激怒 它们不会攻击你。</HerdMigration.letterText>
<!-- EN: meteorite impact -->
<MeteoriteImpact.label>陨石撞击</MeteoriteImpact.label>
<!-- EN: Meteorite -->
<MeteoriteImpact.letterLabel>陨石</MeteoriteImpact.letterLabel>
<!-- EN: A large meteorite has struck ground in the area. It has left behind a lump of {0}. -->
<MeteoriteImpact.letterText>一颗巨大的陨石撞击了此区域的地面。留下了一块{0}。</MeteoriteImpact.letterText>
<MeteoriteImpact.letterText>一颗巨大的陨石撞击了此区域的地面。 留下了一块{0}。</MeteoriteImpact.letterText>
<!-- EN: psychic drone -->
<PsychicDrone.label>心灵低语</PsychicDrone.label>
@ -79,24 +79,24 @@
<ToxicFallout.label>有毒尘埃</ToxicFallout.label>
<!-- EN: Toxic fallout -->
<ToxicFallout.letterLabel>有毒尘埃</ToxicFallout.letterLabel>
<ToxicFallout.letterText>遥远地方的一起化学品火灾释放的有毒尘埃弥漫了整个地区。\n\n不在屋顶下的人类和动物都会慢慢被有空气中的有毒粉尘致病。\n\n毒雾会持续在几天或超过一个月。</ToxicFallout.letterText>
<ToxicFallout.letterText>遥远地方的一起化学品火灾释放的有毒尘埃弥漫了整个地区。 \n\n不在屋顶下的人类和动物都会慢慢被有空气中的有毒粉尘致病。 \n\n毒雾会持续在几天或超过一个月。</ToxicFallout.letterText>
<!-- EN: volcanic winter -->
<VolcanicWinter.label>火山冬天</VolcanicWinter.label>
<!-- EN: Volcanic winter -->
<VolcanicWinter.letterLabel>火山冬天</VolcanicWinter.letterLabel>
<VolcanicWinter.letterText>一个遥远的超级火山爆发了,喷出的火山灰散布在数百万平方公里的大气中。\n\n火山灰在大气中遮蔽了太阳。气温下降、植物会缺乏阳光而枯萎。火山灰有可能在几周内散去或者持续几个月。</VolcanicWinter.letterText>
<VolcanicWinter.letterText>一个遥远的超级火山爆发了, 喷出的火山灰散布在数百万平方公里的大气中。 \n\n火山灰在大气中遮蔽了太阳。 气温下降、植物会缺乏阳光而枯萎。 火山灰有可能在几周内散去, 或者持续几个月。</VolcanicWinter.letterText>
<!-- EN: wanderer join -->
<WandererJoin.label>流浪者加入</WandererJoin.label>
<WandererJoin.letterLabel>流浪者{PAWN_nameDef}加入</WandererJoin.letterLabel>
<WandererJoin.letterText>一个名叫{PAWN_nameDef}的{PAWN_title}来到这里并加入。{PAWN_pronoun}是{PAWN_title}。\n\n{PAWN_pronoun}愿意出力,但不会自动离开。如果你不欢迎{PAWN_nameDef},可以放逐{PAWN_objective},将{PAWN_objective}卖给奴隶贩子,或者简单地杀掉。但其他人可能会因此而感到不安。</WandererJoin.letterText>
<WandererJoin.letterText>一个名叫{PAWN_nameDef}的{PAWN_title}来到这里并加入。 {PAWN_pronoun}是{PAWN_title}。 \n\n{PAWN_pronoun}愿意出力, 但不会自动离开。 如果你不欢迎{PAWN_nameDef} 可以放逐{PAWN_objective} 将{PAWN_objective}卖给奴隶贩子, 或者简单地杀掉。 但其他人可能会因此而感到不安。</WandererJoin.letterText>
<!-- EN: wild man wanders in -->
<WildManWandersIn.label>游荡的野人</WildManWandersIn.label>
<!-- EN: {PAWN_kind} wanders in -->
<WildManWandersIn.letterLabel>游荡的野人</WildManWandersIn.letterLabel>
<!-- EN: A person living among wild animals has wandered into the area. {PAWN_pronoun}'s called {0}.\n\nYou can attempt to tame or arrest {PAWN_objective}. -->
<WildManWandersIn.letterText>一个长期以来像动物一样生存的人游荡到了这个区域,{PAWN_pronoun}叫{0}。\n\n你可以尝试去驯化[PAWN_objective]。</WildManWandersIn.letterText>
<WildManWandersIn.letterText>一个长期以来像动物一样生存的人游荡到了这个区域, {PAWN_pronoun}叫{0}。 \n\n你可以尝试去驯化[PAWN_objective]。</WildManWandersIn.letterText>
</LanguageData>

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@ -15,7 +15,7 @@
<!-- EN: Man in black -->
<StrangerInBlackJoin.letterLabel>黑衣人</StrangerInBlackJoin.letterLabel>
<!-- EN: Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts? -->
<StrangerInBlackJoin.letterText>仿佛嗅到危机的气息,一位神秘的[PAWN_title]出现。\n\n那么[PAWN_pronoun]能不能解决这一切呢?</StrangerInBlackJoin.letterText>
<StrangerInBlackJoin.letterText>仿佛嗅到危机的气息, 一位神秘的[PAWN_title]出现。 \n\n那么[PAWN_pronoun]能不能解决这一切呢?</StrangerInBlackJoin.letterText>
<!-- EN: trader caravan arrival -->
<TraderCaravanArrival.label>贸易商队</TraderCaravanArrival.label>

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@ -12,21 +12,21 @@
<!-- EN: Too deep: Infestation -->
<DeepDrillInfestation.letterLabel>过深: 虫害侵袭</DeepDrillInfestation.letterLabel>
<!-- EN: Vibrations from your deep drills have angered some underground insects. Now they're tunneling upwards to seek revenge!\n\nBeware - the insects have been angered and will try to destroy your base. -->
<DeepDrillInfestation.letterText>你不小心在一个满是昆虫的洞穴里钻出了个洞,现在它们会对钻井工作的你进行报复!当心——这些虫子被激怒了,它们会试图摧毁你的基地。</DeepDrillInfestation.letterText>
<DeepDrillInfestation.letterText>你不小心在一个满是昆虫的洞穴里钻出了个洞, 现在它们会对钻井工作的你进行报复!当心——这些虫子被激怒了, 它们会试图摧毁你的基地。</DeepDrillInfestation.letterText>
<!-- EN: ship part crash (defoliator) -->
<DefoliatorShipPartCrash.label>飞船部件坠落(枯萎)</DefoliatorShipPartCrash.label>
<!-- EN: Defoliator ship -->
<DefoliatorShipPartCrash.letterLabel>枯萎飞船</DefoliatorShipPartCrash.letterLabel>
<!-- EN: A large piece of an ancient ship has crashed nearby.\n\nIts mysterious influence will kill all plants in an expanding circle around itself.\n\nDestroy it as soon as possible. But beware - it will probably defend itself. -->
<DefoliatorShipPartCrash.letterText>一艘古老的飞船在附近坠毁了。\n\n从残骸中蔓延的神秘影响会杀死附近的植物。\n\n尽可能快地摧毁它。\n\n但是要当心——它可能会试图保护自己。</DefoliatorShipPartCrash.letterText>
<DefoliatorShipPartCrash.letterText>一艘古老的飞船在附近坠毁了。 \n\n从残骸中蔓延的神秘影响会杀死附近的植物。 \n\n尽可能快地摧毁它。 \n\n但是要当心——它可能会试图保护自己。</DefoliatorShipPartCrash.letterText>
<!-- EN: infestation -->
<Infestation.label>虫害</Infestation.label>
<!-- EN: Infestation -->
<Infestation.letterLabel>虫害</Infestation.letterLabel>
<!-- EN: Giant insects are tunneling towards you! They will break through in a few seconds and plant hives.\n\nThe hives will spawn more insects and more hives.\n\nIf you don't want the insects to infest the whole area, destroy the hives. But beware - the bugs will defend their home. -->
<Infestation.letterText>一大群虫子正在向你挖掘而来!它们会在片刻后突破地表并且安置虫巢。\n\n这些虫巢会繁衍更多的虫子和虫巢。\n\n如果你不希望这些虫子遍布整片区域摧毁这些虫巢。但是要当心——这些虫子会保卫他们的家园。</Infestation.letterText>
<Infestation.letterText>一大群虫子正在向你挖掘而来!它们会在片刻后突破地表并且安置虫巢。 \n\n这些虫巢会繁衍更多的虫子和虫巢。 \n\n如果你不希望这些虫子遍布整片区域 摧毁这些虫巢。 但是要当心——这些虫子会保卫他们的家园。</Infestation.letterText>
<!-- EN: manhunter pack -->
<ManhunterPack.label>猎杀人类</ManhunterPack.label>
@ -36,14 +36,14 @@
<!-- EN: Mechanoid cluster -->
<MechCluster.letterLabel>机械集群</MechCluster.letterLabel>
<!-- EN: A mechanoid combat cluster is landing nearby. The cluster will be initially dormant, so you can take time to decide how to attack it.\n\nIt may remain dormant until disturbed, or it may have a timer or proximity activators.\n\nEven dormant mech clusters aren't harmless. A dormant cluster may assemble mechanoid attackers from time to time, or have some broader negative effect that must be dealt with eventually. -->
<MechCluster.letterText>一个机械战斗集群正在附近着陆,他们将会在降落后休眠一段时间,你可以利用这段时间来决定如何对付它们。\n\n它们可能会在受到攻击之前一直保持休眠但它们也可能自行醒来或者在其他生物靠近的时候醒来。\n\n休眠的机械族可能会不时的引来机械族的进攻或者造成一些需要你来解决的其他麻烦。</MechCluster.letterText>
<MechCluster.letterText>一个机械战斗集群正在附近着陆, 他们将会在降落后休眠一段时间, 你可以利用这段时间来决定如何对付它们。 \n\n它们可能会在受到攻击之前一直保持休眠 但它们也可能自行醒来或者在其他生物靠近的时候醒来。 \n\n休眠的机械族可能会不时的引来机械族的进攻 或者造成一些需要你来解决的其他麻烦。</MechCluster.letterText>
<!-- EN: ship part crash (psychic) -->
<PsychicEmanatorShipPartCrash.label>飞船部件坠毁(心灵)</PsychicEmanatorShipPartCrash.label>
<!-- EN: Psychic ship -->
<PsychicEmanatorShipPartCrash.letterLabel>心灵飞船</PsychicEmanatorShipPartCrash.letterLabel>
<!-- EN: A large piece of an ancient ship has crashed nearby.\n\nYour colonists can feel it in the back of their mind, exhorting unspeakable acts. It must have an onboard machine persona with psychic projection ability. And this persona is not friendly.\n\nDestroy it as soon as possible. But beware - it will probably defend itself. -->
<PsychicEmanatorShipPartCrash.letterText>一艘古老的飞船在附近坠毁了。\n\n殖民者感应到一种不可未知的危险。飞船残骸中肯定有个拥有心理投射能力的机械智能。看起来这个人工智能还不太友善。\n\n尽可能快地摧毁它。\n\n但是要当心——它可能会试图保护自己。</PsychicEmanatorShipPartCrash.letterText>
<PsychicEmanatorShipPartCrash.letterText>一艘古老的飞船在附近坠毁了。 \n\n殖民者感应到一种不可未知的危险。 飞船残骸中肯定有个拥有心理投射能力的机械智能。 看起来这个人工智能还不太友善。 \n\n尽可能快地摧毁它。 \n\n但是要当心——它可能会试图保护自己。</PsychicEmanatorShipPartCrash.letterText>
<!-- EN: enemy raid -->
<RaidEnemy.label>袭击</RaidEnemy.label>

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@ -5,18 +5,18 @@
<Aurora.label>极光</Aurora.label>
<!-- EN: Aurora -->
<Aurora.letterLabel>极光</Aurora.letterLabel>
<Aurora.letterText>一片美丽的极光照亮了天空。\n\n起伏的色彩会让在外面看到的人心情愉悦并使夜晚变得更加明亮。</Aurora.letterText>
<Aurora.letterText>一片美丽的极光照亮了天空。 \n\n起伏的色彩会让在外面看到的人心情愉悦 并使夜晚变得更加明亮。</Aurora.letterText>
<!-- EN: eclipse -->
<Eclipse.label>日蚀</Eclipse.label>
<!-- EN: Eclipse -->
<Eclipse.letterLabel>日蚀</Eclipse.letterLabel>
<Eclipse.letterText>这个星球的卫星挡在了恒星和星球之间。日蚀已经开始。</Eclipse.letterText>
<Eclipse.letterText>这个星球的卫星挡在了恒星和星球之间。 日蚀已经开始。</Eclipse.letterText>
<!-- EN: solar flare -->
<SolarFlare.label>耀斑</SolarFlare.label>
<!-- EN: Solar flare -->
<SolarFlare.letterLabel>耀斑</SolarFlare.letterLabel>
<SolarFlare.letterText>一场恒星耀斑开始了。\n\n极强的辐射让所有电气设施无法运转。\n\n它应该会在一天内结束。</SolarFlare.letterText>
<SolarFlare.letterText>一场恒星耀斑开始了。 \n\n极强的辐射让所有电气设施无法运转。 \n\n它应该会在一天内结束。</SolarFlare.letterText>
</LanguageData>

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@ -36,7 +36,7 @@
<!-- EN: Inspired: Inspired creativity -->
<Inspired_Creativity.baseInspectLine>激励(创造灵感)</Inspired_Creativity.baseInspectLine>
<!-- EN: The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items.\n\nThe inspiration will end after 8 days, or when the creation is completed. -->
<Inspired_Creativity.beginLetter>[PAWN_pronoun]制作任何物品组装家具或者艺术品完成时都会比靠其他方式完成要高出2个品质等级。\n\n这个激励会持续8天或者在完成物品制作、家具建造或艺术品加工后消失。</Inspired_Creativity.beginLetter>
<Inspired_Creativity.beginLetter>[PAWN_pronoun]制作任何物品, 组装家具或者艺术品完成时都会比靠其他方式完成要高出2个品质等级。 \n\n这个激励会持续8天 或者在完成物品制作、家具建造或艺术品加工后消失。</Inspired_Creativity.beginLetter>
<Inspired_Creativity.beginLetterLabel>激励(创造灵感)</Inspired_Creativity.beginLetterLabel>
<!-- EN: {0} is no longer inspired (inspired creativity). -->
<Inspired_Creativity.endMessage>{0}失去了激励(创造灵感)</Inspired_Creativity.endMessage>
@ -46,7 +46,7 @@
<!-- EN: Inspired: Inspired recruitment -->
<Inspired_Recruitment.baseInspectLine>激励(招募灵感)</Inspired_Recruitment.baseInspectLine>
<!-- EN: [PAWN_pronoun] will successfully recruit the next prisoner regardless of difficulty or resistance.\n\nThe inspiration will end after 8 days, or when the prisoner is recruited. -->
<Inspired_Recruitment.beginLetter>[PAWN_pronoun]在下一次招募囚犯时必定成功,无论难度有多高。\n\n这个激励会持续8天或者在成功招募之后消失。</Inspired_Recruitment.beginLetter>
<Inspired_Recruitment.beginLetter>[PAWN_pronoun]在下一次招募囚犯时必定成功, 无论难度有多高。 \n\n这个激励会持续8天 或者在成功招募之后消失。</Inspired_Recruitment.beginLetter>
<Inspired_Recruitment.beginLetterLabel>激励(招募灵感)</Inspired_Recruitment.beginLetterLabel>
<!-- EN: {0} is no longer inspired (inspired recruitment). -->
<Inspired_Recruitment.endMessage>{0}失去了激励(招募灵感)</Inspired_Recruitment.endMessage>
@ -56,7 +56,7 @@
<!-- EN: Inspired: Inspired surgery -->
<Inspired_Surgery.baseInspectLine>激励(手术灵感)</Inspired_Surgery.baseInspectLine>
<!-- EN: The next time [PAWN_pronoun] performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies.\n\nThe inspiration will end after 8 days, or when the surgery is performed. -->
<Inspired_Surgery.beginLetter>[PAWN_pronoun]进行的下一次手术成功率加倍。\n\n这个激励会持续8天或者在执行手术之后消失。</Inspired_Surgery.beginLetter>
<Inspired_Surgery.beginLetter>[PAWN_pronoun]进行的下一次手术成功率加倍。 \n\n这个激励会持续8天 或者在执行手术之后消失。</Inspired_Surgery.beginLetter>
<Inspired_Surgery.beginLetterLabel>激励(手术灵感)</Inspired_Surgery.beginLetterLabel>
<!-- EN: {0} is no longer inspired (inspired surgery). -->
<Inspired_Surgery.endMessage>{0}失去了激励(手术灵感)</Inspired_Surgery.endMessage>
@ -66,7 +66,7 @@
<!-- EN: Inspired: Inspired taming -->
<Inspired_Taming.baseInspectLine>激励(驯服灵感)</Inspired_Taming.baseInspectLine>
<!-- EN: [PAWN_pronoun] will successfully tame the next animal regardless of difficulty.\n\nThe inspiration will end after 8 days, or when an animal was tamed. -->
<Inspired_Taming.beginLetter>[PAWN_pronoun]在下一次驯服动物时必定成功。\n\n这个激励会持续8天或者在驯服一只动物之后消失。</Inspired_Taming.beginLetter>
<Inspired_Taming.beginLetter>[PAWN_pronoun]在下一次驯服动物时必定成功。 \n\n这个激励会持续8天 或者在驯服一只动物之后消失。</Inspired_Taming.beginLetter>
<!-- EN: {0} is no longer inspired (inspired taming). -->
<Inspired_Taming.endMessage>{0}失去了激励(驯服灵感)</Inspired_Taming.endMessage>
@ -75,7 +75,7 @@
<!-- EN: Inspired: Inspired trade -->
<Inspired_Trade.baseInspectLine>激励(交易灵感)</Inspired_Trade.baseInspectLine>
<!-- EN: [PAWN_pronoun] will get a significant trade price bonus when closing [PAWN_possessive] next trade deal.\n\nThe inspiration will expire after 8 days, or when the deal is done. -->
<Inspired_Trade.beginLetter>[PAWN_pronoun]在下一次交易中将更好地进行价格谈判。\n\n这个激励会持续8天或者在交易完成后消失。</Inspired_Trade.beginLetter>
<Inspired_Trade.beginLetter>[PAWN_pronoun]在下一次交易中将更好地进行价格谈判。 \n\n这个激励会持续8天 或者在交易完成后消失。</Inspired_Trade.beginLetter>
<Inspired_Trade.beginLetterLabel>激励(交易灵感)</Inspired_Trade.beginLetterLabel>
<!-- EN: {0} is no longer inspired (inspired trade). -->
<Inspired_Trade.endMessage>{0}失去了激励(交易灵感)</Inspired_Trade.endMessage>

View File

@ -2,111 +2,111 @@
<LanguageData>
<!-- EN: Great!\n\nReorder and randomize more if you want - but don't try to get the perfect characters. Everyone has flaws, and it makes the story more interesting!\n\nYou can also re-name the characters by clicking on their names.\n\nClick START when you're ready. -->
<AcceptStartingPawns.text>太棒了!\n\n你可以一直这么玩儿下去但不会有十全十美的角色。人人都有自己的缺陷这样故事才更加有趣\n\n你还可以通过点击人物名称给他们起一个新的名字。\n\n准备好了就点击「开始」吧</AcceptStartingPawns.text>
<AcceptStartingPawns.text>太棒了!\n\n你可以一直这么玩儿下去 但不会有十全十美的角色。 人人都有自己的缺陷, 这样故事才更加有趣!\n\n你还可以通过点击人物名称给他们起一个新的名字。 \n\n准备好了就点击「开始」吧</AcceptStartingPawns.text>
<!-- EN: Select this -->
<AddBillSimpleMeal.onMapInstruction>点击这里</AddBillSimpleMeal.onMapInstruction>
<!-- EN: Please add a bill to cook simple meals at your cook stove. -->
<AddBillSimpleMeal.rejectInputMessage>请在炉子上下达烹饪清单。</AddBillSimpleMeal.rejectInputMessage>
<!-- EN: Colonists need to be told what to cook.\n\nCooking orders are added on the stove itself. Once a bill has been created, colonists will do the work automatically.\n\n1. Wait for the stove to be built.\n2. Click the stove to select it.\n3. Open the BILLS tab.\n4. Click ADD BILL.\n5. Select COOK SIMPLE MEAL on the context menu.\n6. Click the + button to increase the count to 10.\n\nRemember, you can speed up time if building is taking too long.\n\nYou can also select a colonist and right-click the stove to prioritize building it. -->
<AddBillSimpleMeal.text>现在你可以安排殖民者来做饭了。\n\n对炉子下达特定的烹饪清单后殖民者们就会开始做饭。\n\n1. 等待炉子建好\n2. 在菜单中选择「烹饪简单食物」\n3. 将清单数量调整至「10」\n\n记住你可以随时加速时间流逝速度。你还可以选中殖民者并右击炉灶以优先进行烹饪。</AddBillSimpleMeal.text>
<AddBillSimpleMeal.text>现在你可以安排殖民者来做饭了。 \n\n对炉子下达特定的烹饪清单后 殖民者们就会开始做饭。 \n\n1. 等待炉子建好\n2. 在菜单中选择「烹饪简单食物」\n3. 将清单数量调整至「10」\n\n记住 你可以随时加速时间流逝速度。 你还可以选中殖民者并右击炉灶以优先进行烹饪。</AddBillSimpleMeal.text>
<!-- EN: Build an animal sleeping spot\ninside the room -->
<BuildAnimalSleepingSpot.onMapInstruction>请给你的宠物在室内指定一个动物睡眠点</BuildAnimalSleepingSpot.onMapInstruction>
<!-- EN: Please place an animal sleeping spot inside the room. -->
<BuildAnimalSleepingSpot.rejectInputMessage>请给你的宠物指定一个动物睡眠点</BuildAnimalSleepingSpot.rejectInputMessage>
<!-- EN: So your pet will sleep inside with you, place an ANIMAL SLEEPING SPOT inside the room.\n\nSleeping spots aren't real buildings - they're just spots on the ground designated for a sleeping. -->
<BuildAnimalSleepingSpot.text>你还需要给你的宠物一个睡觉的地方。\n\n动物睡眠点并不是一个真正的设施只是一个指定的休息地点。</BuildAnimalSleepingSpot.text>
<BuildAnimalSleepingSpot.text>你还需要给你的宠物一个睡觉的地方。 \n\n动物睡眠点并不是一个真正的设施 只是一个指定的休息地点。</BuildAnimalSleepingSpot.text>
<!-- EN: Build three beds inside the room -->
<BuildBeds.onMapInstruction>需要建造三张木床。</BuildBeds.onMapInstruction>
<!-- EN: Please build wooden beds inside the room. -->
<BuildBeds.rejectInputMessage>请在房间里造木床。</BuildBeds.rejectInputMessage>
<!-- EN: Your colonists will now build the room!\n\nNow they need somewhere to sleep. Place three BEDS inside the room.\n\nFind them in the FURNITURE category.\n\nYou can use the {Key:Designator_RotateLeft} and {Key:Designator_RotateRight} keys to rotate the building. -->
<BuildBeds.text>你的殖民者们已经有房间了!\n\n他们需要休息在房间里放三张床吧。\n\n你可以在「家具」菜单里找到床。\n\n你可以使用{Key:Designator_RotateLeft}和{Key:Designator_RotateRight}键来旋转建筑。</BuildBeds.text>
<BuildBeds.text>你的殖民者们已经有房间了!\n\n他们需要休息 在房间里放三张床吧。 \n\n你可以在「家具」菜单里找到床。 \n\n你可以使用{Key:Designator_RotateLeft}和{Key:Designator_RotateRight}键来旋转建筑。</BuildBeds.text>
<!-- EN: Your colonists will now build the room!\n\nNow they need somewhere to sleep. Place three BEDS inside the room.\n\nFind them in the FURNITURE category.\n\nYou can rotate the building by pressing the rotate buttons on the left. -->
<BuildBeds.textController>你的殖民者们已经有房间了!\n\n他们需要休息在房间里放三张床吧。\n\n你可以在「家具」菜单里找到床。\n\n你可以使用左侧的旋转键来旋转建筑。</BuildBeds.textController>
<BuildBeds.textController>你的殖民者们已经有房间了!\n\n他们需要休息 在房间里放三张床吧。 \n\n你可以在「家具」菜单里找到床。 \n\n你可以使用左侧的旋转键来旋转建筑。</BuildBeds.textController>
<!-- EN: Build a fueled stove inside the room -->
<BuildFueledStove.onMapInstruction>请在室内造炉灶</BuildFueledStove.onMapInstruction>
<!-- EN: Please build the fueled stove inside the room you built earlier. -->
<BuildFueledStove.rejectInputMessage>请在你之前建造的房间内造炉灶</BuildFueledStove.rejectInputMessage>
<!-- EN: Excellent!\n\nNow you'll need to make a stove to cook food.\n\nBuild a FUELED STOVE inside the room. -->
<BuildFueledStove.text>不错!\n\n现在需要造一个炉灶来烹饪。\n\n在之前的房间里造一个燃料炉灶。</BuildFueledStove.text>
<BuildFueledStove.text>不错!\n\n现在需要造一个炉灶来烹饪。 \n\n在之前的房间里造一个燃料炉灶。</BuildFueledStove.text>
<!-- EN: Build a horseshoes pin\noutside the room -->
<BuildHorseshoesPin.onMapInstruction>在屋外造一个马蹄钉</BuildHorseshoesPin.onMapInstruction>
<!-- EN: Please place a horseshoes pin somewhere near the room. -->
<BuildHorseshoesPin.rejectInputMessage>请在房屋附近造一个马蹄钉</BuildHorseshoesPin.rejectInputMessage>
<!-- EN: Your colonists need sources of recreation or they'll get sad over time.\n\nBuild a HORSESHOES pin outside, near the room. -->
<BuildHorseshoesPin.text>你的殖民者需要找点乐子打发时间。\n\n在屋外造一个「马蹄钉」。</BuildHorseshoesPin.text>
<BuildHorseshoesPin.text>你的殖民者需要找点乐子打发时间。 \n\n在屋外造一个「马蹄钉」。</BuildHorseshoesPin.text>
<!-- EN: Build a door over one wall -->
<BuildRoomDoor.onMapInstruction>在墙上建个门</BuildRoomDoor.onMapInstruction>
<!-- EN: Please build a wooden door over one of your room walls. -->
<BuildRoomDoor.rejectInputMessage>请在墙上建立一个木门</BuildRoomDoor.rejectInputMessage>
<!-- EN: Now just place a DOOR over any one of the room walls.\n\nDOOR is right beside WALL in the ARCHITECT menu. -->
<BuildRoomDoor.text>在墙的中间放一扇门即可。\n\n门就在墙的菜单栏旁边。</BuildRoomDoor.text>
<BuildRoomDoor.text>在墙的中间放一扇门即可。 \n\n门就在墙的菜单栏旁边。</BuildRoomDoor.text>
<!-- EN: Build walls -->
<BuildRoomWalls.onMapInstruction>建造木墙</BuildRoomWalls.onMapInstruction>
<!-- EN: Please build wooden walls along the edges of the highlighted rectangle. -->
<BuildRoomWalls.rejectInputMessage>请沿着高亮的区域建造木墙。</BuildRoomWalls.rejectInputMessage>
<!-- EN: Awesome! Next, we'll build a room.\n\n1. Click ARCHITECT.\n2. Click STRUCTURE.\n3. Select WALL.\n4. Select WOOD as the material.\n5. Drag out four walls to form the shape indicated on the map. -->
<BuildRoomWalls.text>棒极了!接下来让我们来建造一间屋子吧。\n\n1. 点击「建筑规划」\n2. 选择「结构」\n3. 选择造墙\n4. 选择木材\n5. 通过拖拽来建造一堵墙</BuildRoomWalls.text>
<BuildRoomWalls.text>棒极了!接下来让我们来建造一间屋子吧。 \n\n1. 点击「建筑规划」\n2. 选择「结构」\n3. 选择造墙\n4. 选择木材\n5. 通过拖拽来建造一堵墙</BuildRoomWalls.text>
<!-- EN: Build sandbags here -->
<BuildSandbags.onMapInstruction>在这里建造沙包</BuildSandbags.onMapInstruction>
<!-- EN: Please build sandbags in the highlighted area. -->
<BuildSandbags.rejectInputMessage>请在高亮区域建造沙包</BuildSandbags.rejectInputMessage>
<!-- EN: Great! You've now got a basic colony running! Eventually, enemies will raid your colony. It's time to prepare for that.\n\nSelect the SANDBAGS designator and drag the sandbags out at the designated area. -->
<BuildSandbags.text>恭喜你,你的殖民地已经初具规模了,敌人偶尔会来骚扰,你必须做好准备!\n\n请在目标区域建造一些沙包。</BuildSandbags.text>
<BuildSandbags.text>恭喜你, 你的殖民地已经初具规模了, 敌人偶尔会来骚扰, 你必须做好准备!\n\n请在目标区域建造一些沙包。</BuildSandbags.text>
<!-- EN: Build a wooden simple research bench\ninside the room -->
<BuildSimpleResearchBench.onMapInstruction>在之前的房间中建造一个木制的基础研究台。</BuildSimpleResearchBench.onMapInstruction>
<!-- EN: Please place a wooden simple research bench inside the room you built earlier. -->
<BuildSimpleResearchBench.rejectInputMessage>请在之前建造的房间中建造一个木制的基础研究台。</BuildSimpleResearchBench.rejectInputMessage>
<!-- EN: To advance, you'll need to research new technologies.\n\nBuild a wooden SIMPLE RESEARCH BENCH inside your room. -->
<BuildSimpleResearchBench.text>知识就是力量,研究才能进步。\n\n先来建造一个「基础研究台」。</BuildSimpleResearchBench.text>
<BuildSimpleResearchBench.text>知识就是力量, 研究才能进步。 \n\n先来建造一个「基础研究台」。</BuildSimpleResearchBench.text>
<!-- EN: Build a torch lamp inside the room -->
<BuildTorchLamp.onMapInstruction>请在房间里造一个火把</BuildTorchLamp.onMapInstruction>
<!-- EN: Please build a torch lamp inside the room. -->
<BuildTorchLamp.rejectInputMessage>请在房间里造一个火把</BuildTorchLamp.rejectInputMessage>
<!-- EN: You'll also want some light inside, or your colonists will get grumpy in the dark.\n\nBuild a TORCH LAMP inside the room. -->
<BuildTorchLamp.text>你还需要在室内建设一些光源,殖民者在黑暗中会不快。\n\n在房间里造一个「火把」。</BuildTorchLamp.text>
<BuildTorchLamp.text>你还需要在室内建设一些光源, 殖民者在黑暗中会不快。 \n\n在房间里造一个「火把」。</BuildTorchLamp.text>
<!-- EN: Please open the 'Work' tab and change some settings. -->
<ChangeWorkSettings.rejectInputMessage>请打开工作面板并做一些调整</ChangeWorkSettings.rejectInputMessage>
<!-- EN: You can control who does what kinds of work using the checkboxes. Colonists will do tasks in order, from left to right.\n\nTry changing some settings now.\n\nBeware - Colonists always follow their work priorities, even if this makes them do dumb things! Setting up a smart work regime is an important skill in RimWorld. So set the work settings carefully, and review them often! -->
<ChangeWorkSettings.text>你可以在「工作」面板中来分配每一个殖民者的工作优先级。\n\n他们总是会先进行优先级更高的任务。\n\n如果某项工作没有任何人被安排从事或是总有优先级更高的事情需要处理那么这些工作将永远不会被完成。</ChangeWorkSettings.text>
<ChangeWorkSettings.text>你可以在「工作」面板中来分配每一个殖民者的工作优先级。 \n\n他们总是会先进行优先级更高的任务。 \n\n如果某项工作没有任何人被安排从事 或是总有优先级更高的事情需要处理, 那么这些工作将永远不会被完成。</ChangeWorkSettings.text>
<!-- EN: Please choose a temperate forest site with no hills (light green with no brown dots). -->
<ChooseLandingSite.rejectInputMessage>请选择一个位于「温带森林」生态区的「平原」来开始游戏。(浅绿色六边形且没有棕色块)</ChooseLandingSite.rejectInputMessage>
<ChooseLandingSite.rejectInputMessage>请选择一个位于「温带森林」生态区的「平原」来开始游戏。 (浅绿色六边形且没有棕色块)</ChooseLandingSite.rejectInputMessage>
<!-- EN: Here you choose your starting site.\n\nClick a temperate forest (light green) with no brown hills. Then click NEXT.\n\nOptionally, you can use the TERRAIN tab to view information about the selected tile. -->
<ChooseLandingSite.text>在这里你将选择自己的降落地点。\n\n游戏中有多种不同的生态区但现在我们还是从对新手比较友好的生态区开始。\n\n请选择一处温带森林浅绿色六边形的平原地形没有棕色块的着降落点并点击「继续」。\n\n你可以通过「地形」标签查看所选中六边形格子的信息。</ChooseLandingSite.text>
<ChooseLandingSite.text>在这里你将选择自己的降落地点。 \n\n游戏中有多种不同的生态区 但现在, 我们还是从对新手比较友好的生态区开始。 \n\n请选择一处温带森林浅绿色六边形的平原地形没有棕色块的着降落点 并点击「继续」。 \n\n你可以通过「地形」标签查看所选中六边形格子的信息。</ChooseLandingSite.text>
<!-- EN: Please choose a storyteller in the Options menu to end the tutorial. -->
<ChooseStoryteller.rejectInputMessage>在「选项」菜单中选择故事叙述者并结束教程</ChooseStoryteller.rejectInputMessage>
<!-- EN: This is the end of the tutorial!\n\nThere's still tons more to learn, including prisoners, hunting, trade, animal taming, and much more. But you've got the basics down.\n\nRandom incidents were disabled during this tutorial. To begin the real game:\n\n1. Open the MENU tab in the bottom-right.\n2. Select OPTIONS.\n3. Click STORYTELLER SETTINGS.\n4. Select a storyteller and playstyle that appeals to you.\n\nGood luck, and have fun. -->
<ChooseStoryteller.text>教程到此就结束了!\n\n还有许多东西需要学习比如如何管理囚犯如何狩猎如何贸易但是你已经掌握了所有的基础知识。\n\n在教程模式中所有的随机事件都已经被禁用如果你想开启一场真正的游戏\n\n1. 请点击屏幕右下角的「菜单」按钮\n2. 选择「选项」\n3. 选择「故事叙述者」」\n4. 选择一个适合你的游戏方式和故事讲述者。\n祝你好运有更多的疑问可以前往官方维基rimworld.huiji.wiki查阅资料享受游戏吧</ChooseStoryteller.text>
<ChooseStoryteller.text>教程到此就结束了!\n\n还有许多东西需要学习 比如如何管理囚犯, 如何狩猎, 如何贸易, 但是你已经掌握了所有的基础知识。 \n\n在教程模式中 所有的随机事件都已经被禁用, 如果你想开启一场真正的游戏\n\n1. 请点击屏幕右下角的「菜单」按钮\n2. 选择「选项」\n3. 选择「故事叙述者」」\n4. 选择一个适合你的游戏方式和故事讲述者。 \n祝你好运有更多的疑问可以前往官方维基rimworld.huiji.wiki查阅资料 享受游戏吧!</ChooseStoryteller.text>
<!-- EN: Please drag the 'chop wood' designator over some trees. -->
<ChopTrees.rejectInputMessage>请对树木使用砍伐命令</ChopTrees.rejectInputMessage>
<!-- EN: You'll want to harvest some wood. Designate some trees to be chopped.\n\nSelect the CHOP WOOD designator and designate 10 trees to be chopped down.\n\n(Pro tip: You can drag a box over trees to designate several at once.) -->
<ChopTrees.text>你需要采集一些木材,规划一些需要砍伐的树木吧\n\n选择「砍伐」命令然后规划10颗需要砍伐的树木\n\n提示你可以直接框选10棵树而不必一个一个去点</ChopTrees.text>
<ChopTrees.text>你需要采集一些木材, 规划一些需要砍伐的树木吧\n\n选择「砍伐」命令然后规划10颗需要砍伐的树木\n\n提示你可以直接框选10棵树而不必一个一个去点</ChopTrees.text>
<!-- EN: Click GENERATE to generate your world. -->
<CreateWorldParams.rejectInputMessage>点击「生成世界」以生成你的世界。</CreateWorldParams.rejectInputMessage>
<!-- EN: Welcome to RimWorld!\n\nThis page configures how your world should be generated.\n\nThe default settings here are good - go ahead and click GENERATE! -->
<CreateWorldParams.text>欢迎来到边缘世界(Rimworld)!这篇教程将指引你逐步熟悉了解游戏的基本操作。\n\n首先我们需要生成一个游戏世界。\n\n教程所使用的默认设置对新手非常友善无需调整。请点击「生成世界」</CreateWorldParams.text>
<CreateWorldParams.text>欢迎来到边缘世界(Rimworld)!这篇教程将指引你逐步熟悉了解游戏的基本操作。 \n\n首先我们需要生成一个游戏世界。 \n\n教程所使用的默认设置对新手非常友善 无需调整。 请点击「生成世界」!</CreateWorldParams.text>
<!-- EN: Send colonists here\ntouching sandbags for cover -->
<DownRaider.onMapInstruction>请将殖民者移动到沙包旁边。</DownRaider.onMapInstruction>
<!-- EN: Please focus on winning the fight! -->
<DownRaider.rejectInputMessage>请着重关注赢取战斗。</DownRaider.rejectInputMessage>
<!-- EN: I've now sent a raider to attack your colony!\n\n1. Pause the game by hitting {Key:TogglePause}!\n2. Read the red letter in the bottom-right of the screen.\n3. DRAFT your colonists by selecting them and hitting the DRAFT command.\n4. Right-click to send them to positions inside the sandbag square, touching the sandbags.\n5. Unpause.\n\nColonists must be touching cover to benefit from it. Once you're in cover, wait for the attacker to approach. Your colonists will shoot automatically. -->
<DownRaider.text>我派了一些掠夺者来攻打你的殖民地!\n\n1. 按下{Key:TogglePause}暂停游戏\n2. 阅读屏幕右侧弹出的红色通知。\n3. 将你的殖民者通过「征召」按钮动员起来,准备战斗!\n4. 右键将你的殖民者派遣至沙袋附近靠近沙袋的位置。\n5. 解除暂停。\n\n殖民者必须接触到掩体这样掩体才能生效一旦敌人进入射程他们就会自动开火</DownRaider.text>
<DownRaider.text>我派了一些掠夺者来攻打你的殖民地!\n\n1. 按下{Key:TogglePause}暂停游戏\n2. 阅读屏幕右侧弹出的红色通知。 \n3. 将你的殖民者通过「征召」按钮动员起来, 准备战斗!\n4. 右键将你的殖民者派遣至沙袋附近靠近沙袋的位置。 \n5. 解除暂停。 \n\n殖民者必须接触到掩体 这样掩体才能生效, 一旦敌人进入射程, 他们就会自动开火!</DownRaider.text>
<!-- EN: Right-click to get out of stockpile designating mode. -->
<EndStockpileDesignating.text>点击右键退出规划模式。</EndStockpileDesignating.text>
@ -125,48 +125,48 @@
<!-- EN: Please expand the build roof area a bit, just for practice. -->
<ExpandAreaBuildRoof.rejectInputMessage>请稍微扩大一些屋顶区域</ExpandAreaBuildRoof.rejectInputMessage>
<!-- EN: The BUILD ROOF AREA defines where your colonists will try to build roofs.\n\nIt auto-fills when you enclose a new room.\n\nSelect the EXPAND BUILD ROOF AREA tool and drag out the shape of a porch roof on the front of the house. -->
<ExpandAreaBuildRoof.text>下面介绍屋顶区域,殖民者会尝试去搭建屋顶的区域。\n\n一般来说当房间建好后会自动创建屋顶区。\n\n你也可以进一步扩建将你的房屋外围扩建为带有屋顶的区域。</ExpandAreaBuildRoof.text>
<ExpandAreaBuildRoof.text>下面介绍屋顶区域, 殖民者会尝试去搭建屋顶的区域。 \n\n一般来说当房间建好后会自动创建屋顶区。 \n\n你也可以进一步扩建 将你的房屋外围扩建为带有屋顶的区域。</ExpandAreaBuildRoof.text>
<!-- EN: Please expand the home area a bit, just for practice. -->
<ExpandAreaHome.rejectInputMessage>请稍微扩大一下居住区域</ExpandAreaHome.rejectInputMessage>
<!-- EN: Next, you'll learn to expand the HOME AREA.\n\nColonists will clean floors and extinguish fires in the home area only, and ignore fires or filth outside of it.\n\nThe home area is added automatically when you build things - but you can also expand it manually.\n\nSelect the EXPAND HOME AREA tool and drag out a new area on the map. -->
<ExpandAreaHome.text>下一步,你需要学会如何扩大「居住区」。\n\n居住区是你的殖民者会打扫以及灭火的区域。\n\n在「建筑规划」菜单下的「区域」选项里可以设立居住区。</ExpandAreaHome.text>
<ExpandAreaHome.text>下一步, 你需要学会如何扩大「居住区」。 \n\n居住区是你的殖民者会打扫以及灭火的区域。 \n\n在「建筑规划」菜单下的「区域」选项里可以设立居住区。</ExpandAreaHome.text>
<!-- EN: Please wait for your colonists to finish building the sandbags. -->
<FinishSandbags.rejectInputMessage>请等待殖民者将沙包建造完毕</FinishSandbags.rejectInputMessage>
<!-- EN: Let's just wait for all your constructions to be built.\n\nConsider using the WORK tab to assign more colonists to Construct.\n\nAlso, you can speed up time to shorten the wait.\n\nOnce everything's built, I'll send an attacker to test your defenses! -->
<FinishSandbags.text>让我们先等所有的工作做完吧。\n\n你可以考虑用「工作」标签页中分配更多的殖民者进行建造任务。\n\n你还可以通过加速时间流逝来节约时间。\n\n一旦建造完毕一波敌人会来考验你的工作成果</FinishSandbags.text>
<FinishSandbags.text>让我们先等所有的工作做完吧。 \n\n你可以考虑用「工作」标签页中分配更多的殖民者进行建造任务。 \n\n你还可以通过加速时间流逝来节约时间。 \n\n一旦建造完毕 一波敌人会来考验你的工作成果!</FinishSandbags.text>
<!-- EN: Place growing zone here\n(drag corner-to-corner) -->
<MakeGrowingZone.onMapInstruction>在这里规划种植区\n拖拽对角线来扩大区域</MakeGrowingZone.onMapInstruction>
<!-- EN: Please make a growing zone on the indicated area. -->
<MakeGrowingZone.rejectInputMessage>请在指定的地点规划一个种植区</MakeGrowingZone.rejectInputMessage>
<!-- EN: The house is being built!\n\nYour colonists will need something to eat, so place a GROWING ZONE as indicated on the map.\n\nThis is where your colonists will sow crops. -->
<MakeGrowingZone.text>房子造好了!\n\n接下来解决吃饭问题规划一个「种植区」。\n\n你的殖民者会在这里种植作物。</MakeGrowingZone.text>
<MakeGrowingZone.text>房子造好了!\n\n接下来解决吃饭问题规划一个「种植区」。 \n\n你的殖民者会在这里种植作物。</MakeGrowingZone.text>
<!-- EN: Place stockpile here\n(drag corner-to-corner) -->
<MakeStockpile.onMapInstruction>请在这里设立\n拉伸对角来选择区域</MakeStockpile.onMapInstruction>
<!-- EN: Please make a stockpile on the indicated area. -->
<MakeStockpile.rejectInputMessage>请在标注的地方建立储存区</MakeStockpile.rejectInputMessage>
<!-- EN: Great!\n\nNow, make a stockpile so your colonists know where to keep items.\n\n1. Click ARCHITECT tab in the bottom left.\n2. Click the ZONE/AREA category.\n3. Select the CREATE STOCKPILE tool.\n4. Click and drag out a square as indicated on the map. -->
<MakeStockpile.text>不错!\n\n现在让我们来规划一片「储存区」来存放物资吧。\n\n你可以在「建筑规划」的面板中找到「区域」——「储存区」来设置。</MakeStockpile.text>
<MakeStockpile.text>不错!\n\n现在让我们来规划一片「储存区」来存放物资吧。 \n\n你可以在「建筑规划」的面板中找到「区域」——「储存区」来设置。</MakeStockpile.text>
<!-- EN: Here you are on the surface!\n\nNow try moving the camera around.\n\nUse the {Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right} keys, or click and drag with the middle mouse button.\n\nTry it now! -->
<MapCameraDolly.text>激动人心的游戏就要开始了!\n\n你可以自由的调整镜头视角。\n\n通过{Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right} 或者鼠标在屏幕边缘移动即可移动当前视野!\n\n试试看吧</MapCameraDolly.text>
<MapCameraDolly.text>激动人心的游戏就要开始了!\n\n你可以自由的调整镜头视角。 \n\n通过{Key:MapDolly_Up}-{Key:MapDolly_Left}-{Key:MapDolly_Down}-{Key:MapDolly_Right} 或者鼠标在屏幕边缘移动即可移动当前视野!\n\n试试看吧</MapCameraDolly.text>
<!-- EN: Here you are on the surface!\n\nNow try moving the camera around with the left joystick.\n\nTry it now! -->
<MapCameraDolly.textController>激动人心的游戏就要开始了!\n\n你可以通过左摇杆自由地调整镜头。\n\n试试看吧</MapCameraDolly.textController>
<MapCameraDolly.textController>激动人心的游戏就要开始了!\n\n你可以通过左摇杆自由地调整镜头。 \n\n试试看吧</MapCameraDolly.textController>
<!-- EN: Great!\n\nYou can also zoom in and out with the mouse wheel, or the {Key:MapZoom_In} and {Key:MapZoom_Out} keys.\n\nTry it now! -->
<MapCameraZoom.text>赞!\n\n通过鼠标滚轮滚动或者使用{Key:MapZoom_In}与{Key:MapZoom_Out}按键来缩放视野!\n\n试试看吧</MapCameraZoom.text>
<!-- EN: Great!\n\nYou can also zoom in and out with the bumpers.\n\nTry it now! -->
<MapCameraZoom.textController>赞!\n\n你也可以通过肩键缩放镜头。\n\n试试看吧</MapCameraZoom.textController>
<MapCameraZoom.textController>赞!\n\n你也可以通过肩键缩放镜头。 \n\n试试看吧</MapCameraZoom.textController>
<!-- EN: Designate all this\nfor mining -->
<MineSteel.onMapInstruction>把这些矿都开采出来</MineSteel.onMapInstruction>
<!-- EN: Please use the 'mine' designator on the compacted steel. -->
<MineSteel.rejectInputMessage>请使用开采指令</MineSteel.rejectInputMessage>
<!-- EN: Now your colonists will cook some food! Tasty!\n\nNext, you'll want to mine some minerals. I've spawned some mineable steel near your base.\n\nSelect the MINE designator and drag over the steel to designate it for mining. -->
<MineSteel.text>现在你的殖民者可以做饭了,嗯~真香!\n\n下一步你得去开采一些矿石你的基地附近有一些钢铁。\n\n选择采矿然后对着那些有钢铁的矿脉下达「开采」指令吧。</MineSteel.text>
<MineSteel.text>现在你的殖民者可以做饭了, 嗯~真香!\n\n下一步 你得去开采一些矿石, 你的基地附近有一些钢铁。 \n\n选择采矿然后对着那些有钢铁的矿脉下达「开采」指令吧。</MineSteel.text>
<!-- EN: Please open the 'Research' tab. -->
<OpenMainTabResearch.rejectInputMessage>请打开「研究」面板。</OpenMainTabResearch.rejectInputMessage>
@ -179,49 +179,49 @@
<OpenMainTabWork.text>你可以控制殖民者进行何种工作\n\n点击「工作」面板</OpenMainTabWork.text>
<!-- EN: You can pause time.\n\nThis means you never need to rush. You can always pause and take your time to issue orders.\n\nTry pausing with the {Key:TogglePause} key, or by using the time controls in the bottom right. -->
<Pause.text>你可以暂停时间!\n\n点击{Key:TogglePause}来暂停/继续游戏。\n\n当你忙得不可开交时按{Key:TogglePause}就对了!</Pause.text>
<Pause.text>你可以暂停时间!\n\n点击{Key:TogglePause}来暂停/继续游戏。 \n\n当你忙得不可开交时 按{Key:TogglePause}就对了!</Pause.text>
<!-- EN: You can pause time.\n\nThis means you never need to rush. You can always pause and take your time to issue orders.\n\nTry pausing with the Y button, or by using the time controls in the bottom right. -->
<Pause.textController>你可以暂停时间!\n\n这意味着你永远不需要赶时间。你可以随时暂停慢慢地发布命令。\n\n试着用Y键暂停或使用右下方的时间控制。</Pause.textController>
<Pause.textController>你可以暂停时间!\n\n这意味着你永远不需要赶时间。 你可以随时暂停, 慢慢地发布命令。 \n\n试着用Y键暂停 或使用右下方的时间控制。</Pause.textController>
<!-- EN: Please click the RANDOMIZE button to randomize the character. -->
<RandomizeCharacter.rejectInputMessage>请先点击「随机」按钮以随机化角色</RandomizeCharacter.rejectInputMessage>
<!-- EN: If you don't like a character, you can regenerate them!\n\nClick the RANDOMIZE button to randomize the character. -->
<RandomizeCharacter.text>如果你不喜欢一个角色,你可以重新生成!\n\n尝试使用「随机」按钮随机一名角色。</RandomizeCharacter.text>
<RandomizeCharacter.text>如果你不喜欢一个角色, 你可以重新生成!\n\n尝试使用「随机」按钮随机一名角色。</RandomizeCharacter.text>
<!-- EN: Please drag a character from the "left behind" group (at the bottom-left) into the "selected" group (at the upper-left). -->
<ReorderCharacters.rejectInputMessage>把角色从「丢弃」区域拖动到「已选择」区域。</ReorderCharacters.rejectInputMessage>
<!-- EN: Now you choose which characters you want to use.\n\nDRAG a character from the "left behind" part of the character list (at the bottom) into the "selected" part (at the top).\n\nOptionally, clicking a character will allow you inspect him or her. -->
<ReorderCharacters.text>现在你可以选择角色了!\n\n点击左侧「丢弃」区域里的角色以选择他们。如果你找到了你喜欢的角色就将他们的标签拖动到顶部的“已选择”区域。</ReorderCharacters.text>
<ReorderCharacters.text>现在你可以选择角色了!\n\n点击左侧「丢弃」区域里的角色以选择他们。 如果你找到了你喜欢的角色, 就将他们的标签拖动到顶部的“已选择”区域。</ReorderCharacters.text>
<!-- EN: Please choose a research project. -->
<SelectResearchProject.rejectInputMessage>请指定一项研究项目</SelectResearchProject.rejectInputMessage>
<!-- EN: Now just choose whatever you want to be researched first.\n\nYou might have to wait for the research bench to be constructed, or for trees to be chopped for wood.\n\nIf it's taking too long, use the WORK tab to assign more colonists to Construct. -->
<SelectResearchProject.text>现在先选择你想要最先研究的项目。\n\n你可能需要等待研究台建造完成你可以砍一些原木来建造。\n\n如果花费的时间太长你可以打开「工作」标签指派更多的人参与建造。</SelectResearchProject.text>
<SelectResearchProject.text>现在先选择你想要最先研究的项目。 \n\n你可能需要等待研究台建造完成 你可以砍一些原木来建造。 \n\n如果花费的时间太长 你可以打开「工作」标签, 指派更多的人参与建造。</SelectResearchProject.text>
<!-- EN: Set this growing zone to grow rice -->
<SetToGrowRice.onMapInstruction>设置种植水稻</SetToGrowRice.onMapInstruction>
<!-- EN: Please set your growing zone to grow rice. -->
<SetToGrowRice.rejectInputMessage>请在种植区内选择「水稻」</SetToGrowRice.rejectInputMessage>
<!-- EN: You can decide what plant your colonists should sow in a growing zone.\n\n1. Right-click to exit architect mode.\n2. Click your growing zone to select it.\n3. Click the plant selector at the bottom and change it to rice. -->
<SetToGrowRice.text>你能决定在地里种什么。\n\n1. 右键退出规划模式\n2. 左键选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.text>
<SetToGrowRice.text>你能决定在地里种什么。 \n\n1. 右键退出规划模式\n2. 左键选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.text>
<!-- EN: You can decide what plant your colonists should sow in a growing zone.\n\n1. Press L2 to exit architect mode.\n2. Click your growing zone to select it.\n3. Click the plant selector at the bottom and change it to rice. -->
<SetToGrowRice.textController>你能决定在地里种什么。\n\n1. 按下L2退出规划模式\n2. 选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.textController>
<SetToGrowRice.textController>你能决定在地里种什么。 \n\n1. 按下L2退出规划模式\n2. 选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.textController>
<!-- EN: You can also speed up time.\n\nTry controlling time with the {Key:TimeSpeed_Normal}, {Key:TimeSpeed_Fast}, and {Key:TimeSpeed_Superfast} keys, or with the time controls in the bottom right. -->
<TimeControls.text>你还可以加速时间流逝。\n\n尝试通过{Key:TimeSpeed_Normal}{Key:TimeSpeed_Fast},和{Key:TimeSpeed_Superfast}按键来控制时间,或是点击屏幕右下方的按钮。</TimeControls.text>
<TimeControls.text>你还可以加速时间流逝。 \n\n尝试通过{Key:TimeSpeed_Normal} {Key:TimeSpeed_Fast} 和{Key:TimeSpeed_Superfast}按键来控制时间, 或是点击屏幕右下方的按钮。</TimeControls.text>
<!-- EN: You can also speed up time.\n\nTry controlling time with the back buttons, or with the time controls in the bottom right. -->
<TimeControls.textController>你还可以加速时间流逝。\n\n试着用后退按钮控制时间或用右下方的时间控制。</TimeControls.textController>
<TimeControls.textController>你还可以加速时间流逝。 \n\n试着用后退按钮控制时间 或用右下方的时间控制。</TimeControls.textController>
<!-- EN: Please un-draft your colonists. -->
<UndraftAll.rejectInputMessage>请解散你的殖民者。</UndraftAll.rejectInputMessage>
<!-- EN: Success! Now UNDRAFT all your colonists using the same command as before.\n\nThis will let them return to their own schedules. -->
<UndraftAll.text>不错不错!将你的殖民者解散吧。\n\n他们会回归到正常工作当中去。</UndraftAll.text>
<UndraftAll.text>不错不错!将你的殖民者解散吧。 \n\n他们会回归到正常工作当中去。</UndraftAll.text>
<!-- EN: Allow this -->
<UnforbidStartingResources.onMapInstruction>解禁这个</UnforbidStartingResources.onMapInstruction>
<!-- EN: Please allow your starting items. -->
<UnforbidStartingResources.rejectInputMessage>请解除物品的禁用状态</UnforbidStartingResources.rejectInputMessage>
<!-- EN: To allow your colonists to bring your items to the stockpile, you must remove the items' "forbidden" designation.\n\n1. Clicking your starting items to select them.\n2. Click the ALLOW toggle button to allow them.\n\n(Pro tip: Double-click an item to select all on screen of the same type.)\n\nAlternatively, you can:\n1. Click ARCHITECT.\n2. Click ORDERS.\n3. Click ALLOW.\n4. Drag out a shape covering all forbidden items to allow them. -->
<UnforbidStartingResources.text>殖民者不能对被标记为「禁用」的物品进行操作。\n\n禁用的物品上会有一个红色的小X选择禁用物品后在下方的控制栏内可以解禁。\n\n鼠标双击物品可快速同时选中附近同类物品。\n\n你也可以打开左下角「建筑规划」展开「命令」栏点击「解禁」并拖拽将禁用的物品框进去来解除禁用。</UnforbidStartingResources.text>
<UnforbidStartingResources.text>殖民者不能对被标记为「禁用」的物品进行操作。 \n\n禁用的物品上会有一个红色的小X 选择禁用物品后, 在下方的控制栏内可以解禁。 \n\n鼠标双击物品可快速同时选中附近同类物品。 \n\n你也可以打开左下角「建筑规划」 展开「命令」栏, 点击「解禁」并拖拽将禁用的物品框进去来解除禁用。</UnforbidStartingResources.text>
</LanguageData>

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@ -6,11 +6,11 @@
<!-- EN: r_logentry(p=5)->[INITIATOR_nameDef] [tamed] [RECIPIENT_nameDef]. -->
<AnimalChat.logRulesInitiator.rulesStrings.0>r_logentry(p=5)->[INITIATOR_nameDef][tamed][RECIPIENT_nameDef]。</AnimalChat.logRulesInitiator.rulesStrings.0>
<!-- EN: r_logentry->[INITIATOR_nameDef] sat near [RECIPIENT_nameDef] and talked to [INITIATOR_objective]self about [TalkTopicAny]. -->
<AnimalChat.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]坐在[RECIPIENT_nameDef]旁边,[INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.1>
<AnimalChat.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]坐在[RECIPIENT_nameDef]旁边, [INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.1>
<!-- EN: r_logentry->[INITIATOR_nameDef] approached [RECIPIENT_nameDef] while whispering to [INITIATOR_objective]self about [TalkTopicAny]. -->
<AnimalChat.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]接近[RECIPIENT_nameDef][INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.2>
<AnimalChat.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]接近[RECIPIENT_nameDef] [INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.2>
<!-- EN: r_logentry->[INITIATOR_nameDef] came near [RECIPIENT_nameDef] while talking to [INITIATOR_objective]self about [TalkTopicAny]. -->
<AnimalChat.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]走到[RECIPIENT_nameDef]身边,[INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.3>
<AnimalChat.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]走到[RECIPIENT_nameDef]身边, [INITIATOR_objective]自言自语地说起[TalkTopicAny]的话题。</AnimalChat.logRulesInitiator.rulesStrings.3>
<!-- EN: tamed->made calming noises towards -->
<AnimalChat.logRulesInitiator.rulesStrings.4>tamed->悄无声息地靠近</AnimalChat.logRulesInitiator.rulesStrings.4>
<!-- EN: tamed->offered slow, friendly gestures to -->

View File

@ -4,7 +4,7 @@
<!-- EN: try to get to know -->
<BuildRapport.label>尝试交流</BuildRapport.label>
<!-- EN: r_logentry->[INITIATOR_nameDef] [toldastoryabout] [subject] to [RECIPIENT_nameDef]. -->
<BuildRapport.logRulesInitiator.rulesStrings.0>r_logentry->在有关[subject]的问题上,[INITIATOR_nameDef]给[RECIPIENT_nameDef][toldastoryabout]。</BuildRapport.logRulesInitiator.rulesStrings.0>
<BuildRapport.logRulesInitiator.rulesStrings.0>r_logentry->在有关[subject]的问题上, [INITIATOR_nameDef]给[RECIPIENT_nameDef][toldastoryabout]。</BuildRapport.logRulesInitiator.rulesStrings.0>
<!-- EN: r_logentry->[INITIATOR_nameDef] told [RECIPIENT_nameDef] about [subject]. -->
<BuildRapport.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef]关于[subject]的问题。</BuildRapport.logRulesInitiator.rulesStrings.1>
<!-- EN: r_logentry->[INITIATOR_nameDef] described [subject] to [RECIPIENT_nameDef]. -->
@ -77,7 +77,7 @@
<!-- EN: r_logentry->[INITIATOR_nameDef] asked [RECIPIENT_nameDef] to join. -->
<RecruitAttempt.logRulesInitiator.rulesStrings.0>r_logentry->[INITIATOR_nameDef]要求[RECIPIENT_nameDef]加入。</RecruitAttempt.logRulesInitiator.rulesStrings.0>
<!-- EN: r_logentry->[INITIATOR_nameDef] promised [goodthing] to [RECIPIENT_nameDef], and asked [RECIPIENT_objective] to join. -->
<RecruitAttempt.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]同[RECIPIENT_nameDef]许诺[goodthing],并要求[RECIPIENT_objective]加入。</RecruitAttempt.logRulesInitiator.rulesStrings.1>
<RecruitAttempt.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]同[RECIPIENT_nameDef]许诺[goodthing] 并要求[RECIPIENT_objective]加入。</RecruitAttempt.logRulesInitiator.rulesStrings.1>
<!-- EN: goodthing(p=15)->[ConceptPositive] -->
<RecruitAttempt.logRulesInitiator.rulesStrings.2>goodthing(p=15)->[ConceptPositive]的憧憬</RecruitAttempt.logRulesInitiator.rulesStrings.2>
<!-- EN: goodthing->free, fresh [Vegetable]s -->
@ -88,11 +88,11 @@
<!-- EN: r_logentry->[INITIATOR_nameDef] spoke about the joy of [freedom], and offered a means of escape. -->
<SparkJailbreak.logRulesInitiator.rulesStrings.0>r_logentry->[INITIATOR_nameDef]谈及了[freedom]的美好, 并提供了一种逃离的方法。</SparkJailbreak.logRulesInitiator.rulesStrings.0>
<!-- EN: r_logentry->[INITIATOR_nameDef] talked about how beautiful the [TerrainFeature] is, and offered freedom. -->
<SparkJailbreak.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]讲述了[TerrainFeature]是多么的美丽,并将囚犯释放。</SparkJailbreak.logRulesInitiator.rulesStrings.1>
<SparkJailbreak.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]讲述了[TerrainFeature]是多么的美丽, 并将囚犯释放。</SparkJailbreak.logRulesInitiator.rulesStrings.1>
<!-- EN: r_logentry->[INITIATOR_nameDef] demonstrated a means of escape to [RECIPIENT_nameDef], and promised [freedom]. -->
<SparkJailbreak.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]向[RECIPIENT_nameDef]展示了一种逃离的方法,并保证其[freedom]。</SparkJailbreak.logRulesInitiator.rulesStrings.2>
<SparkJailbreak.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]向[RECIPIENT_nameDef]展示了一种逃离的方法, 并保证其[freedom]。</SparkJailbreak.logRulesInitiator.rulesStrings.2>
<!-- EN: r_logentry->[INITIATOR_nameDef] told [RECIPIENT_nameDef] that security is lax, and encouraged escape. -->
<SparkJailbreak.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef]现在防御很松懈,并怂恿其逃跑。</SparkJailbreak.logRulesInitiator.rulesStrings.3>
<SparkJailbreak.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef]现在防御很松懈, 并怂恿其逃跑。</SparkJailbreak.logRulesInitiator.rulesStrings.3>
<!-- EN: freedom->freedom -->
<SparkJailbreak.logRulesInitiator.rulesStrings.4>freedom->重获自由</SparkJailbreak.logRulesInitiator.rulesStrings.4>
<!-- EN: freedom->opportunity -->

View File

@ -8,9 +8,9 @@
<!-- EN: r_logentry->[INITIATOR_nameDef] asked [RECIPIENT_nameDef] for some space. -->
<Breakup.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]要求[RECIPIENT_nameDef]给彼此更多的空间。</Breakup.logRulesInitiator.rulesStrings.1>
<!-- EN: r_logentry->[INITIATOR_nameDef] told [RECIPIENT_nameDef] that it's not working out. -->
<Breakup.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef],这样下去是行不通的。</Breakup.logRulesInitiator.rulesStrings.2>
<Breakup.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef] 这样下去是行不通的。</Breakup.logRulesInitiator.rulesStrings.2>
<!-- EN: r_logentry->[INITIATOR_nameDef] told [RECIPIENT_nameDef] that it would be best to see other people. -->
<Breakup.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef],下一个会更好。</Breakup.logRulesInitiator.rulesStrings.3>
<Breakup.logRulesInitiator.rulesStrings.3>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef] 下一个会更好。</Breakup.logRulesInitiator.rulesStrings.3>
<!-- EN: marriage proposal -->
<MarriageProposal.label>求婚</MarriageProposal.label>
@ -19,12 +19,12 @@
<!-- EN: r_logentry->[INITIATOR_nameDef] proposed a lifelong commitment to [RECIPIENT_nameDef]. -->
<MarriageProposal.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]对[RECIPIENT_nameDef]做出终身承诺。</MarriageProposal.logRulesInitiator.rulesStrings.1>
<!-- EN: r_logentry->[INITIATOR_nameDef] told [RECIPIENT_nameDef] that [INITIATOR_pronoun] wants to spend [INITIATOR_possessive] life with [RECIPIENT_objective]. -->
<MarriageProposal.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef][INITIATOR_pronoun]希望用一生来陪伴[RECIPIENT_objective]。</MarriageProposal.logRulesInitiator.rulesStrings.2>
<MarriageProposal.logRulesInitiator.rulesStrings.2>r_logentry->[INITIATOR_nameDef]告诉[RECIPIENT_nameDef] [INITIATOR_pronoun]希望用一生来陪伴[RECIPIENT_objective]。</MarriageProposal.logRulesInitiator.rulesStrings.2>
<!-- EN: romance attempt -->
<RomanceAttempt.label>求爱</RomanceAttempt.label>
<!-- EN: r_logentry->[INITIATOR_nameDef] [wooed] [RECIPIENT_nameDef] by [wootactic]. -->
<RomanceAttempt.logRulesInitiator.rulesStrings.0>r_logentry->[INITIATOR_nameDef][wooed][RECIPIENT_nameDef][wootactic]。</RomanceAttempt.logRulesInitiator.rulesStrings.0>
<RomanceAttempt.logRulesInitiator.rulesStrings.0>r_logentry->[INITIATOR_nameDef][wooed][RECIPIENT_nameDef] [wootactic]。</RomanceAttempt.logRulesInitiator.rulesStrings.0>
<!-- EN: wooed->tried to flirt with -->
<RomanceAttempt.logRulesInitiator.rulesStrings.1>wooed->试图挑逗</RomanceAttempt.logRulesInitiator.rulesStrings.1>
<!-- EN: wooed->flirted with -->

View File

@ -37,7 +37,7 @@
<!-- EN: deep talk -->
<DeepTalk.label>深入交流</DeepTalk.label>
<!-- EN: r_logentry->[INITIATOR_nameDef] and [RECIPIENT_nameDef] [talkedabout] [subject]. -->
<DeepTalk.logRulesInitiator.rulesStrings.0>r_logentry->在[subject]的问题上,[INITIATOR_nameDef]和[RECIPIENT_nameDef][talkedabout]。</DeepTalk.logRulesInitiator.rulesStrings.0>
<DeepTalk.logRulesInitiator.rulesStrings.0>r_logentry->在[subject]的问题上, [INITIATOR_nameDef]和[RECIPIENT_nameDef][talkedabout]。</DeepTalk.logRulesInitiator.rulesStrings.0>
<!-- EN: r_logentry->[INITIATOR_nameDef] [talkedabout] [subject] with [RECIPIENT_nameDef]. -->
<DeepTalk.logRulesInitiator.rulesStrings.1>r_logentry->[INITIATOR_nameDef]同[RECIPIENT_nameDef]就[subject]的话题[talkedabout]。</DeepTalk.logRulesInitiator.rulesStrings.1>
<!-- EN: talkedabout->communicated thoughts about -->

View File

@ -9,12 +9,12 @@
<!-- EN: debug menu -->
<DebugMenu.label>调试菜单</DebugMenu.label>
<!-- EN: Controls used in debug menus. Active in development mode only. -->
<DebugMenu.description>用于调试功能的控件,只有在开发者模式下才会激活。</DebugMenu.description>
<DebugMenu.description>用于调试功能的控件, 只有在开发者模式下才会激活。</DebugMenu.description>
<!-- EN: developer tools -->
<Development.label>开发者工具</Development.label>
<!-- EN: Controls for developers and modders. Active in development mode only. -->
<Development.description>开发者和Mod制作者相关的按键。只在开发者模式中有效。</Development.description>
<Development.description>开发者和Mod制作者相关的按键。 只在开发者模式中有效。</Development.description>
<!-- EN: in-game global -->
<Game.label>游戏全局操作</Game.label>

View File

@ -14,7 +14,7 @@
<!-- EN: assign -->
<Assign.label>方案</Assign.label>
<!-- EN: Assign behaviors to colonists like what they should wear, what drugs to take, or how to respond to enemies. -->
<Assign.description>给殖民者指定行为方式,比如他们应该穿什么、服用何种药物、或者如何迎敌。</Assign.description>
<Assign.description>给殖民者指定行为方式, 比如他们应该穿什么、服用何种药物、或者如何迎敌。</Assign.description>
<!-- EN: factions -->
<Factions.label>派系</Factions.label>
@ -32,12 +32,12 @@
<!-- EN: menu -->
<Menu.label>菜单</Menu.label>
<!-- EN: Change options, save, load, or quit the game. -->
<Menu.description>改变选项,保存、载入或退出游戏。</Menu.description>
<Menu.description>改变选项, 保存、载入或退出游戏。</Menu.description>
<!-- EN: quests -->
<Quests.label>任务</Quests.label>
<!-- EN: View available, active, and historical quests. -->
<Quests.description>查看可用的,激活的和过去的任务</Quests.description>
<Quests.description>查看可用的, 激活的和过去的任务</Quests.description>
<!-- EN: research -->
<Research.label>研究</Research.label>
@ -47,21 +47,21 @@
<!-- EN: schedule -->
<Schedule.label>管制</Schedule.label>
<!-- EN: Schedule colonists' activities to certain times of day, and set their allowed areas. -->
<Schedule.description>指定殖民者在特定时段的活动种类,或限制殖民者的活动区域。</Schedule.description>
<Schedule.description>指定殖民者在特定时段的活动种类, 或限制殖民者的活动区域。</Schedule.description>
<!-- EN: wildlife -->
<Wildlife.label>野生动物</Wildlife.label>
<!-- EN: List wild animals in the area and designate them for hunting or taming. -->
<Wildlife.description>列出该地区的所有野生动物,可以对它们进行狩猎或者驯服的标记。</Wildlife.description>
<Wildlife.description>列出该地区的所有野生动物, 可以对它们进行狩猎或者驯服的标记。</Wildlife.description>
<!-- EN: work -->
<Work.label>工作</Work.label>
<!-- EN: Choose which colonist does what kinds of work, and in what order. -->
<Work.description>指定殖民者进行何种工作,以及各种工作的优先顺序。</Work.description>
<Work.description>指定殖民者进行何种工作, 以及各种工作的优先顺序。</Work.description>
<!-- EN: world -->
<World.label>世界</World.label>
<!-- EN: Examine the world map, form, and manage caravans. -->
<World.description>查看世界地图,组建或者管理远行队。</World.description>
<World.description>查看世界地图, 组建或者管理远行队。</World.description>
</LanguageData>

View File

@ -6,7 +6,7 @@
<!-- EN: Mental state: Tantrum -->
<BedroomTantrum.baseInspectLine>精神状态: 发脾气</BedroomTantrum.baseInspectLine>
<!-- EN: {0} is having a tantrum.\n\n[PAWN_pronoun] is going to smash things in [PAWN_possessive] room. -->
<BedroomTantrum.beginLetter>{0} 正在发脾气。[PAWN_pronoun]正打算砸掉[PAWN_possessive]房间里的家具。</BedroomTantrum.beginLetter>
<BedroomTantrum.beginLetter>{0} 正在发脾气。 [PAWN_pronoun]正打算砸掉[PAWN_possessive]房间里的家具。</BedroomTantrum.beginLetter>
<BedroomTantrum.beginLetterLabel>发脾气</BedroomTantrum.beginLetterLabel>
<!-- EN: {0} is no longer having a tantrum. -->
<BedroomTantrum.recoveryMessage>{0}不再发脾气了。</BedroomTantrum.recoveryMessage>
@ -47,7 +47,7 @@
<!-- EN: Mental state: Corpse obsession -->
<CorpseObsession.baseInspectLine>精神状态: 尸体迷恋</CorpseObsession.baseInspectLine>
<!-- EN: {0} has broken inside and become obsessed with corpses.\n\n[PAWN_pronoun] is going to dig up a corpse and present it for all to see. -->
<CorpseObsession.beginLetter>{0} 陷入了尸体迷恋之中。[PAWN_pronoun]正打算挖出一具尸体并和别人一起观赏。</CorpseObsession.beginLetter>
<CorpseObsession.beginLetter>{0} 陷入了尸体迷恋之中。 [PAWN_pronoun]正打算挖出一具尸体并和别人一起观赏。</CorpseObsession.beginLetter>
<CorpseObsession.beginLetterLabel>尸体迷恋</CorpseObsession.beginLetterLabel>
<!-- EN: {0} is no longer having a corpse obsession. -->
<CorpseObsession.recoveryMessage>{0}已从尸体迷恋状态脱离出来。</CorpseObsession.recoveryMessage>
@ -57,7 +57,7 @@
<!-- EN: Mental state: Fire starting spree -->
<FireStartingSpree.baseInspectLine>精神状态: 纵火</FireStartingSpree.baseInspectLine>
<!-- EN: {0} is on a fire starting spree.\n\n[PAWN_pronoun] will wander around for a while, randomly starting fires. -->
<FireStartingSpree.beginLetter>{0} 正在四处纵火!\n\n[PAWN_pronoun]会四处走动,随意纵火。</FireStartingSpree.beginLetter>
<FireStartingSpree.beginLetter>{0} 正在四处纵火!\n\n[PAWN_pronoun]会四处走动, 随意纵火。</FireStartingSpree.beginLetter>
<FireStartingSpree.beginLetterLabel>纵火</FireStartingSpree.beginLetterLabel>
<!-- EN: {0} is no longer on a fire starting spree. -->
<FireStartingSpree.recoveryMessage>{0}停止纵火了。</FireStartingSpree.recoveryMessage>
@ -67,11 +67,11 @@
<!-- EN: Mental state: Given up and leaving -->
<GiveUpExit.baseInspectLine>精神状态: 放弃离开</GiveUpExit.baseInspectLine>
<!-- EN: {0} has given up on this community.\n\n[PAWN_pronoun] has decided to leave and pursue a better life elsewhere. You can try to arrest [PAWN_objective] as [PAWN_pronoun] leaves. Otherwise, you may still see [PAWN_objective] again some day. -->
<GiveUpExit.beginLetter>{0} 已经放弃并离开殖民地。\n\n[PAWN_pronoun]下定决心离开到别的地方寻找更好的生活。</GiveUpExit.beginLetter>
<GiveUpExit.beginLetter>{0} 已经放弃并离开殖民地。 \n\n[PAWN_pronoun]下定决心离开到别的地方寻找更好的生活。</GiveUpExit.beginLetter>
<!-- EN: gave up -->
<GiveUpExit.beginLetterLabel>放弃</GiveUpExit.beginLetterLabel>
<!-- EN: {0} has had a change of heart and is coming back to the colony. -->
<GiveUpExit.recoveryMessage>{0}改变心意,并返回殖民地。</GiveUpExit.recoveryMessage>
<GiveUpExit.recoveryMessage>{0}改变心意, 并返回殖民地。</GiveUpExit.recoveryMessage>
<!-- EN: insulting spree -->
<InsultingSpree.label>侮辱纵乐</InsultingSpree.label>
@ -88,7 +88,7 @@
<!-- EN: Mental state: Jailbreaker -->
<Jailbreaker.baseInspectLine>精神状态: 越狱者</Jailbreaker.baseInspectLine>
<!-- EN: {0} has had a mental breakdown and is going to induce prisoners to escape. -->
<Jailbreaker.beginLetter>{0} 精神已经崩溃,并正打算鼓动囚犯越狱。</Jailbreaker.beginLetter>
<Jailbreaker.beginLetter>{0} 精神已经崩溃, 并正打算鼓动囚犯越狱。</Jailbreaker.beginLetter>
<!-- EN: jailbreaker -->
<Jailbreaker.beginLetterLabel>越狱者</Jailbreaker.beginLetterLabel>
<!-- EN: {0} is no longer inducing prisoners to escape. -->
@ -99,7 +99,7 @@
<!-- EN: Mental state: Murderous rage -->
<MurderousRage.baseInspectLine>精神状态: 发狂行凶</MurderousRage.baseInspectLine>
<!-- EN: {0} has flown into a murderous rage.\n\n[PAWN_pronoun] has decided to kill {1}. -->
<MurderousRage.beginLetter>{0} 陷入了发狂行凶之中。\n\n[PAWN_pronoun]正打算杀死{1}。</MurderousRage.beginLetter>
<MurderousRage.beginLetter>{0} 陷入了发狂行凶之中。 \n\n[PAWN_pronoun]正打算杀死{1}。</MurderousRage.beginLetter>
<MurderousRage.beginLetterLabel>发狂行凶</MurderousRage.beginLetterLabel>
<!-- EN: {0} is no longer in a murderous rage. -->
<MurderousRage.recoveryMessage>{0}已从发狂行凶状态脱离出来。</MurderousRage.recoveryMessage>
@ -109,7 +109,7 @@
<!-- EN: Mental state: Sadistic rage -->
<SadisticRage.baseInspectLine>精神状态: 发狂施虐</SadisticRage.baseInspectLine>
<!-- EN: {0} has flown into a sadistic rage.\n\n[PAWN_pronoun] is going to vent [PAWN_possessive] anger on the prisoners. -->
<SadisticRage.beginLetter>{0} 陷入了发狂施虐之中。[PAWN_pronoun]正打算将怒火发泄到囚犯身上。</SadisticRage.beginLetter>
<SadisticRage.beginLetter>{0} 陷入了发狂施虐之中。 [PAWN_pronoun]正打算将怒火发泄到囚犯身上。</SadisticRage.beginLetter>
<SadisticRage.beginLetterLabel>发狂施虐</SadisticRage.beginLetterLabel>
<!-- EN: {0} is no longer in a sadistic rage. -->
<SadisticRage.recoveryMessage>{0}已从发狂施虐状态脱离出来。</SadisticRage.recoveryMessage>
@ -119,7 +119,7 @@
<!-- EN: Mental state: Slaughterer -->
<Slaughterer.baseInspectLine>精神状态: 屠夫</Slaughterer.baseInspectLine>
<!-- EN: {0} has had a mental breakdown and is going to vent [PAWN_possessive] anger on your animals. -->
<Slaughterer.beginLetter>{0}精神已经崩溃,并正打算将怒火发泄到你的动物身上。</Slaughterer.beginLetter>
<Slaughterer.beginLetter>{0}精神已经崩溃, 并正打算将怒火发泄到你的动物身上。</Slaughterer.beginLetter>
<Slaughterer.beginLetterLabel>屠夫</Slaughterer.beginLetterLabel>
<!-- EN: {0} is no longer slaughtering random animals. -->
<Slaughterer.recoveryMessage>{0}不再随机屠杀动物了。</Slaughterer.recoveryMessage>
@ -129,7 +129,7 @@
<!-- EN: Mental state: Tantrum -->
<Tantrum.baseInspectLine>精神状态: 发脾气</Tantrum.baseInspectLine>
<!-- EN: {0} is having a tantrum.\n\n[PAWN_pronoun] will smash up random furniture, items and structures. -->
<Tantrum.beginLetter>{0}正在发脾气。\n\n[PAWN_pronoun]会随机地破坏家具、物品或者墙壁之类的结构。</Tantrum.beginLetter>
<Tantrum.beginLetter>{0}正在发脾气。 \n\n[PAWN_pronoun]会随机地破坏家具、物品或者墙壁之类的结构。</Tantrum.beginLetter>
<Tantrum.beginLetterLabel>发脾气</Tantrum.beginLetterLabel>
<!-- EN: {0} is no longer having a tantrum. -->
<Tantrum.recoveryMessage>{0}不再发脾气了。</Tantrum.recoveryMessage>
@ -139,7 +139,7 @@
<!-- EN: Mental state: Insulting spree against {0} -->
<TargetedInsultingSpree.baseInspectLine>精神状态: 对{0}侮辱纵乐。</TargetedInsultingSpree.baseInspectLine>
<!-- EN: {0} has fixated [PAWN_possessive] rage on {1}.\n\n[PAWN_pronoun] will follow {1} around, hurling insults. -->
<TargetedInsultingSpree.beginLetter>{0}准备将怒火全部发泄到{1}身上。\n\n[PAWN_pronoun]会紧跟{1}左右,尽情辱骂。</TargetedInsultingSpree.beginLetter>
<TargetedInsultingSpree.beginLetter>{0}准备将怒火全部发泄到{1}身上。 \n\n[PAWN_pronoun]会紧跟{1}左右, 尽情辱骂。</TargetedInsultingSpree.beginLetter>
<TargetedInsultingSpree.beginLetterLabel>侮辱纵乐</TargetedInsultingSpree.beginLetterLabel>
<TargetedInsultingSpree.recoveryMessage />
@ -148,7 +148,7 @@
<!-- EN: Mental state: Tantrum -->
<TargetedTantrum.baseInspectLine>精神状态: 发脾气</TargetedTantrum.baseInspectLine>
<!-- EN: {0} is having a tantrum.\n\n[PAWN_pronoun] is going to destroy {1}. -->
<TargetedTantrum.beginLetter>{0} 正在发脾气。[PAWN_pronoun]正打算拆掉{1}。</TargetedTantrum.beginLetter>
<TargetedTantrum.beginLetter>{0} 正在发脾气。 [PAWN_pronoun]正打算拆掉{1}。</TargetedTantrum.beginLetter>
<TargetedTantrum.beginLetterLabel>发脾气</TargetedTantrum.beginLetterLabel>
<!-- EN: {0} is no longer having a tantrum. -->
<TargetedTantrum.recoveryMessage>{0}不再发脾气了。</TargetedTantrum.recoveryMessage>
@ -169,29 +169,29 @@
<!-- EN: Mental state: Psychotic wandering -->
<Wander_Psychotic.baseInspectLine>精神状态:茫然徘徊</Wander_Psychotic.baseInspectLine>
<!-- EN: {0} is wandering around in a psychotic state. -->
<Wander_Psychotic.beginLetter>{0}已经失控,迷茫着四处徘徊。</Wander_Psychotic.beginLetter>
<Wander_Psychotic.beginLetter>{0}已经失控, 迷茫着四处徘徊。</Wander_Psychotic.beginLetter>
<!-- EN: daze -->
<Wander_Psychotic.beginLetterLabel>迷茫</Wander_Psychotic.beginLetterLabel>
<!-- EN: {0} is no longer wandering in a psychotic state. -->
<Wander_Psychotic.recoveryMessage>{0}回过神来,不再迷茫徘徊。</Wander_Psychotic.recoveryMessage>
<Wander_Psychotic.recoveryMessage>{0}回过神来, 不再迷茫徘徊。</Wander_Psychotic.recoveryMessage>
<!-- EN: wandering in psychosis -->
<Wander_Psychotic_Short.label>茫然徘徊</Wander_Psychotic_Short.label>
<!-- EN: Mental state: Psychotic wandering -->
<Wander_Psychotic_Short.baseInspectLine>精神状态:茫然徘徊</Wander_Psychotic_Short.baseInspectLine>
<!-- EN: {0} is wandering around in a psychotic state. -->
<Wander_Psychotic_Short.beginLetter>{0}已经失控,迷茫着四处徘徊。</Wander_Psychotic_Short.beginLetter>
<Wander_Psychotic_Short.beginLetter>{0}已经失控, 迷茫着四处徘徊。</Wander_Psychotic_Short.beginLetter>
<!-- EN: daze -->
<Wander_Psychotic_Short.beginLetterLabel>迷茫</Wander_Psychotic_Short.beginLetterLabel>
<!-- EN: {0} is no longer wandering in a psychotic state. -->
<Wander_Psychotic_Short.recoveryMessage>{0}回过神来,不再迷茫徘徊。</Wander_Psychotic_Short.recoveryMessage>
<Wander_Psychotic_Short.recoveryMessage>{0}回过神来, 不再迷茫徘徊。</Wander_Psychotic_Short.recoveryMessage>
<!-- EN: sad wandering -->
<Wander_Sad.label>悲伤徘徊</Wander_Sad.label>
<!-- EN: Mental state: Sad wandering -->
<Wander_Sad.baseInspectLine>精神状态: 悲伤徘徊</Wander_Sad.baseInspectLine>
<!-- EN: {0} has broken down and is wandering around in sadness. -->
<Wander_Sad.beginLetter>{0} 已经失控,悲伤着四处徘徊。</Wander_Sad.beginLetter>
<Wander_Sad.beginLetter>{0} 已经失控, 悲伤着四处徘徊。</Wander_Sad.beginLetter>
<!-- EN: sad wander -->
<Wander_Sad.beginLetterLabel>悲伤徘徊</Wander_Sad.beginLetterLabel>
<!-- EN: {0} is no longer wandering in sadness. -->

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@ -4,6 +4,6 @@
<!-- EN: alcohol -->
<Chemical_Alcohol.label>酒精</Chemical_Alcohol.label>
<!-- EN: Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms. -->
<Chemical_Alcohol.description>由于酒精成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Alcohol.description>
<Chemical_Alcohol.description>由于酒精成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Alcohol.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: ambrosia -->
<Chemical_Ambrosia.label>仙馐果</Chemical_Ambrosia.label>
<!-- EN: Because of an ambrosia addiction, this person needs to regularly consume ambrosia to avoid withdrawal symptoms. -->
<Chemical_Ambrosia.description>由于仙馐果成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Ambrosia.description>
<Chemical_Ambrosia.description>由于仙馐果成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Ambrosia.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: go-juice -->
<Chemical_GoJuice.label>活力水</Chemical_GoJuice.label>
<!-- EN: Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. -->
<Chemical_GoJuice.description>由于活力水成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_GoJuice.description>
<Chemical_GoJuice.description>由于活力水成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_GoJuice.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: luciferium -->
<Chemical_Luciferium.label>魔鬼素</Chemical_Luciferium.label>
<!-- EN: This person's body is enhanced by luciferium mechanites.\n\nWithout regular doses of luciferium, the mechanites will lose cohesion. If this happens, the user becomes continuously, violently insane and eventually dies.\n\nThis addiction never goes away. -->
<Chemical_Luciferium.description>由于躯体曾经过魔鬼素纳米机械强化,此人需要持续服用魔鬼素。\n\n如果没有及时服用剂量合适的魔鬼素会导致纳米机械失调之后宿主大脑会不断受损发狂最终死亡。\n\n魔鬼素的成瘾性不会消失。</Chemical_Luciferium.description>
<Chemical_Luciferium.description>由于躯体曾经过魔鬼素纳米机械强化, 此人需要持续服用魔鬼素。 \n\n如果没有及时服用剂量合适的魔鬼素 会导致纳米机械失调, 之后宿主大脑会不断受损发狂最终死亡。 \n\n魔鬼素的成瘾性不会消失。</Chemical_Luciferium.description>
</LanguageData>

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@ -4,47 +4,47 @@
<!-- EN: beauty -->
<Beauty.label>美观</Beauty.label>
<!-- EN: Beauty reflects how visually pleasing a person has found their surroundings recently. Beautiful things like art improve beauty when viewed, while ugly things like filth and rough stone surfaces reduce it. -->
<Beauty.description>美观度反映了人物最近感受的周围环境的视觉愉悦程度。看到像是艺术品这类美丽的东西能够满足人们的美观需求,另外,像是各种污渍或者太丑的石头之类的东西会让人们的美观感受降低。你可以在右下角勾选「开关美观度显示」,来查看鼠标所在位置的平均美观度。</Beauty.description>
<Beauty.description>美观度反映了人物最近感受的周围环境的视觉愉悦程度。 看到像是艺术品这类美丽的东西能够满足人们的美观需求, 另外, 像是各种污渍或者太丑的石头之类的东西会让人们的美观感受降低。 你可以在右下角勾选「开关美观度显示」, 来查看鼠标所在位置的平均美观度。</Beauty.description>
<!-- EN: comfort -->
<Comfort.label>舒适</Comfort.label>
<!-- EN: Comfort is gained by sitting in or sleeping on comfortable furniture. It is acquired while laying in bed, sitting in a chair while working, or other times. -->
<Comfort.description>舒适度可以通过坐在或睡在舒适的家具上获得。躺在床上,工作的时候坐在舒适的椅子上,或者别的什么时候都能获得这个需求。当殖民者从事长期工作比如雕塑和研究时,建议你给工作台配张好的沙发。</Comfort.description>
<Comfort.description>舒适度可以通过坐在或睡在舒适的家具上获得。 躺在床上, 工作的时候坐在舒适的椅子上, 或者别的什么时候都能获得这个需求。 当殖民者从事长期工作比如雕塑和研究时, 建议你给工作台配张好的沙发。</Comfort.description>
<!-- EN: chemical -->
<DrugDesire.label>药品</DrugDesire.label>
<!-- EN: Chemical expresses the desire to ingest drugs. When above a certain level it will create good mood, but when below a certain level it will create increasingly bad mood. -->
<DrugDesire.description>药品值表示摄取药物的欲望。当高于一定水平时,能够提高心情。但当低于一定水平时,会对心情造成负面的影响。</DrugDesire.description>
<DrugDesire.description>药品值表示摄取药物的欲望。 当高于一定水平时, 能够提高心情。 但当低于一定水平时, 会对心情造成负面的影响。</DrugDesire.description>
<!-- EN: food -->
<Food.label>饮食</Food.label>
<!-- EN: Food is the amount of nutrition a creature has consumed recently. If it is at zero, a creature will become increasingly malnourished and eventually die. -->
<Food.description>饮食值表示了生物最近吃下的营养物的多少。当食物值为零时,生物会逐渐地营养不良直至死亡。</Food.description>
<Food.description>饮食值表示了生物最近吃下的营养物的多少。 当食物值为零时, 生物会逐渐地营养不良直至死亡。</Food.description>
<!-- EN: indoors -->
<Indoors.label>室内</Indoors.label>
<!-- EN: Indoors expresses the need to be within walls and under a roof. It is harmed by spending time in outdoor areas or not under roofs. To raise this need past 50%, a person must be under an overhead mountain, not just a normal roof. -->
<Indoors.description>室内需求意味着需要在屋顶下或者墙壁内。在户外或者不在屋檐下活动会使它降低。但如果想让室内需求提高到50%以上,那就必须在厚岩顶下活动,而不是普通的屋顶。</Indoors.description>
<Indoors.description>室内需求意味着需要在屋顶下或者墙壁内。 在户外或者不在屋檐下活动会使它降低。 但如果想让室内需求提高到50%以上, 那就必须在厚岩顶下活动, 而不是普通的屋顶。</Indoors.description>
<!-- EN: recreation -->
<Joy.label>娱乐</Joy.label>
<!-- EN: Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. -->
<Joy.description>娱乐值表示需要不定期做的愉快事情。请注意,不断重复同样的活动使得获得娱乐值减少,所以提供多种娱乐方式是十分有必要的。</Joy.description>
<Joy.description>娱乐值表示需要不定期做的愉快事情。 请注意, 不断重复同样的活动使得获得娱乐值减少, 所以提供多种娱乐方式是十分有必要的。</Joy.description>
<!-- EN: mood -->
<Mood.label>心情</Mood.label>
<!-- EN: Mood represents how happy or stressed someone is. If mood gets too low, the person may suffer a mental break. Depending on how low his mood is, someone who has a mental break may have a minor breaks like hiding in his room for a day, or a major break like going on a murder spree. -->
<Mood.description>心情值表示了人心理的快乐或紧张程度。当心情值太低时,人可能会精神崩溃。这取决于他们的情绪有多低落,有些人可能会在自己房间里躲上一整天,但有些人就会无节制地进行谋杀行为。</Mood.description>
<Mood.description>心情值表示了人心理的快乐或紧张程度。 当心情值太低时, 人可能会精神崩溃。 这取决于他们的情绪有多低落, 有些人可能会在自己房间里躲上一整天, 但有些人就会无节制地进行谋杀行为。</Mood.description>
<!-- EN: outdoors -->
<Outdoors.label>户外</Outdoors.label>
<!-- EN: Outdoors expresses the need not to be cooped up inside. It is harmed by long periods inside, especially underground. It improves when someone spends time under the sky, especially outdoors. It's not about the size of the rooms, but the need to be outside from time to time. Lack of outdoors time is a significant challenge for people who dwell in underground bases. -->
<Outdoors.description>户外需求象征了不希望被狭小空间束缚的心情。它会因为长期在室内而下降,尤其是待在地下的时候。户外需求在露天环境下消磨时间时会得到满足,尤其是在户外更加明显。这无关房间大小,但是需要时不时地到户外走走。对于居住在狭窄地下基地的人来说,户外时间的缺乏无疑是一个巨大的挑战。</Outdoors.description>
<Outdoors.description>户外需求象征了不希望被狭小空间束缚的心情。 它会因为长期在室内而下降, 尤其是待在地下的时候。 户外需求在露天环境下消磨时间时会得到满足, 尤其是在户外更加明显。 这无关房间大小, 但是需要时不时地到户外走走。 对于居住在狭窄地下基地的人来说, 户外时间的缺乏无疑是一个巨大的挑战。</Outdoors.description>
<!-- EN: rest -->
<Rest.label>休息</Rest.label>
<!-- EN: Rest is how much sleep a creature has gotten recently. If it is at zero, a creature will eventually fall asleep on the spot. -->
<Rest.description>休息值表示了生物最近有多少睡眠。休息不足不但会让人头脑不清,还会会严重影响心情。如果休息值归零,他会直接不可抗拒地睡倒在地。</Rest.description>
<Rest.description>休息值表示了生物最近有多少睡眠。 休息不足不但会让人头脑不清, 还会会严重影响心情。 如果休息值归零, 他会直接不可抗拒地睡倒在地。</Rest.description>
<!-- EN: room size -->
<RoomSize.label>房间尺寸</RoomSize.label>

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@ -4,6 +4,6 @@
<!-- EN: psychite -->
<Chemical_Psychite.label>精神药物</Chemical_Psychite.label>
<!-- EN: Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. -->
<Chemical_Psychite.description>由于精神药物成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Psychite.description>
<Chemical_Psychite.description>由于精神药物成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Psychite.description>
</LanguageData>

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<!-- EN: smokeleaf -->
<Chemical_Smokeleaf.label>大麻</Chemical_Smokeleaf.label>
<!-- EN: Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms. -->
<Chemical_Smokeleaf.description>由于大麻成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Smokeleaf.description>
<Chemical_Smokeleaf.description>由于大麻成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_Smokeleaf.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: wake-up -->
<Chemical_WakeUp.label>清醒丸</Chemical_WakeUp.label>
<!-- EN: Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. -->
<Chemical_WakeUp.description>由于清醒丸成瘾,此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_WakeUp.description>
<Chemical_WakeUp.description>由于清醒丸成瘾, 此人需要持续服用成瘾品以避免产生戒断反应。</Chemical_WakeUp.description>
</LanguageData>

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@ -2,9 +2,9 @@
<LanguageData>
<!-- EN: The chance this creature will attack when harmed.\n\nThis chance increases up to three times if the attacker is closer.\n\nThis chance is applied each time damage is taken. This means that so slower-firing, higher-damage weapons are less likely to trigger it while hunting. -->
<ManhunterOnDamageChance.headerTip>生物受到伤害时反击的几率。\n\n这个几率会因攻击者太靠近而提高三倍。\n\n每次受到伤害时这个几率都会生效。这意味着发射速度较缓、伤害较高的武器在狩猎时会更难触发反击。</ManhunterOnDamageChance.headerTip>
<ManhunterOnDamageChance.headerTip>生物受到伤害时反击的几率。 \n\n这个几率会因攻击者太靠近而提高三倍。 \n\n每次受到伤害时这个几率都会生效。 这意味着发射速度较缓、伤害较高的武器在狩猎时会更难触发反击。</ManhunterOnDamageChance.headerTip>
<!-- EN: The chance that this creature will attack when a tamer tries to tame it and fails. -->
<ManhunterOnTameFailChance.headerTip>当驯兽师试图驯服生物失败时,这种生物进行反击的几率。</ManhunterOnTameFailChance.headerTip>
<ManhunterOnTameFailChance.headerTip>当驯兽师试图驯服生物失败时, 这种生物进行反击的几率。</ManhunterOnTameFailChance.headerTip>
</LanguageData>

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@ -42,9 +42,9 @@
<MechClusterDrop.textWillArrive>一批装满了机械族的空投舱即将降落在附近。</MechClusterDrop.textWillArrive>
<!-- EN: A group of {0} from {1} have arrived in transport pods. Their pods went haywire and are landing scattered all over the area! -->
<RandomDrop.textEnemy>来自{1}的一群{0}空降到附近。他们的空投舱散落在整个地区!</RandomDrop.textEnemy>
<RandomDrop.textEnemy>来自{1}的一群{0}空降到附近。 他们的空投舱散落在整个地区!</RandomDrop.textEnemy>
<!-- EN: A group of friendly {0} from {1} have arrived in transport pods. Their pods went haywire and are landing scattered all over the area! -->
<RandomDrop.textFriendly>来自{1}的一群友军{0}空降到附近。他们的空投舱散落在整个地区!</RandomDrop.textFriendly>
<RandomDrop.textFriendly>来自{1}的一群友军{0}空降到附近。 他们的空投舱散落在整个地区!</RandomDrop.textFriendly>
<!-- EN: {0_pawnsPluralDef} will arrive in transport pods. -->
<RandomDrop.textWillArrive>{0_pawnsPluralDef}的空投舱即将降落。</RandomDrop.textWillArrive>

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@ -4,6 +4,6 @@
<!-- EN: despised -->
<InsectMeatEating_Despised_Classic.label>鄙夷</InsectMeatEating_Despised_Classic.label>
<!-- EN: Insect meat is disgusting to even look at, much less eat. Slimy! -->
<InsectMeatEating_Despised_Classic.description>光是看一眼虫肉就令人作呕,更何况是要吃。噫!</InsectMeatEating_Despised_Classic.description>
<InsectMeatEating_Despised_Classic.description>光是看一眼虫肉就令人作呕, 更何况是要吃。 噫!</InsectMeatEating_Despised_Classic.description>
</LanguageData>

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@ -4,6 +4,6 @@
<!-- EN: free -->
<Lovin_Free.label>放纵</Lovin_Free.label>
<!-- EN: Physical intimacy is a natural part of life, with any partner, married or not. -->
<Lovin_Free.description>肉体关系是自然生活的一部分,和任何人或者婚否都毫无关系。</Lovin_Free.description>
<Lovin_Free.description>肉体关系是自然生活的一部分, 和任何人或者婚否都毫无关系。</Lovin_Free.description>
</LanguageData>

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<!-- EN: recruit -->
<AttemptRecruit.label>招募</AttemptRecruit.label>
<!-- EN: Wardens will attempt to recruit the prisoner. If the prisoner still has resistance, wardens will speak to them to reduce it. -->
<AttemptRecruit.description>狱卒将尝试招募囚犯。如果囚犯仍然有抵触情绪,狱卒将与他们交谈以减少抵触情绪。</AttemptRecruit.description>
<AttemptRecruit.description>狱卒将尝试招募囚犯。 如果囚犯仍然有抵触情绪, 狱卒将与他们交谈以减少抵触情绪。</AttemptRecruit.description>
<!-- EN: execute -->
<Execution.label>处决</Execution.label>
<!-- EN: A warden will execute the prisoner on the spot by cutting. This can affect the mood of other prisoners and colonists. -->
<Execution.description>狱卒会当场处决该囚犯。这会影响其他囚犯和殖民者的情绪。</Execution.description>
<Execution.description>狱卒会当场处决该囚犯。 这会影响其他囚犯和殖民者的情绪。</Execution.description>
<!-- EN: no interaction -->
<NoInteraction.label>不互动</NoInteraction.label>
@ -19,7 +19,7 @@
<!-- EN: reduce resistance -->
<ReduceResistance.label>降低抵抗</ReduceResistance.label>
<!-- EN: If the prisoner still has resistance, wardens will speak to them to reduce it. No recruit attempts will be made. -->
<ReduceResistance.description>如果犯人仍有抵抗情绪,狱卒将与他们交谈以减少反抗。不会进行招募尝试。</ReduceResistance.description>
<ReduceResistance.description>如果犯人仍有抵抗情绪, 狱卒将与他们交谈以减少反抗。 不会进行招募尝试。</ReduceResistance.description>
<!-- EN: release -->
<Release.label>释放</Release.label>

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<li>questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has sent us a message. Apparently, [siteFaction_pawnsPlural] based in a nearby camp have been raiding their caravans. The camp is controlled by [siteFaction_name].\n\n[asker_nameDef] is asking us to destroy the camp, which means eliminating all enemies and turrets. [asker_label] says that [sitePart0_description].</li>
-->
<OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings>
<li>questDescription->[asker_nameFull][asker_faction_name]的[asker_faction_leaderTitle],向我们发送了一条信息。根据他们的情报,一个属于[siteFaction_name]派系,由[siteFaction_pawnsPlural]建立的营地一直在袭击他们的商队。\n\n[asker_nameDef]请求我们帮助他们摧毁这个营地,完全消灭他们的人员和炮塔。[asker_label]还告诉我们[sitePart0_description]。</li>
<li>questDescription->[asker_nameFull] [asker_faction_name]的[asker_faction_leaderTitle] 向我们发送了一条信息。 根据他们的情报, 一个属于[siteFaction_name]派系, 由[siteFaction_pawnsPlural]建立的营地一直在袭击他们的商队。 \n\n[asker_nameDef]请求我们帮助他们摧毁这个营地, 完全消灭他们的人员和炮塔。 [asker_label]还告诉我们[sitePart0_description]。</li>
</OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->The [bandit] [camp]</li>
@ -44,11 +44,11 @@
<!-- EN: Quest expired: [resolvedQuestName] -->
<OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef>
<!-- EN: The bandit camp has packed up and moved on. The quest [resolvedQuestName] has expired. -->
<OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>匪徒们已收拾好行装,离开了这里。任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>
<OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>匪徒们已收拾好行装, 离开了这里。 任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef>
<!-- EN: After being discovered, the bandit camp has dispersed. The quest [resolvedQuestName] has ended. -->
<OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>这个匪徒营地被发现了。任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>
<OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>这个匪徒营地被发现了。 任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>
<!-- EN: Payment arrived -->
<OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef>奖励已送达</OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef>
<!-- EN: You have defeated the bandit camp!\n\nThe payment from [asker_faction_name] has arrived. -->
@ -56,6 +56,6 @@
<!-- EN: [asker_faction_royalFavorLabel] -->
<OpportunitySite_BanditCamp.LetterLabelFavorReceiver.slateRef>[asker_faction_royalFavorLabel]</OpportunitySite_BanditCamp.LetterLabelFavorReceiver.slateRef>
<!-- EN: These colonists participated in the victory for the quest [resolvedQuestName]. [asker_definite] wants to know who should receive the [royalFavorReward_amount] [asker_faction_royalFavorLabel] for this service. -->
<OpportunitySite_BanditCamp.LetterTextFavorReceiver.slateRef>殖民者们成功的完成了[resolvedQuestName]这项任务。[asker_definite]想要知道谁应该接受这[royalFavorReward_amount] x [asker_faction_royalFavorLabel]。</OpportunitySite_BanditCamp.LetterTextFavorReceiver.slateRef>
<OpportunitySite_BanditCamp.LetterTextFavorReceiver.slateRef>殖民者们成功的完成了[resolvedQuestName]这项任务。 [asker_definite]想要知道谁应该接受这[royalFavorReward_amount] x [asker_faction_royalFavorLabel]。</OpportunitySite_BanditCamp.LetterTextFavorReceiver.slateRef>
</LanguageData>

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@ -8,8 +8,8 @@
<li>pawnInvolvedInQuestInfo-></li>
-->
<OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->[refugee_nameDef]通过无线电联系上你并请求救助。[refugee_pronoun]受伤了并且无法行动。\n\n[refugee_nameDef]是一名[refugee_age]岁的[refugee_title]。如果你完成解救[refugee_objective][refugee_pronoun]发誓会加入你的殖民地。\n\n[refugee_nameDef]告诉我们[allSitePartsDescriptionsExceptFirst][pawnInvolvedInQuestInfo]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameDef]告诉[asker_possessive]朋友在旅行的时候因受伤无法行动。这名朋友名叫 [refugee_nameIndef],是一个[refugee_age]岁[refugee_title]。\n\n[asker_nameDef]现在没法派出多余的人手去帮助[refugee_nameDef],不过如果我们能赶到[refugee_nameDef]现在的位置并帮助[refugee_objective][refugee_pronoun]就会加入我们。\n\n[asker_nameDef]透露[allSitePartsDescriptionsExceptFirst][pawnInvolvedInQuestInfo]</li>
<li>questDescription(askerIsNull==true)->[refugee_nameDef]通过无线电联系上你并请求救助。 [refugee_pronoun]受伤了并且无法行动。 \n\n[refugee_nameDef]是一名[refugee_age]岁的[refugee_title]。 如果你完成解救[refugee_objective] [refugee_pronoun]发誓会加入你的殖民地。 \n\n[refugee_nameDef]告诉我们[allSitePartsDescriptionsExceptFirst][pawnInvolvedInQuestInfo]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle] [asker_nameDef]告诉[asker_possessive]朋友在旅行的时候因受伤无法行动。 这名朋友名叫 [refugee_nameIndef] 是一个[refugee_age]岁[refugee_title]。 \n\n[asker_nameDef]现在没法派出多余的人手去帮助[refugee_nameDef] 不过如果我们能赶到[refugee_nameDef]现在的位置并帮助[refugee_objective] [refugee_pronoun]就会加入我们。 \n\n[asker_nameDef]透露[allSitePartsDescriptionsExceptFirst][pawnInvolvedInQuestInfo]</li>
<li>pawnInvolvedInQuestInfo(priority=1)->[refugee_pawnInvolvedInQuestInfo]</li>
<li>pawnInvolvedInQuestInfo-></li>
</OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings>
@ -28,6 +28,6 @@
<!-- EN: Quest expired: [resolvedQuestName] -->
<OpportunitySite_DownedRefugee.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_DownedRefugee.LetterLabelQuestExpired.slateRef>
<!-- EN: [refugee_nameDef]'s signal has been lost, and [refugee_pronoun] can no longer be rescued. The quest [resolvedQuestName] has expired. -->
<OpportunitySite_DownedRefugee.LetterTextQuestExpired.slateRef>我们失去了[refugee_nameDef]的联络信号,再也无法救援[refugee_pronoun]。任务[resolvedQuestName]已经失效。</OpportunitySite_DownedRefugee.LetterTextQuestExpired.slateRef>
<OpportunitySite_DownedRefugee.LetterTextQuestExpired.slateRef>我们失去了[refugee_nameDef]的联络信号, 再也无法救援[refugee_pronoun]。 任务[resolvedQuestName]已经失效。</OpportunitySite_DownedRefugee.LetterTextQuestExpired.slateRef>
</LanguageData>

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@ -5,7 +5,7 @@
<li>questDescription->A friendly AI from your past named (*Name)Charlon Whitestone(/Name) has sent you a message!\n\nHe reveals that he has a starship hidden on this planet, and sends you its world coordinates.\n\nThe starship is in deep hibernation mode. You'll have to start it up when you arrive, then defend it from raiders trying to steal it until the startup sequence completes. It will be a long, difficult series of battles.\n\nIf you can get the ship off the ground, (*Name)Charlon Whitestone(/Name) will take you off this rimworld, to the stars.</li>
-->
<EndGame_ShipEscape.questDescriptionRules.rulesStrings>
<li>questDescription->一个曾经被你起名为(*Name)沙隆·白石(/Name)的友好AI给你发了一条消息\n\n他透露说他在这个星球上有一艘太空船并把坐标发给了你。\n\n这艘太空船处于深度休眠模式。你到达后必须启动它然后抵御那些试图盗走太空船的袭击者直到启动序列完成。这将是一场漫长艰辛充满危险的旅程。\n\n如果你前往太空船(*Name)沙隆(/Name)会带你离开这个边缘世界,飞向星空。\n </li>
<li>questDescription->一个曾经被你起名为(*Name)沙隆·白石(/Name)的友好AI给你发了一条消息\n\n他透露说他在这个星球上有一艘太空船 并把坐标发给了你。 \n\n这艘太空船处于深度休眠模式。 你到达后必须启动它, 然后抵御那些试图盗走太空船的袭击者, 直到启动序列完成。 这将是一场漫长艰辛, 充满危险的旅程。 \n\n如果你前往太空船 (*Name)沙隆(/Name)会带你离开这个边缘世界, 飞向星空。 \n </li>
</EndGame_ShipEscape.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->Ship to the Stars</li>

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@ -6,8 +6,8 @@
<li>questDescription(asker_factionLeader==True)->[asker_nameDef], [asker_faction_leaderTitle] of [asker_faction_name], has informed us of a collection of valuable items worth [itemStashContentsValue] not far from us. The collection consists of:\n\n[itemStashContents]\n\n[asker_label] says that [allSitePartsDescriptionsExceptFirst]</li>
-->
<OpportunitySite_ItemStash.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->我们截获了一组信息,关于一批价值[itemStashContentsValue]的物资被匿藏在[map_definite]附近。物资包括:\n\n[itemStashContents]\n\n看起来[allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameDef],告知我们一批价值[itemStashContentsValue]的贵重物品被留在距离我们不远处等待接收。这批物品包含:\n\n[itemStashContents]\n\n[asker_label]透露:[allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(askerIsNull==true)->我们截获了一组信息, 关于一批价值[itemStashContentsValue]的物资被匿藏在[map_definite]附近。 物资包括:\n\n[itemStashContents]\n\n看起来[allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle] [asker_nameDef] 告知我们一批价值[itemStashContentsValue]的贵重物品被留在距离我们不远处等待接收。 这批物品包含:\n\n[itemStashContents]\n\n[asker_label]透露:[allSitePartsDescriptionsExceptFirst]</li>
</OpportunitySite_ItemStash.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName(priority=1)->[asker_nameDef]'s [stash] of [treasure]</li>
@ -38,6 +38,6 @@
<!-- EN: Quest expired: [resolvedQuestName] -->
<OpportunitySite_ItemStash.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_ItemStash.LetterLabelQuestExpired.slateRef>
<!-- EN: Intercepted communications indicate the item stash has been claimed by others. The quest [resolvedQuestName] has expired. -->
<OpportunitySite_ItemStash.LetterTextQuestExpired.slateRef>根据截获的信息表明,匿藏的物品已经被人捷足先登。任务[resolvedQuestName]已失效。</OpportunitySite_ItemStash.LetterTextQuestExpired.slateRef>
<OpportunitySite_ItemStash.LetterTextQuestExpired.slateRef>根据截获的信息表明, 匿藏的物品已经被人捷足先登。 任务[resolvedQuestName]已失效。</OpportunitySite_ItemStash.LetterTextQuestExpired.slateRef>
</LanguageData>

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@ -5,7 +5,7 @@
<li>questDescription->Using your long-range mineral scanner, [worker_definite] has found a lump of [targetMineable_label] nearby.\n\nUnfortunately, it won't last - others will mine it first in [timeoutTicks_duration] if we don't.[lumpThreatDescription]</li>
-->
<LongRangeMineralScannerLump.questDescriptionRules.rulesStrings>
<li>questDescription->通过使用远距离矿物扫描仪,[worker_definite]发现了附近的一块[targetMineable_label]。\n\n很遗憾它不会持续很久——如果我们不尽快开采其他势力将会在[timeoutTicks_duration]后开采并带走这些资源。[lumpThreatDescription]</li>
<li>questDescription->通过使用远距离矿物扫描仪, [worker_definite]发现了附近的一块[targetMineable_label]。 \n\n很遗憾 它不会持续很久——如果我们不尽快开采, 其他势力将会在[timeoutTicks_duration]后开采并带走这些资源。 [lumpThreatDescription]</li>
</LongRangeMineralScannerLump.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->[lump] of [targetMineableThing_label]</li>
@ -52,6 +52,6 @@
<!-- EN: Quest expired: [resolvedQuestName] -->
<LongRangeMineralScannerLump.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</LongRangeMineralScannerLump.LetterLabelQuestExpired.slateRef>
<!-- EN: Others have mined the lump of [targetMineable_label]. The quest [resolvedQuestName] has expired. -->
<LongRangeMineralScannerLump.LetterTextQuestExpired.slateRef>[targetMineable_label]已被人捷足先登。任务[resolvedQuestName]已经失效。</LongRangeMineralScannerLump.LetterTextQuestExpired.slateRef>
<LongRangeMineralScannerLump.LetterTextQuestExpired.slateRef>[targetMineable_label]已被人捷足先登。 任务[resolvedQuestName]已经失效。</LongRangeMineralScannerLump.LetterTextQuestExpired.slateRef>
</LanguageData>

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@ -12,12 +12,12 @@
<li>leaderPawnInfo-></li>
-->
<OpportunitySite_PeaceTalks.questDescriptionRules.rulesStrings>
<li>questDescription->[faction_name]的[faction_leaderTitle][faction_leader_nameFull]给我们发来一条消息。[faction_leader_pronoun]想在附近和我们谈判。\n\n这是个改善派系之间关系和接受善意的极好机会但小心一个糟糕的谈判者有害无益甚至可能激怒他们。[extraLeaderPart][favorRewardDetails]</li>
<li>questDescription->[faction_name]的[faction_leaderTitle] [faction_leader_nameFull]给我们发来一条消息。 [faction_leader_pronoun]想在附近和我们谈判。 \n\n这是个改善派系之间关系和接受善意的极好机会 但小心, 一个糟糕的谈判者有害无益, 甚至可能激怒他们。 [extraLeaderPart][favorRewardDetails]</li>
<li>favorRewardDetails(faction_leader_royalInCurrentFaction==True,priority=1)->\n\n成功的和平谈判可以为[faction_name]的谈判代表积累一部分个人 [faction_royalFavorLabel]。</li>
<li>favorRewardDetails-></li>
<li>extraLeaderPart(priority=1)->\n\n[leaderRoleEffect]。[leaderPawnInfo]</li>
<li>extraLeaderPart(priority=1)->\n\n[leaderRoleEffect]。 [leaderPawnInfo]</li>
<li>extraLeaderPart-></li>
<li>leaderRoleEffect->如果你派你的领袖去处理谈判,其他派系会更尊重你。</li>
<li>leaderRoleEffect->如果你派你的领袖去处理谈判, 其他派系会更尊重你。</li>
<li>leaderPawnInfo(playerFaction_hasLeader==True,priority=1)->[playerFaction_leaderTitle][playerFaction_leader_nameFull]将会获得额外的成功率。</li>
<li>leaderPawnInfo-></li>
</OpportunitySite_PeaceTalks.questDescriptionRules.rulesStrings>
@ -42,6 +42,6 @@
<!-- EN: Quest expired: [resolvedQuestName] -->
<OpportunitySite_PeaceTalks.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_PeaceTalks.LetterLabelQuestExpired.slateRef>
<!-- EN: The offer of peace talks with [faction_name] has expired. You have failed the quest [resolvedQuestName]. -->
<OpportunitySite_PeaceTalks.LetterTextQuestExpired.slateRef>同[faction_name]的和平谈判已过期。任务已失效:[resolvedQuestName]。</OpportunitySite_PeaceTalks.LetterTextQuestExpired.slateRef>
<OpportunitySite_PeaceTalks.LetterTextQuestExpired.slateRef>同[faction_name]的和平谈判已过期。 任务已失效:[resolvedQuestName]。</OpportunitySite_PeaceTalks.LetterTextQuestExpired.slateRef>
</LanguageData>

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@ -9,7 +9,7 @@
<li>underArmedGuard-></li>
-->
<OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings>
<li>questDescription->一名被[siteFaction_name]关押的囚犯设法偷到了一个无线电并呼叫了你!\n\n[prisoner_nameDef]在[underArmedGuard]的看守下被关押在[map_definite]附近的营地。在解救[prisoner_objective]后,[prisoner_pronoun]将会加入你的殖民地。[prisoner_pronoun]是一名[prisoner_age]岁的[prisoner_title]。[prisoner_pronoun]透露[allSitePartsDescriptionsExceptFirst][formerColonistInfo][prisonerFullRelationInfo]\n\n如果错失这次机会你以后都不会再看到[prisoner_nameDef]了。</li>
<li>questDescription->一名被[siteFaction_name]关押的囚犯设法偷到了一个无线电并呼叫了你!\n\n[prisoner_nameDef]在[underArmedGuard]的看守下被关押在[map_definite]附近的营地。 在解救[prisoner_objective]后, [prisoner_pronoun]将会加入你的殖民地。 [prisoner_pronoun]是一名[prisoner_age]岁的[prisoner_title]。 [prisoner_pronoun]透露[allSitePartsDescriptionsExceptFirst][formerColonistInfo][prisonerFullRelationInfo]\n\n如果错失这次机会 你以后都不会再看到[prisoner_nameDef]了。</li>
<li>formerColonistInfo(priority=1)->\n\n[prisoner_formerlyColonistInfo]</li>
<li>formerColonistInfo-></li>
<li>underArmedGuard(allowViolentQuests==true,priority=1)->全副武装</li>

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@ -7,7 +7,7 @@
<li>qualityInfo-></li>
-->
<TradeRequest.questDescriptionRules.rulesStrings>
<li>questDescription->附近一个名叫[settlement_label的聚落向我们发出了一场交易请求。他们想采购以下物资\n\n [requestedThingCount]x [qualityInfo] [requestedThing_label](价值:[requestedThingMarketValue_money])\n\n如果你同意这场交易请派出一支携带相应物资的远行队前往目标地点。旅途预估时间约为[estimatedTravelTime_duration]。</li>
<li>questDescription->附近一个名叫[settlement_label的聚落向我们发出了一场交易请求。 他们想采购以下物资:\n\n [requestedThingCount]x [qualityInfo] [requestedThing_label](价值:[requestedThingMarketValue_money])\n\n如果你同意这场交易 请派出一支携带相应物资的远行队前往目标地点。 旅途预估时间约为:[estimatedTravelTime_duration]。</li>
<li>qualityInfo(requestedThingHasQuality==True,priority=1)->一般品质以上</li>
<li>qualityInfo-></li>
</TradeRequest.questDescriptionRules.rulesStrings>

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@ -5,7 +5,7 @@
<li>questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is calling from nearby. [joiner_pronoun] is being chased by [enemyFaction_pawnsPlural] from [enemyFaction_name]!\n\n[joiner_pronoun] begs for safety and offers to join you at [map_definite].[joiner_relationInfo]\n\nIf you accept, you'll have to fight off the [enemyFaction_pawnsPluralDef] on [joiner_possessive] tail. The group of [enemyFaction_pawnsPlural] is composed of: \n\n[raid/raidPawnKinds]\n\n[joiner_nameDef] is too frantic to offer more information.</li>
-->
<ThreatReward_Raid_Joiner.questDescriptionRules.rulesStrings>
<li>questDescription->附近一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]发来求救信号。[joiner_pronoun]说自己正被来自[enemyFaction_name]的[enemyFaction_pawnsPlural]追捕!\n\n[joiner_pronoun]祈求得到保护并想加入位于[map_definite]的殖民地。[joiner_relationInfo]\n\n警告如果你接受请求你将要对抗追捕[joiner_possessive]的[enemyFaction_pawnsPlural]。[enemyFaction_pawnsPlural]的队伍构成:\n\n[raid/raidPawnKinds]\n\n[joiner_nameDef]过于紧张,已经开始语无伦次,你已经无法获知更多信息。</li>
<li>questDescription->附近一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]发来求救信号。 [joiner_pronoun]说自己正被来自[enemyFaction_name]的[enemyFaction_pawnsPlural]追捕!\n\n[joiner_pronoun]祈求得到保护并想加入位于[map_definite]的殖民地。 [joiner_relationInfo]\n\n警告如果你接受请求 你将要对抗追捕[joiner_possessive]的[enemyFaction_pawnsPlural]。 [enemyFaction_pawnsPlural]的队伍构成:\n\n[raid/raidPawnKinds]\n\n[joiner_nameDef]过于紧张, 已经开始语无伦次, 你已经无法获知更多信息。</li>
</ThreatReward_Raid_Joiner.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->Saving [runnerIndef]</li>

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@ -7,7 +7,7 @@
<li>joinerFactionInfo-></li>
-->
<Util_JoinerDropIn.questDescriptionRules.rulesStrings>
<li>rewardDescription->一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]将会乘坐运输仓到达。[joinerFactionInfo][joiner_relationInfo]</li>
<li>rewardDescription->一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]将会乘坐运输仓到达。 [joinerFactionInfo][joiner_relationInfo]</li>
<li>joinerFactionInfo(priority=1)->[joiner_pronoun]是[joiner_factionName]的一名成员。</li>
<li>joinerFactionInfo-></li>
</Util_JoinerDropIn.questDescriptionRules.rulesStrings>
@ -16,7 +16,7 @@
<li>rewardDescription->a [joiner_age]-year-old [joiner_title] named [joiner_nameDef] will arrive and join you. [joiner_relationInfo]</li>
-->
<Util_JoinerWalkIn.questDescriptionRules.rulesStrings>
<li>rewardDescription->一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]到达并加入你。[joiner_relationInfo]</li>
<li>rewardDescription->一位名叫[joiner_nameDef]的[joiner_age]岁[joiner_title]到达并加入你。 [joiner_relationInfo]</li>
</Util_JoinerWalkIn.questDescriptionRules.rulesStrings>
<!-- EN:

View File

@ -7,12 +7,12 @@
<li>root(priority=1,sitePart==ClimateAdjuster)->一台可以将温度调整[temperatureOffset]的(*Threat)气候调节器(/Threat)</li>
<li>root(priority=1,sitePart==PsychicDroner)->一台对[affectedGender]性起效的(*Threat)心灵放射器(/Threat)</li>
<li>root(priority=1,sitePart==PsychicSuppressor)->一台对[affectedGender]性起效的(*Threat)心灵抑制器(/Threat)</li>
<li>root(priority=1,sitePart==WeatherController)->一台(*Threat)天气控制器(/Threat),会将整个区域的天气改变为[weather_label]</li>
<li>root(priority=1,sitePart==WeatherController)->一台(*Threat)天气控制器(/Threat) 会将整个区域的天气改变为[weather_label]</li>
<li>root(priority=1,sitePart==SmokeSpewer)->一台(*Threat)不断喷射烟雾的机器(/Threat)</li>
<li>root(priority=1,sitePart==SunBlocker)->一台使整个地区笼罩阴影的(*Threat)黑幕产生器(/Threat)</li>
<li>root(priority=1,sitePart==EMIDynamo)->一台正在工作的(*Threat)电磁干扰器(/Threat),会导致这一区域的所有电气设备无法工作</li>
<li>root(priority=1,sitePart==EMIDynamo)->一台正在工作的(*Threat)电磁干扰器(/Threat) 会导致这一区域的所有电气设备无法工作</li>
<li>root(priority=1,sitePart==ToxicSpewer)->一台(*Threat)空气污染器(/Threat)不断喷射毒气</li>
<li>root(priority=1,sitePart==RaidSource)->一块被[enemiesCount]名敌人防守的(*Threat)军事集结区(/Threat),他们每[mtbDays]就会对你发起袭击</li>
<li>root(priority=1,sitePart==RaidSource)->一块被[enemiesCount]名敌人防守的(*Threat)军事集结区(/Threat) 他们每[mtbDays]就会对你发起袭击</li>
<li>root(priority=1,sitePart==Outpost)->一个被[enemiesCount]名敌人防守的(*Threat)哨站(/Threat)</li>
<li>root(priority=1,sitePart==BanditCamp)->一个被[enemiesCount]名敌人防守的(*Threat)土匪营地(/Threat)</li>
<li>root(priority=1,sitePart==Manhunters,count==1)->一只(*Threat)猎杀人类的[kindLabel](/Threat)正在附近游荡</li>
@ -39,7 +39,7 @@
<li>threatDescription->[enemyFaction_pawnsPlural] from [enemyFaction_name] will attack you. Their group is composed of:\n\n[raidPawnKinds]\n\n[raidArrivalModeInfo]</li>
-->
<Util_Raid.questDescriptionRules.rulesStrings>
<li>threatDescription->来自[enemyFaction_name]的[enemyFaction_pawnsPlural]将会攻击你。他们的组成为:\n\n[raidPawnKinds]\n\n[raidArrivalModeInfo]</li>
<li>threatDescription->来自[enemyFaction_name]的[enemyFaction_pawnsPlural]将会攻击你。 他们的组成为:\n\n[raidPawnKinds]\n\n[raidArrivalModeInfo]</li>
</Util_Raid.questDescriptionRules.rulesStrings>
<!-- EN:

View File

@ -20,7 +20,7 @@
<ImmediateAttackFriendly.letterLabelFriendly>友军</ImmediateAttackFriendly.letterLabelFriendly>
<!-- EN: They are attacking immediately.\n\nWatch out - they appear to be unusually clever with their tactics. They'll avoid your turrets' fields of fire and notice some of your traps. -->
<ImmediateAttackSmart.arrivalTextEnemy>他们会立即开始进攻。\n\n注意他们似乎异常聪明地采取了战术。</ImmediateAttackSmart.arrivalTextEnemy>
<ImmediateAttackSmart.arrivalTextEnemy>他们会立即开始进攻。 \n\n注意他们似乎异常聪明地采取了战术。</ImmediateAttackSmart.arrivalTextEnemy>
<!-- EN: They are moving in to help you immediately. -->
<ImmediateAttackSmart.arrivalTextFriendly>他们会立即支援你。</ImmediateAttackSmart.arrivalTextFriendly>
<!-- EN: Raid -->
@ -29,7 +29,7 @@
<ImmediateAttackSmart.letterLabelFriendly>友军</ImmediateAttackSmart.letterLabelFriendly>
<!-- EN: They will prepare for a while, then attack.\n\nPrepare a defense or attack them pre-emptively. -->
<StageThenAttack.arrivalTextEnemy>他们会准备一段时间,然后进攻。\n\n准备好防御或是先发制人去攻击他们。</StageThenAttack.arrivalTextEnemy>
<StageThenAttack.arrivalTextEnemy>他们会准备一段时间, 然后进攻。 \n\n准备好防御或是先发制人去攻击他们。</StageThenAttack.arrivalTextEnemy>
<!-- EN: They will prepare for a while before moving in to help you. -->
<StageThenAttack.arrivalTextFriendly>他们会在支援你之前准备一段时间。</StageThenAttack.arrivalTextFriendly>
<!-- EN: Raid -->

View File

@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: They are attacking immediately.\n\nThese raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way. -->
<ImmediateAttackBreaching.arrivalTextEnemy>他们将立即进攻。\n\n这些袭击者打算攻破你的城墙。他们将决定自己进入你的殖民地的路径并摧毁任何阻碍他们的东西。</ImmediateAttackBreaching.arrivalTextEnemy>
<ImmediateAttackBreaching.arrivalTextEnemy>他们将立即进攻。 \n\n这些袭击者打算攻破你的城墙。 他们将决定自己进入你的殖民地的路径, 并摧毁任何阻碍他们的东西。</ImmediateAttackBreaching.arrivalTextEnemy>
<!-- EN: They are moving in to help you immediately. -->
<ImmediateAttackBreaching.arrivalTextFriendly>他们会立即行动前来支援。</ImmediateAttackBreaching.arrivalTextFriendly>
<!-- EN: Raid -->
@ -11,7 +11,7 @@
<ImmediateAttackBreaching.letterLabelFriendly>友军</ImmediateAttackBreaching.letterLabelFriendly>
<!-- EN: They are attacking immediately.\n\nThese raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.\n\nWatch out - they appear to be unusually clever with their tactics. They'll avoid your turrets' fields of fire and notice some of your traps. -->
<ImmediateAttackBreachingSmart.arrivalTextEnemy>他们将立即进攻。\n\n这些袭击者打算攻破你的城墙。他们将决定自己进入你的殖民地的路径并摧毁任何阻碍他们的东西。\n\n注意——他们的战术似乎异常聪明。他们会避开你的炮塔的火力范围并注意到你的一些陷阱。</ImmediateAttackBreachingSmart.arrivalTextEnemy>
<ImmediateAttackBreachingSmart.arrivalTextEnemy>他们将立即进攻。 \n\n这些袭击者打算攻破你的城墙。 他们将决定自己进入你的殖民地的路径, 并摧毁任何阻碍他们的东西。 \n\n注意——他们的战术似乎异常聪明。 他们会避开你的炮塔的火力范围, 并注意到你的一些陷阱。</ImmediateAttackBreachingSmart.arrivalTextEnemy>
<!-- EN: They are moving in to help you immediately. -->
<ImmediateAttackBreachingSmart.arrivalTextFriendly>他们会立即行动前来支援。</ImmediateAttackBreachingSmart.arrivalTextFriendly>
<!-- EN: Raid -->

View File

@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait them out - or go get them. -->
<Siege.arrivalTextEnemy>看来他们想包围你的殖民地,然后用迫击炮远远的轰炸殖民地,你可以等他们离开,或者去主动攻击他们。</Siege.arrivalTextEnemy>
<Siege.arrivalTextEnemy>看来他们想包围你的殖民地, 然后用迫击炮远远的轰炸殖民地, 你可以等他们离开, 或者去主动攻击他们。</Siege.arrivalTextEnemy>
<!-- EN: It looks like they want to use siege tactics to help you. -->
<Siege.arrivalTextFriendly>看来他们想用包围策略来支援你。</Siege.arrivalTextFriendly>
<!-- EN: Siege -->

View File

@ -13,7 +13,7 @@
<!-- EN: sterilize -->
<Sterilize.label>绝育</Sterilize.label>
<!-- EN: Sterilize a creature so it can no longer reproduce. -->
<Sterilize.description>对一个生物进行绝育,使其不能再进行繁殖。</Sterilize.description>
<Sterilize.description>对一个生物进行绝育, 使其不能再进行繁殖。</Sterilize.description>
<!-- EN: sterilizing TargetA. -->
<Sterilize.jobString>正在对TargetA进行绝育。</Sterilize.jobString>
<!-- EN: {0} has successfully sterilized {1}. -->

View File

@ -3,572 +3,572 @@
<!-- EN: 施用仙馐果 -->
<Administer_Ambrosia.label>施用仙馐果</Administer_Ambrosia.label>
<!-- EN: 正在施用仙馐果。-->
<!-- EN: 正在施用仙馐果。 -->
<Administer_Ambrosia.jobString>正在施用仙馐果。</Administer_Ambrosia.jobString>
<!-- EN: 施用啤酒 -->
<Administer_Beer.label>施用啤酒</Administer_Beer.label>
<!-- EN: 正在施用啤酒。-->
<!-- EN: 正在施用啤酒。 -->
<Administer_Beer.jobString>正在施用啤酒。</Administer_Beer.jobString>
<!-- EN: 施用薄片 -->
<Administer_Flake.label>施用薄片</Administer_Flake.label>
<!-- EN: 正在施用薄片。-->
<!-- EN: 正在施用薄片。 -->
<Administer_Flake.jobString>正在施用薄片。</Administer_Flake.jobString>
<!-- EN: 施用活力水 -->
<Administer_GoJuice.label>施用活力水</Administer_GoJuice.label>
<!-- EN: 正在施用活力水。-->
<!-- EN: 正在施用活力水。 -->
<Administer_GoJuice.jobString>正在施用活力水。</Administer_GoJuice.jobString>
<!-- EN: 施用魔鬼素 -->
<Administer_Luciferium.label>施用魔鬼素</Administer_Luciferium.label>
<!-- EN: 正在施用魔鬼素。-->
<!-- EN: 正在施用魔鬼素。 -->
<Administer_Luciferium.jobString>正在施用魔鬼素。</Administer_Luciferium.jobString>
<!-- EN: 施用佩诺西林 -->
<Administer_Penoxycyline.label>施用佩诺西林</Administer_Penoxycyline.label>
<!-- EN: 正在施用佩诺西林。-->
<!-- EN: 正在施用佩诺西林。 -->
<Administer_Penoxycyline.jobString>正在施用佩诺西林。</Administer_Penoxycyline.jobString>
<!-- EN: 施用大麻烟 -->
<Administer_SmokeleafJoint.label>施用大麻烟</Administer_SmokeleafJoint.label>
<!-- EN: 正在施用大麻烟。-->
<!-- EN: 正在施用大麻烟。 -->
<Administer_SmokeleafJoint.jobString>正在施用大麻烟。</Administer_SmokeleafJoint.jobString>
<!-- EN: 施用清醒丸 -->
<Administer_WakeUp.label>施用清醒丸</Administer_WakeUp.label>
<!-- EN: 正在施用清醒丸。-->
<!-- EN: 正在施用清醒丸。 -->
<Administer_WakeUp.jobString>正在施用清醒丸。</Administer_WakeUp.jobString>
<!-- EN: 施用呀呦粉 -->
<Administer_Yayo.label>施用呀呦粉</Administer_Yayo.label>
<!-- EN: 正在施用呀呦粉。-->
<!-- EN: 正在施用呀呦粉。 -->
<Administer_Yayo.jobString>正在施用呀呦粉。</Administer_Yayo.jobString>
<!-- EN: 制作防弹头盔 -->
<Make_Apparel_AdvancedHelmet.label>制作高级头盔</Make_Apparel_AdvancedHelmet.label>
<!-- EN: 制作防弹头盔。-->
<!-- EN: 制作防弹头盔。 -->
<Make_Apparel_AdvancedHelmet.description>制作高级头盔。</Make_Apparel_AdvancedHelmet.description>
<!-- EN: 正在制作防弹头盔。-->
<!-- EN: 正在制作防弹头盔。 -->
<Make_Apparel_AdvancedHelmet.jobString>制作中。</Make_Apparel_AdvancedHelmet.jobString>
<!-- EN: 制作T恤衫 -->
<Make_Apparel_BasicShirt.label>缝制T恤衫</Make_Apparel_BasicShirt.label>
<!-- EN: 制作T恤衫。-->
<!-- EN: 制作T恤衫。 -->
<Make_Apparel_BasicShirt.description>缝制T恤衫。</Make_Apparel_BasicShirt.description>
<!-- EN: 正在制作T恤衫。-->
<!-- EN: 正在制作T恤衫。 -->
<Make_Apparel_BasicShirt.jobString>缝制中。</Make_Apparel_BasicShirt.jobString>
<!-- EN: 制作圆顶礼帽 -->
<Make_Apparel_BowlerHat.label>缝制圆顶礼帽</Make_Apparel_BowlerHat.label>
<!-- EN: 制作圆顶礼帽。-->
<!-- EN: 制作圆顶礼帽。 -->
<Make_Apparel_BowlerHat.description>缝制圆顶礼帽。</Make_Apparel_BowlerHat.description>
<!-- EN: 正在制作圆顶礼帽。-->
<!-- EN: 正在制作圆顶礼帽。 -->
<Make_Apparel_BowlerHat.jobString>缝制中。</Make_Apparel_BowlerHat.jobString>
<!-- EN: 制作衬衫 -->
<Make_Apparel_CollarShirt.label>缝制衬衫</Make_Apparel_CollarShirt.label>
<!-- EN: 制作衬衫。-->
<!-- EN: 制作衬衫。 -->
<Make_Apparel_CollarShirt.description>缝制衬衫。</Make_Apparel_CollarShirt.description>
<!-- EN: 正在制作衬衫。-->
<!-- EN: 正在制作衬衫。 -->
<Make_Apparel_CollarShirt.jobString>缝制中。</Make_Apparel_CollarShirt.jobString>
<!-- EN: 制作牛仔帽 -->
<Make_Apparel_CowboyHat.label>缝制牛仔帽</Make_Apparel_CowboyHat.label>
<!-- EN: 制作牛仔帽。-->
<!-- EN: 制作牛仔帽。 -->
<Make_Apparel_CowboyHat.description>缝制牛仔帽。</Make_Apparel_CowboyHat.description>
<!-- EN: 正在制作牛仔帽。-->
<!-- EN: 正在制作牛仔帽。 -->
<Make_Apparel_CowboyHat.jobString>缝制中。</Make_Apparel_CowboyHat.jobString>
<!-- EN: 制作防尘大衣 -->
<Make_Apparel_Duster.label>缝制防尘大衣</Make_Apparel_Duster.label>
<!-- EN: 制作防尘大衣。-->
<!-- EN: 制作防尘大衣。 -->
<Make_Apparel_Duster.description>缝制防尘大衣。</Make_Apparel_Duster.description>
<!-- EN: 正在制作防尘大衣。-->
<!-- EN: 正在制作防尘大衣。 -->
<Make_Apparel_Duster.jobString>缝制中。</Make_Apparel_Duster.jobString>
<!-- EN: 制作防弹裤 -->
<Make_Apparel_FlakPants.label>制作防弹裤</Make_Apparel_FlakPants.label>
<!-- EN: 制作防弹裤。-->
<!-- EN: 制作防弹裤。 -->
<Make_Apparel_FlakPants.description>制作防弹裤。</Make_Apparel_FlakPants.description>
<!-- EN: 正在制作防弹裤。-->
<!-- EN: 正在制作防弹裤。 -->
<Make_Apparel_FlakPants.jobString>正在制作防弹裤。</Make_Apparel_FlakPants.jobString>
<!-- EN: 制作防弹背心 -->
<Make_Apparel_FlakVest.label>制作防弹背心</Make_Apparel_FlakVest.label>
<!-- EN: 制作防弹背心。-->
<!-- EN: 制作防弹背心。 -->
<Make_Apparel_FlakVest.description>制作防弹背心。</Make_Apparel_FlakVest.description>
<!-- EN: 正在制作防弹背心。-->
<!-- EN: 正在制作防弹背心。 -->
<Make_Apparel_FlakVest.jobString>正在制作防弹背心。</Make_Apparel_FlakVest.jobString>
<!-- EN: 制作夹克 -->
<Make_Apparel_Jacket.label>缝制夹克</Make_Apparel_Jacket.label>
<!-- EN: 制作夹克。-->
<!-- EN: 制作夹克。 -->
<Make_Apparel_Jacket.description>缝制夹克。</Make_Apparel_Jacket.description>
<!-- EN: 正在制作夹克。-->
<!-- EN: 正在制作夹克。 -->
<Make_Apparel_Jacket.jobString>缝制中。</Make_Apparel_Jacket.jobString>
<!-- EN: 制作裤子 -->
<Make_Apparel_Pants.label>缝制裤子</Make_Apparel_Pants.label>
<!-- EN: 制作裤子。-->
<!-- EN: 制作裤子。 -->
<Make_Apparel_Pants.description>缝制裤子。</Make_Apparel_Pants.description>
<!-- EN: 正在制作裤子。-->
<!-- EN: 正在制作裤子。 -->
<Make_Apparel_Pants.jobString>缝制中。</Make_Apparel_Pants.jobString>
<!-- EN: 制作风雪大衣 -->
<Make_Apparel_Parka.label>缝制风雪大衣</Make_Apparel_Parka.label>
<!-- EN: 制作风雪大衣。-->
<!-- EN: 制作风雪大衣。 -->
<Make_Apparel_Parka.description>缝制风雪大衣。</Make_Apparel_Parka.description>
<!-- EN: 正在制作风雪大衣。-->
<!-- EN: 正在制作风雪大衣。 -->
<Make_Apparel_Parka.jobString>缝制中。</Make_Apparel_Parka.jobString>
<!-- EN: 制作板甲 -->
<Make_Apparel_PlateArmor.label>制作板甲</Make_Apparel_PlateArmor.label>
<!-- EN: 制作板甲。-->
<!-- EN: 制作板甲。 -->
<Make_Apparel_PlateArmor.description>制作板甲。</Make_Apparel_PlateArmor.description>
<!-- EN: 正在制作板甲。-->
<!-- EN: 正在制作板甲。 -->
<Make_Apparel_PlateArmor.jobString>正在制作板甲。</Make_Apparel_PlateArmor.jobString>
<!-- EN: 制作海军装甲 -->
<Make_Apparel_PowerArmor.label>制作海军装甲</Make_Apparel_PowerArmor.label>
<!-- EN: 制作海军装甲。-->
<!-- EN: 制作海军装甲。 -->
<Make_Apparel_PowerArmor.description>制作海军装甲。</Make_Apparel_PowerArmor.description>
<!-- EN: 正在制作海军装甲。-->
<!-- EN: 正在制作海军装甲。 -->
<Make_Apparel_PowerArmor.jobString>制作中。</Make_Apparel_PowerArmor.jobString>
<!-- EN: 制作海军头盔 -->
<Make_Apparel_PowerArmorHelmet.label>制作海军头盔</Make_Apparel_PowerArmorHelmet.label>
<!-- EN: 制作海军头盔。-->
<!-- EN: 制作海军头盔。 -->
<Make_Apparel_PowerArmorHelmet.description>制作海军头盔。</Make_Apparel_PowerArmorHelmet.description>
<!-- EN: 正在制作海军头盔。-->
<!-- EN: 正在制作海军头盔。 -->
<Make_Apparel_PowerArmorHelmet.jobString>制作中。</Make_Apparel_PowerArmorHelmet.jobString>
<!-- EN: 制作护盾腰带 -->
<Make_Apparel_ShieldBelt.label>制作护盾腰带</Make_Apparel_ShieldBelt.label>
<!-- EN: 制作护盾腰带。-->
<!-- EN: 制作护盾腰带。 -->
<Make_Apparel_ShieldBelt.description>制作护盾腰带。</Make_Apparel_ShieldBelt.description>
<!-- EN: 正在制作护盾腰带。-->
<!-- EN: 正在制作护盾腰带。 -->
<Make_Apparel_ShieldBelt.jobString>正在制作护盾腰带。</Make_Apparel_ShieldBelt.jobString>
<!-- EN: 制作简易头盔 -->
<Make_Apparel_SimpleHelmet.label>制作简易头盔</Make_Apparel_SimpleHelmet.label>
<!-- EN: 制作简易头盔。-->
<!-- EN: 制作简易头盔。 -->
<Make_Apparel_SimpleHelmet.description>制作简易头盔。</Make_Apparel_SimpleHelmet.description>
<!-- EN: 正在制作简易头盔。-->
<!-- EN: 正在制作简易头盔。 -->
<Make_Apparel_SimpleHelmet.jobString>制作中。</Make_Apparel_SimpleHelmet.jobString>
<!-- EN: 制作烟罐包 -->
<Make_Apparel_SmokepopBelt.label>制作烟罐包</Make_Apparel_SmokepopBelt.label>
<!-- EN: 制作烟罐包。-->
<!-- EN: 制作烟罐包。 -->
<Make_Apparel_SmokepopBelt.description>制作烟罐包。</Make_Apparel_SmokepopBelt.description>
<!-- EN: 正在制作烟罐包。-->
<!-- EN: 正在制作烟罐包。 -->
<Make_Apparel_SmokepopBelt.jobString>正在制作烟罐包。</Make_Apparel_SmokepopBelt.jobString>
<!-- EN: 制作部落装 -->
<Make_Apparel_TribalA.label>缝制部落装</Make_Apparel_TribalA.label>
<!-- EN: 制作部落装。-->
<!-- EN: 制作部落装。 -->
<Make_Apparel_TribalA.description>缝制部落装。</Make_Apparel_TribalA.description>
<!-- EN: 正在制作部落装。-->
<!-- EN: 正在制作部落装。 -->
<Make_Apparel_TribalA.jobString>缝制中。</Make_Apparel_TribalA.jobString>
<!-- EN: 制作部落头饰 -->
<Make_Apparel_TribalHeaddress.label>缝制部落头饰</Make_Apparel_TribalHeaddress.label>
<!-- EN: 制作部落头饰。-->
<!-- EN: 制作部落头饰。 -->
<Make_Apparel_TribalHeaddress.description>缝制部落头饰。</Make_Apparel_TribalHeaddress.description>
<!-- EN: 正在制作部落头饰。-->
<!-- EN: 正在制作部落头饰。 -->
<Make_Apparel_TribalHeaddress.jobString>缝制中。</Make_Apparel_TribalHeaddress.jobString>
<!-- EN: 制作御寒帽 -->
<Make_Apparel_Tuque.label>缝制御寒帽</Make_Apparel_Tuque.label>
<!-- EN: 制作御寒帽。-->
<!-- EN: 制作御寒帽。 -->
<Make_Apparel_Tuque.description>缝制御寒帽。</Make_Apparel_Tuque.description>
<!-- EN: 正在制作御寒帽。-->
<!-- EN: 正在制作御寒帽。 -->
<Make_Apparel_Tuque.jobString>缝制中。</Make_Apparel_Tuque.jobString>
<!-- EN: 制作战争面具 -->
<Make_Apparel_WarMask.label>制作战争面具</Make_Apparel_WarMask.label>
<!-- EN: 制作战争面具。-->
<!-- EN: 制作战争面具。 -->
<Make_Apparel_WarMask.description>制作战争面具。</Make_Apparel_WarMask.description>
<!-- EN: 正在制作战争面具。-->
<!-- EN: 正在制作战争面具。 -->
<Make_Apparel_WarMask.jobString>制作中。</Make_Apparel_WarMask.jobString>
<!-- EN: 制作面罩 -->
<Make_Apparel_WarVeil.label>缝制面罩</Make_Apparel_WarVeil.label>
<!-- EN: 制作面罩。-->
<!-- EN: 制作面罩。 -->
<Make_Apparel_WarVeil.description>缝制面罩。</Make_Apparel_WarVeil.description>
<!-- EN: 正在制作面罩。-->
<!-- EN: 正在制作面罩。 -->
<Make_Apparel_WarVeil.jobString>缝制中。</Make_Apparel_WarVeil.jobString>
<!-- EN: 制作仿生臂 -->
<Make_BionicArm.label>制作仿生臂</Make_BionicArm.label>
<!-- EN: 制作仿生臂。-->
<!-- EN: 制作仿生臂。 -->
<Make_BionicArm.description>制作仿生臂。</Make_BionicArm.description>
<!-- EN: 正在制作仿生臂。-->
<!-- EN: 正在制作仿生臂。 -->
<Make_BionicArm.jobString>正在制作仿生臂。</Make_BionicArm.jobString>
<!-- EN: 制作仿生耳 -->
<Make_BionicEar.label>制作仿生耳</Make_BionicEar.label>
<!-- EN: 制作仿生耳。-->
<!-- EN: 制作仿生耳。 -->
<Make_BionicEar.description>制作仿生耳。</Make_BionicEar.description>
<!-- EN: 正在制作仿生耳。-->
<!-- EN: 正在制作仿生耳。 -->
<Make_BionicEar.jobString>正在制作仿生耳。</Make_BionicEar.jobString>
<!-- EN: 制作仿生眼 -->
<Make_BionicEye.label>制作仿生眼</Make_BionicEye.label>
<!-- EN: 制作仿生眼。-->
<!-- EN: 制作仿生眼。 -->
<Make_BionicEye.description>制作仿生眼。</Make_BionicEye.description>
<!-- EN: 正在制作仿生眼。-->
<!-- EN: 正在制作仿生眼。 -->
<Make_BionicEye.jobString>正在制作仿生眼。</Make_BionicEye.jobString>
<!-- EN: 制作仿生心脏 -->
<Make_BionicHeart.label>制作仿生心脏</Make_BionicHeart.label>
<!-- EN: 制作仿生心脏。-->
<!-- EN: 制作仿生心脏。 -->
<Make_BionicHeart.description>制作仿生心脏。</Make_BionicHeart.description>
<!-- EN: 正在制作仿生心脏。-->
<!-- EN: 正在制作仿生心脏。 -->
<Make_BionicHeart.jobString>正在制作仿生心脏。</Make_BionicHeart.jobString>
<!-- EN: 制作仿生腿 -->
<Make_BionicLeg.label>制作仿生腿</Make_BionicLeg.label>
<!-- EN: 制作仿生腿。-->
<!-- EN: 制作仿生腿。 -->
<Make_BionicLeg.description>制作仿生腿。</Make_BionicLeg.description>
<!-- EN: 正在制作仿生腿。-->
<!-- EN: 正在制作仿生腿。 -->
<Make_BionicLeg.jobString>正在制作仿生腿。</Make_BionicLeg.jobString>
<!-- EN: 制作仿生脊椎 -->
<Make_BionicSpine.label>制作仿生脊椎</Make_BionicSpine.label>
<!-- EN: 制作仿生脊椎。-->
<!-- EN: 制作仿生脊椎。 -->
<Make_BionicSpine.description>制作仿生脊椎。</Make_BionicSpine.description>
<!-- EN: 正在制作仿生脊椎。-->
<!-- EN: 正在制作仿生脊椎。 -->
<Make_BionicSpine.jobString>正在制作仿生脊椎。</Make_BionicSpine.jobString>
<!-- EN: 制作仿生胃 -->
<Make_BionicStomach.label>制作仿生胃</Make_BionicStomach.label>
<!-- EN: 制作仿生胃。-->
<!-- EN: 制作仿生胃。 -->
<Make_BionicStomach.description>制作仿生胃。</Make_BionicStomach.description>
<!-- EN: 正在制作仿生胃。-->
<!-- EN: 正在制作仿生胃。 -->
<Make_BionicStomach.jobString>正在制作仿生胃。</Make_BionicStomach.jobString>
<!-- EN: 制作巨弓 -->
<Make_Bow_Great.label>制作巨弓</Make_Bow_Great.label>
<!-- EN: 制作巨弓。-->
<!-- EN: 制作巨弓。 -->
<Make_Bow_Great.description>制作巨弓。</Make_Bow_Great.description>
<!-- EN: 正在制作巨弓。-->
<!-- EN: 正在制作巨弓。 -->
<Make_Bow_Great.jobString>制作中。</Make_Bow_Great.jobString>
<!-- EN: 制作反曲弓 -->
<Make_Bow_Recurve.label>制作反曲弓</Make_Bow_Recurve.label>
<!-- EN: 制作反曲弓。-->
<!-- EN: 制作反曲弓。 -->
<Make_Bow_Recurve.description>制作反曲弓。</Make_Bow_Recurve.description>
<!-- EN: 正在制作反曲弓。-->
<!-- EN: 正在制作反曲弓。 -->
<Make_Bow_Recurve.jobString>制作中。</Make_Bow_Recurve.jobString>
<!-- EN: 制作短弓 -->
<Make_Bow_Short.label>制作短弓</Make_Bow_Short.label>
<!-- EN: 制作短弓。-->
<!-- EN: 制作短弓。 -->
<Make_Bow_Short.description>制作短弓。</Make_Bow_Short.description>
<!-- EN: 正在制作短弓。-->
<!-- EN: 正在制作短弓。 -->
<Make_Bow_Short.jobString>制作中。</Make_Bow_Short.jobString>
<!-- EN: 制作人工耳蜗 -->
<Make_CochlearImplant.label>制作人工耳蜗</Make_CochlearImplant.label>
<!-- EN: 制作人工耳蜗。-->
<!-- EN: 制作人工耳蜗。 -->
<Make_CochlearImplant.description>制作人工耳蜗。</Make_CochlearImplant.description>
<!-- EN: 正在制作人工耳蜗。-->
<!-- EN: 正在制作人工耳蜗。 -->
<Make_CochlearImplant.jobString>正在制作人工耳蜗。</Make_CochlearImplant.jobString>
<!-- EN: 制作薄片 -->
<Make_Flake.label>制作薄片</Make_Flake.label>
<!-- EN: 制作薄片。-->
<!-- EN: 制作薄片。 -->
<Make_Flake.description>制作薄片。</Make_Flake.description>
<!-- EN: 正在制作薄片。-->
<!-- EN: 正在制作薄片。 -->
<Make_Flake.jobString>正在制作薄片。</Make_Flake.jobString>
<!-- EN: 制作活力水 -->
<Make_GoJuice.label>制作活力水</Make_GoJuice.label>
<!-- EN: 制作活力水。-->
<!-- EN: 制作活力水。 -->
<Make_GoJuice.description>制作活力水。</Make_GoJuice.description>
<!-- EN: 正在制作活力水。-->
<!-- EN: 正在制作活力水。 -->
<Make_GoJuice.jobString>正在制作活力水。</Make_GoJuice.jobString>
<!-- EN: 制作突击步枪 -->
<Make_Gun_AssaultRifle.label>制作突击步枪</Make_Gun_AssaultRifle.label>
<!-- EN: 制作突击步枪。-->
<!-- EN: 制作突击步枪。 -->
<Make_Gun_AssaultRifle.description>制作突击步枪。</Make_Gun_AssaultRifle.description>
<!-- EN: 正在制作突击步枪。-->
<!-- EN: 正在制作突击步枪。 -->
<Make_Gun_AssaultRifle.jobString>制作中。</Make_Gun_AssaultRifle.jobString>
<!-- EN: 制作自动手枪 -->
<Make_Gun_Autopistol.label>制作自动手枪</Make_Gun_Autopistol.label>
<!-- EN: 制作自动手枪。-->
<!-- EN: 制作自动手枪。 -->
<Make_Gun_Autopistol.description>制作自动手枪。</Make_Gun_Autopistol.description>
<!-- EN: 正在制作自动手枪。-->
<!-- EN: 正在制作自动手枪。 -->
<Make_Gun_Autopistol.jobString>制作中。</Make_Gun_Autopistol.jobString>
<!-- EN: 制作栓动步枪 -->
<Make_Gun_BoltActionRifle.label>制作栓动步枪</Make_Gun_BoltActionRifle.label>
<!-- EN: 制作栓动步枪。-->
<!-- EN: 制作栓动步枪。 -->
<Make_Gun_BoltActionRifle.description>制作栓动步枪。</Make_Gun_BoltActionRifle.description>
<!-- EN: 正在制作栓动步枪。-->
<!-- EN: 正在制作栓动步枪。 -->
<Make_Gun_BoltActionRifle.jobString>制作中。</Make_Gun_BoltActionRifle.jobString>
<!-- EN: 制作链式霰弹枪 -->
<Make_Gun_ChainShotgun.label>制作链式霰弹枪</Make_Gun_ChainShotgun.label>
<!-- EN: 制作链式霰弹枪。-->
<!-- EN: 制作链式霰弹枪。 -->
<Make_Gun_ChainShotgun.description>制作链式霰弹枪。</Make_Gun_ChainShotgun.description>
<!-- EN: 正在制作链式霰弹枪。-->
<!-- EN: 正在制作链式霰弹枪。 -->
<Make_Gun_ChainShotgun.jobString>制作中。</Make_Gun_ChainShotgun.jobString>
<!-- EN: 制作电荷标枪 -->
<Make_Gun_ChargeLance.label>制作电荷标枪</Make_Gun_ChargeLance.label>
<!-- EN: 制作电荷标枪。-->
<!-- EN: 制作电荷标枪。 -->
<Make_Gun_ChargeLance.description>制作电荷标枪。</Make_Gun_ChargeLance.description>
<!-- EN: 正在制作电荷标枪。-->
<!-- EN: 正在制作电荷标枪。 -->
<Make_Gun_ChargeLance.jobString>正在制作电荷标枪。</Make_Gun_ChargeLance.jobString>
<!-- EN: 制作电荷步枪 -->
<Make_Gun_ChargeRifle.label>制作电荷步枪</Make_Gun_ChargeRifle.label>
<!-- EN: 制作电荷步枪。-->
<!-- EN: 制作电荷步枪。 -->
<Make_Gun_ChargeRifle.description>制作电荷步枪。</Make_Gun_ChargeRifle.description>
<!-- EN: 正在制作电荷步枪。-->
<!-- EN: 正在制作电荷步枪。 -->
<Make_Gun_ChargeRifle.jobString>正在制作电荷步枪。</Make_Gun_ChargeRifle.jobString>
<!-- EN: 制作重型冲锋枪 -->
<Make_Gun_HeavySMG.label>制作重型冲锋枪</Make_Gun_HeavySMG.label>
<!-- EN: 制作重型冲锋枪。-->
<!-- EN: 制作重型冲锋枪。 -->
<Make_Gun_HeavySMG.description>制作重型冲锋枪。</Make_Gun_HeavySMG.description>
<!-- EN: 正在制作重型冲锋枪。-->
<!-- EN: 正在制作重型冲锋枪。 -->
<Make_Gun_HeavySMG.jobString>制作中。</Make_Gun_HeavySMG.jobString>
<!-- EN: 制作燃烧弹发射器 -->
<Make_Gun_IncendiaryLauncher.label>制作燃烧弹发射器</Make_Gun_IncendiaryLauncher.label>
<!-- EN: 制作燃烧弹发射器。-->
<!-- EN: 制作燃烧弹发射器。 -->
<Make_Gun_IncendiaryLauncher.description>制作燃烧弹发射器。</Make_Gun_IncendiaryLauncher.description>
<!-- EN: 正在制作燃烧弹发射器。-->
<!-- EN: 正在制作燃烧弹发射器。 -->
<Make_Gun_IncendiaryLauncher.jobString>制作中。</Make_Gun_IncendiaryLauncher.jobString>
<!-- EN: 制作轻机枪 -->
<Make_Gun_LMG.label>制作轻机枪</Make_Gun_LMG.label>
<!-- EN: 制作轻机枪。-->
<!-- EN: 制作轻机枪。 -->
<Make_Gun_LMG.description>制作轻机枪。</Make_Gun_LMG.description>
<!-- EN: 正在制作轻机枪。-->
<!-- EN: 正在制作轻机枪。 -->
<Make_Gun_LMG.jobString>制作中。</Make_Gun_LMG.jobString>
<!-- EN: 制作冲锋手枪 -->
<Make_Gun_MachinePistol.label>制作冲锋手枪</Make_Gun_MachinePistol.label>
<!-- EN: 制作冲锋手枪。-->
<!-- EN: 制作冲锋手枪。 -->
<Make_Gun_MachinePistol.description>制作冲锋手枪。</Make_Gun_MachinePistol.description>
<!-- EN: 正在制作冲锋手枪。-->
<!-- EN: 正在制作冲锋手枪。 -->
<Make_Gun_MachinePistol.jobString>制作中。</Make_Gun_MachinePistol.jobString>
<!-- EN: 制作速射机枪 -->
<Make_Gun_Minigun.label>制作速射机枪</Make_Gun_Minigun.label>
<!-- EN: 制作速射机枪。-->
<!-- EN: 制作速射机枪。 -->
<Make_Gun_Minigun.description>制作速射机枪。</Make_Gun_Minigun.description>
<!-- EN: 正在制作速射机枪。-->
<!-- EN: 正在制作速射机枪。 -->
<Make_Gun_Minigun.jobString>制作中。</Make_Gun_Minigun.jobString>
<!-- EN: 制作泵动霰弹枪 -->
<Make_Gun_PumpShotgun.label>制作泵动霰弹枪</Make_Gun_PumpShotgun.label>
<!-- EN: 制作泵动霰弹枪。-->
<!-- EN: 制作泵动霰弹枪。 -->
<Make_Gun_PumpShotgun.description>制作泵动霰弹枪。</Make_Gun_PumpShotgun.description>
<!-- EN: 正在制作泵动霰弹枪。-->
<!-- EN: 正在制作泵动霰弹枪。 -->
<Make_Gun_PumpShotgun.jobString>制作中。</Make_Gun_PumpShotgun.jobString>
<!-- EN: 制作左轮手枪 -->
<Make_Gun_Revolver.label>制作左轮手枪</Make_Gun_Revolver.label>
<!-- EN: 制作左轮手枪。-->
<!-- EN: 制作左轮手枪。 -->
<Make_Gun_Revolver.description>制作左轮手枪。</Make_Gun_Revolver.description>
<!-- EN: 正在制作左轮手枪。-->
<!-- EN: 正在制作左轮手枪。 -->
<Make_Gun_Revolver.jobString>制作中。</Make_Gun_Revolver.jobString>
<!-- EN: 制作狙击步枪 -->
<Make_Gun_SniperRifle.label>制作狙击步枪</Make_Gun_SniperRifle.label>
<!-- EN: 制作狙击步枪。-->
<!-- EN: 制作狙击步枪。 -->
<Make_Gun_SniperRifle.description>制作狙击步枪。</Make_Gun_SniperRifle.description>
<!-- EN: 正在制作狙击步枪。-->
<!-- EN: 正在制作狙击步枪。 -->
<Make_Gun_SniperRifle.jobString>制作中。</Make_Gun_SniperRifle.jobString>
<!-- EN: 制作医药 -->
<Make_MedicineIndustrial.label>制作医药</Make_MedicineIndustrial.label>
<!-- EN: 制作医药。-->
<!-- EN: 制作医药。 -->
<Make_MedicineIndustrial.description>制作医药。</Make_MedicineIndustrial.description>
<!-- EN: 正在制作医药。-->
<!-- EN: 正在制作医药。 -->
<Make_MedicineIndustrial.jobString>正在制作医药。</Make_MedicineIndustrial.jobString>
<!-- EN: 制作棍棒 -->
<Make_MeleeWeapon_Club.label>制作棍棒</Make_MeleeWeapon_Club.label>
<!-- EN: 制作棍棒。-->
<!-- EN: 制作棍棒。 -->
<Make_MeleeWeapon_Club.description>制作棍棒</Make_MeleeWeapon_Club.description>
<!-- EN: 正在制作棍棒。-->
<!-- EN: 正在制作棍棒。 -->
<Make_MeleeWeapon_Club.jobString>制作中。</Make_MeleeWeapon_Club.jobString>
<!-- EN: 制作短剑 -->
<Make_MeleeWeapon_Gladius.label>制作短剑</Make_MeleeWeapon_Gladius.label>
<!-- EN: 制作短剑。-->
<!-- EN: 制作短剑。 -->
<Make_MeleeWeapon_Gladius.description>制作短剑。</Make_MeleeWeapon_Gladius.description>
<!-- EN: 正在制作短剑。-->
<!-- EN: 正在制作短剑。 -->
<Make_MeleeWeapon_Gladius.jobString>制作中。</Make_MeleeWeapon_Gladius.jobString>
<!-- EN: 制作短矛 -->
<Make_MeleeWeapon_Ikwa.label>制作短矛</Make_MeleeWeapon_Ikwa.label>
<!-- EN: 制作短矛。-->
<!-- EN: 制作短矛。 -->
<Make_MeleeWeapon_Ikwa.description>制作短矛。</Make_MeleeWeapon_Ikwa.description>
<!-- EN: 正在制作短矛。-->
<!-- EN: 正在制作短矛。 -->
<Make_MeleeWeapon_Ikwa.jobString>制作中。</Make_MeleeWeapon_Ikwa.jobString>
<!-- EN: 制作匕首 -->
<Make_MeleeWeapon_Knife.label>制作匕首</Make_MeleeWeapon_Knife.label>
<!-- EN: 制作匕首。-->
<!-- EN: 制作匕首。 -->
<Make_MeleeWeapon_Knife.description>制作匕首。</Make_MeleeWeapon_Knife.description>
<!-- EN: 正在制作匕首。-->
<!-- EN: 正在制作匕首。 -->
<Make_MeleeWeapon_Knife.jobString>制作中。</Make_MeleeWeapon_Knife.jobString>
<!-- EN: 制作长剑 -->
<Make_MeleeWeapon_LongSword.label>制作长剑</Make_MeleeWeapon_LongSword.label>
<!-- EN: 制作长剑。-->
<!-- EN: 制作长剑。 -->
<Make_MeleeWeapon_LongSword.description>制作长剑。</Make_MeleeWeapon_LongSword.description>
<!-- EN: 正在制作长剑。-->
<!-- EN: 正在制作长剑。 -->
<Make_MeleeWeapon_LongSword.jobString>制作中。</Make_MeleeWeapon_LongSword.jobString>
<!-- EN: 制作钉头锤 -->
<Make_MeleeWeapon_Mace.label>制作钉头锤</Make_MeleeWeapon_Mace.label>
<!-- EN: 制作钉头锤。-->
<!-- EN: 制作钉头锤。 -->
<Make_MeleeWeapon_Mace.description>制作钉头锤。</Make_MeleeWeapon_Mace.description>
<!-- EN: 正在制作钉头锤。-->
<!-- EN: 正在制作钉头锤。 -->
<Make_MeleeWeapon_Mace.jobString>制作中。</Make_MeleeWeapon_Mace.jobString>
<!-- EN: 制作长矛 -->
<Make_MeleeWeapon_Spear.label>制作长矛</Make_MeleeWeapon_Spear.label>
<!-- EN: 制作长矛。-->
<!-- EN: 制作长矛。 -->
<Make_MeleeWeapon_Spear.description>制作长矛。</Make_MeleeWeapon_Spear.description>
<!-- EN: 正在制作长矛。-->
<!-- EN: 正在制作长矛。 -->
<Make_MeleeWeapon_Spear.jobString>制作中。</Make_MeleeWeapon_Spear.jobString>
<!-- EN: 制作佩诺西林 -->
<Make_Penoxycyline.label>制作佩诺西林</Make_Penoxycyline.label>
<!-- EN: 制作佩诺西林。-->
<!-- EN: 制作佩诺西林。 -->
<Make_Penoxycyline.description>制作佩诺西林。</Make_Penoxycyline.description>
<!-- EN: 正在制作佩诺西林。-->
<!-- EN: 正在制作佩诺西林。 -->
<Make_Penoxycyline.jobString>制作制作佩诺西林。</Make_Penoxycyline.jobString>
<!-- EN: 制作重标枪 -->
<Make_Pila.label>制作重标枪</Make_Pila.label>
<!-- EN: 制作重标枪。-->
<!-- EN: 制作重标枪。 -->
<Make_Pila.description>制作重标枪。</Make_Pila.description>
<!-- EN: 正在制作重标枪。-->
<!-- EN: 正在制作重标枪。 -->
<Make_Pila.jobString>制作中。</Make_Pila.jobString>
<!-- EN: 制作宏伟雕塑 -->
<Make_SculptureGrand.label>制作宏伟雕塑</Make_SculptureGrand.label>
<!-- EN: 制作宏伟雕塑。-->
<!-- EN: 制作宏伟雕塑。 -->
<Make_SculptureGrand.description>制作宏伟雕塑。</Make_SculptureGrand.description>
<!-- EN: 正在制作宏伟雕塑。-->
<!-- EN: 正在制作宏伟雕塑。 -->
<Make_SculptureGrand.jobString>雕塑中。</Make_SculptureGrand.jobString>
<!-- EN: 制作大雕塑 -->
<Make_SculptureLarge.label>制作大雕塑</Make_SculptureLarge.label>
<!-- EN: 制作大雕塑。-->
<!-- EN: 制作大雕塑。 -->
<Make_SculptureLarge.description>制作大雕塑。</Make_SculptureLarge.description>
<!-- EN: 正在制作大雕塑。-->
<!-- EN: 正在制作大雕塑。 -->
<Make_SculptureLarge.jobString>雕塑中。</Make_SculptureLarge.jobString>
<!-- EN: 制作小雕塑 -->
<Make_SculptureSmall.label>制作小雕塑</Make_SculptureSmall.label>
<!-- EN: 制作小雕塑。-->
<!-- EN: 制作小雕塑。 -->
<Make_SculptureSmall.description>制作小雕塑。</Make_SculptureSmall.description>
<!-- EN: 正在制作小雕塑。-->
<!-- EN: 正在制作小雕塑。 -->
<Make_SculptureSmall.jobString>雕塑中。</Make_SculptureSmall.jobString>
<!-- EN: 制作EMP弹 -->
<Make_Shell_EMP.label>制作EMP炮弹</Make_Shell_EMP.label>
<!-- EN: 制作EMP弹。-->
<!-- EN: 制作EMP弹。 -->
<Make_Shell_EMP.description>制作EMP炮弹。</Make_Shell_EMP.description>
<!-- EN: 正在制作EMP弹。-->
<!-- EN: 正在制作EMP弹。 -->
<Make_Shell_EMP.jobString>正在制作EMP炮弹。</Make_Shell_EMP.jobString>
<!-- EN: 制作泡沫灭火弹 -->
<Make_Shell_Firefoam.label>制作泡沫灭火弹</Make_Shell_Firefoam.label>
<!-- EN: 制作泡沫灭火弹。-->
<!-- EN: 制作泡沫灭火弹。 -->
<Make_Shell_Firefoam.description>制作泡沫灭火弹。</Make_Shell_Firefoam.description>
<!-- EN: 正在制作泡沫灭火弹。-->
<!-- EN: 正在制作泡沫灭火弹。 -->
<Make_Shell_Firefoam.jobString>正在制作泡沫灭火弹。</Make_Shell_Firefoam.jobString>
<!-- EN: 制作高爆弹 -->
<Make_Shell_HighExplosive.label>制作高爆炮弹</Make_Shell_HighExplosive.label>
<!-- EN: 制作高爆弹。-->
<!-- EN: 制作高爆弹。 -->
<Make_Shell_HighExplosive.description>制作高爆炮弹。</Make_Shell_HighExplosive.description>
<!-- EN: 正在制作高爆弹。-->
<!-- EN: 正在制作高爆弹。 -->
<Make_Shell_HighExplosive.jobString>正在制作高爆炮弹。</Make_Shell_HighExplosive.jobString>
<!-- EN: 制作燃烧弹 -->
<Make_Shell_Incendiary.label>制作燃烧炮弹</Make_Shell_Incendiary.label>
<!-- EN: 制作燃烧弹。-->
<!-- EN: 制作燃烧弹。 -->
<Make_Shell_Incendiary.description>制作燃烧炮弹。</Make_Shell_Incendiary.description>
<!-- EN: 正在制作燃烧弹。-->
<!-- EN: 正在制作燃烧弹。 -->
<Make_Shell_Incendiary.jobString>正在制作燃烧炮弹。</Make_Shell_Incendiary.jobString>
<!-- EN: 制作假臂 -->
<Make_SimpleProstheticArm.label>制作假臂</Make_SimpleProstheticArm.label>
<!-- EN: 制作假臂。-->
<!-- EN: 制作假臂。 -->
<Make_SimpleProstheticArm.description>制作假臂。</Make_SimpleProstheticArm.description>
<!-- EN: 正在制作假臂。-->
<!-- EN: 正在制作假臂。 -->
<Make_SimpleProstheticArm.jobString>正在制作假臂。</Make_SimpleProstheticArm.jobString>
<!-- EN: 制作人工心脏 -->
<Make_SimpleProstheticHeart.label>制作人工心脏</Make_SimpleProstheticHeart.label>
<!-- EN: 制作人工心脏。-->
<!-- EN: 制作人工心脏。 -->
<Make_SimpleProstheticHeart.description>制作人工心脏。</Make_SimpleProstheticHeart.description>
<!-- EN: 正在制作人工心脏。-->
<!-- EN: 正在制作人工心脏。 -->
<Make_SimpleProstheticHeart.jobString>正在制作人工心脏。</Make_SimpleProstheticHeart.jobString>
<!-- EN: 制作假腿 -->
<Make_SimpleProstheticLeg.label>制作假腿</Make_SimpleProstheticLeg.label>
<!-- EN: 制作假腿。-->
<!-- EN: 制作假腿。 -->
<Make_SimpleProstheticLeg.description>制作假腿。</Make_SimpleProstheticLeg.description>
<!-- EN: 正在制作假腿。-->
<!-- EN: 正在制作假腿。 -->
<Make_SimpleProstheticLeg.jobString>正在制作假腿。</Make_SimpleProstheticLeg.jobString>
<!-- EN: 制作大麻烟 -->
<Make_SmokeleafJoint.label>制作大麻烟</Make_SmokeleafJoint.label>
<!-- EN: 制作大麻烟。-->
<!-- EN: 制作大麻烟。 -->
<Make_SmokeleafJoint.description>制作大麻烟。</Make_SmokeleafJoint.description>
<!-- EN: 正在制作大麻烟。-->
<!-- EN: 正在制作大麻烟。 -->
<Make_SmokeleafJoint.jobString>正在制作大麻烟。</Make_SmokeleafJoint.jobString>
<!-- EN: 制作清醒丸 -->
<Make_WakeUp.label>制作清醒丸</Make_WakeUp.label>
<!-- EN: 制作清醒丸。-->
<!-- EN: 制作清醒丸。 -->
<Make_WakeUp.description>制作清醒丸。</Make_WakeUp.description>
<!-- EN: 正在制作清醒丸。-->
<!-- EN: 正在制作清醒丸。 -->
<Make_WakeUp.jobString>正在制作清醒丸。</Make_WakeUp.jobString>
<!-- EN: 制作EMP手榴弹 -->
<Make_Weapon_GrenadeEMP.label>制作EMP手榴弹</Make_Weapon_GrenadeEMP.label>
<!-- EN: 制作EMP手榴弹。-->
<!-- EN: 制作EMP手榴弹。 -->
<Make_Weapon_GrenadeEMP.description>制作EMP手榴弹。</Make_Weapon_GrenadeEMP.description>
<!-- EN: 正在制作EMP手榴弹。-->
<!-- EN: 正在制作EMP手榴弹。 -->
<Make_Weapon_GrenadeEMP.jobString>正在制作EMP手榴弹。</Make_Weapon_GrenadeEMP.jobString>
<!-- EN: 制作破片手榴弹 -->
<Make_Weapon_GrenadeFrag.label>制作破片手榴弹</Make_Weapon_GrenadeFrag.label>
<!-- EN: 制作破片手榴弹。-->
<!-- EN: 制作破片手榴弹。 -->
<Make_Weapon_GrenadeFrag.description>制作破片手榴弹。</Make_Weapon_GrenadeFrag.description>
<!-- EN: 正在制作破片手榴弹。-->
<!-- EN: 正在制作破片手榴弹。 -->
<Make_Weapon_GrenadeFrag.jobString>正在制作破片手榴弹。</Make_Weapon_GrenadeFrag.jobString>
<!-- EN: 制作莫洛托夫燃烧瓶 -->
<Make_Weapon_GrenadeMolotov.label>制作莫洛托夫燃烧瓶</Make_Weapon_GrenadeMolotov.label>
<!-- EN: 制作莫洛托夫燃烧瓶。-->
<!-- EN: 制作莫洛托夫燃烧瓶。 -->
<Make_Weapon_GrenadeMolotov.description>制作莫洛托夫燃烧瓶。</Make_Weapon_GrenadeMolotov.description>
<!-- EN: 正在制作莫洛托夫燃烧瓶。-->
<!-- EN: 正在制作莫洛托夫燃烧瓶。 -->
<Make_Weapon_GrenadeMolotov.jobString>正在制作莫洛托夫燃烧瓶。</Make_Weapon_GrenadeMolotov.jobString>
<!-- EN: 制作呀呦粉 -->
<Make_Yayo.label>制作呀呦粉</Make_Yayo.label>
<!-- EN: 制作呀呦粉。-->
<!-- EN: 制作呀呦粉。 -->
<Make_Yayo.description>制作呀呦粉。</Make_Yayo.description>
<!-- EN: 正在制作呀呦粉。-->
<!-- EN: 正在制作呀呦粉。 -->
<Make_Yayo.jobString>正在制作呀呦粉。</Make_Yayo.jobString>
</LanguageData>

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@ -18,7 +18,7 @@
<!-- EN: smash mechanoid -->
<SmashCorpseMechanoid.label>粉碎机械体</SmashCorpseMechanoid.label>
<!-- EN: Smash a dead mechanoid with simple hand tools to salvage usable material. -->
<SmashCorpseMechanoid.description>用简单的手工工具砸碎一个机械体,尝试回收一些有用的材料。</SmashCorpseMechanoid.description>
<SmashCorpseMechanoid.description>用简单的手工工具砸碎一个机械体, 尝试回收一些有用的材料。</SmashCorpseMechanoid.description>
<!-- EN: Smashing mechanoid. -->
<SmashCorpseMechanoid.jobString>正在粉碎机械体。</SmashCorpseMechanoid.jobString>

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@ -11,14 +11,14 @@
<!-- EN: make pemmican -->
<Make_Pemmican.label>制作干肉饼</Make_Pemmican.label>
<!-- EN: Make pemmican, a preserved combination of meat and plant food. It doesn't taste amazing, but lasts a long time without refrigeration. -->
<Make_Pemmican.description>一种由肉食和素食混合脱水制成的食物。味道平平。无需冷藏即能保存很长时间。</Make_Pemmican.description>
<Make_Pemmican.description>一种由肉食和素食混合脱水制成的食物。 味道平平。 无需冷藏即能保存很长时间。</Make_Pemmican.description>
<!-- EN: Making pemmican. -->
<Make_Pemmican.jobString>正在制作干肉饼。</Make_Pemmican.jobString>
<!-- EN: make pemmican x4 -->
<Make_PemmicanBulk.label>制作干肉饼 x4</Make_PemmicanBulk.label>
<!-- EN: Make bulk pemmican, a preserved combination of meat and plant food. It doesn't taste amazing, but lasts a long time without refrigeration. -->
<Make_PemmicanBulk.description>一次制作大量干肉饼,一种由肉食和素食混合脱水制成的食物。味道平平。无需冷藏即能保存很长时间。</Make_PemmicanBulk.description>
<Make_PemmicanBulk.description>一次制作大量干肉饼, 一种由肉食和素食混合脱水制成的食物。 味道平平。 无需冷藏即能保存很长时间。</Make_PemmicanBulk.description>
<!-- EN: Making bulk pemmican. -->
<Make_PemmicanBulk.jobString>正在制作干肉饼。</Make_PemmicanBulk.jobString>

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@ -4,7 +4,7 @@
<!-- EN: cook fine meal -->
<CookMealFine.label>烹饪精致食物</CookMealFine.label>
<!-- EN: Cook a somewhat complex meal from a combination of meat and plant ingredients. -->
<CookMealFine.description>将生肉和素食材料组合,烹饪一份相对复杂的食物。\n\n必须同时有肉食和素食。</CookMealFine.description>
<CookMealFine.description>将生肉和素食材料组合, 烹饪一份相对复杂的食物。 \n\n必须同时有肉食和素食。</CookMealFine.description>
<!-- EN: Cooking fine meal. -->
<CookMealFine.jobString>正在烹饪精致食物。</CookMealFine.jobString>
@ -25,63 +25,63 @@
<!-- EN: cook fine meal x4 -->
<CookMealFineBulk.label>烹饪精致食物 x4</CookMealFineBulk.label>
<!-- EN: Cook 4 somewhat complex meals from a combination of meat and plant ingredients. Some of the ingredients are wasted in order to create a good eating experience. -->
<CookMealFineBulk.description>用肉类和植物原料的组合烹饪4份有点复杂的饭菜。为了创造良好的饮食体验有些材料被浪费了。</CookMealFineBulk.description>
<CookMealFineBulk.description>用肉类和植物原料的组合烹饪4份有点复杂的饭菜。 为了创造良好的饮食体验, 有些材料被浪费了。</CookMealFineBulk.description>
<!-- EN: Cooking 4 fine meals. -->
<CookMealFineBulk.jobString>正在烹饪四份精致食物。</CookMealFineBulk.jobString>
<!-- EN: cook carnivore fine meal x4 -->
<CookMealFineBulk_Meat.label>烹饪精致肉食 x4</CookMealFineBulk_Meat.label>
<!-- EN: Cook 4 somewhat complex meals from meat ingredients. Some of the ingredients are wasted in order to create a good eating experience. Producing varied flavors with meat alone introduces extra inefficiencies. -->
<CookMealFineBulk_Meat.description>用肉类原料做4道有点复杂的饭菜。为了创造良好的饮食体验一些原料被浪费了。仅仅用肉来生产不同的口味会使效率降低。</CookMealFineBulk_Meat.description>
<CookMealFineBulk_Meat.description>用肉类原料做4道有点复杂的饭菜。 为了创造良好的饮食体验, 一些原料被浪费了。 仅仅用肉来生产不同的口味会使效率降低。</CookMealFineBulk_Meat.description>
<!-- EN: Cooking 4 carnivore fine meals. -->
<CookMealFineBulk_Meat.jobString>正在烹饪四份精致肉食。</CookMealFineBulk_Meat.jobString>
<!-- EN: cook vegetarian fine meal x4 -->
<CookMealFineBulk_Veg.label>烹饪精致素食 x4</CookMealFineBulk_Veg.label>
<!-- EN: Cook 4 somewhat complex meals from plant ingredients. Some of the ingredients are wasted in order to create a good eating experience. Producing varied flavors with plants alone introduces extra inefficiencies. -->
<CookMealFineBulk_Veg.description>用植物原料做4份有点复杂的饭菜。为了创造良好的饮食体验有些原料被浪费了。仅仅用植物生产不同的味道会使效率降低。</CookMealFineBulk_Veg.description>
<CookMealFineBulk_Veg.description>用植物原料做4份有点复杂的饭菜。 为了创造良好的饮食体验, 有些原料被浪费了。 仅仅用植物生产不同的味道, 会使效率降低。</CookMealFineBulk_Veg.description>
<!-- EN: Cooking 4 vegetarian fine meals. -->
<CookMealFineBulk_Veg.jobString>正在烹饪四份精致素食。</CookMealFineBulk_Veg.jobString>
<!-- EN: cook lavish meal -->
<CookMealLavish.label>烹饪奢侈食物</CookMealLavish.label>
<!-- EN: Cook a very complex meal from a combination of meat and plant ingredients. Much of the ingredients are wasted in order to create the best eating experience. -->
<CookMealLavish.description>用肉类和植物成分的组合烹饪出非常复杂的食物。为了创造最好的饮食体验,大部分的原料都被浪费了。</CookMealLavish.description>
<CookMealLavish.description>用肉类和植物成分的组合烹饪出非常复杂的食物。 为了创造最好的饮食体验, 大部分的原料都被浪费了。</CookMealLavish.description>
<!-- EN: Cooking lavish meal. -->
<CookMealLavish.jobString>正在烹饪奢侈食物。</CookMealLavish.jobString>
<!-- EN: cook carnivore lavish meal -->
<CookMealLavish_Meat.label>烹饪奢侈肉食</CookMealLavish_Meat.label>
<!-- EN: Cook a very complex meal from meat ingredients. Much of the ingredients are wasted in order to create the best eating experience. Producing varied flavors with meat alone introduces extra inefficiencies. -->
<CookMealLavish_Meat.description>用肉类原料烹饪出非常复杂的食物。为了创造最好的饮食体验,大部分的原料都被浪费了。仅仅用肉来生产不同的味道,会使效率降低。</CookMealLavish_Meat.description>
<CookMealLavish_Meat.description>用肉类原料烹饪出非常复杂的食物。 为了创造最好的饮食体验, 大部分的原料都被浪费了。 仅仅用肉来生产不同的味道, 会使效率降低。</CookMealLavish_Meat.description>
<!-- EN: Cooking carnivore lavish meal. -->
<CookMealLavish_Meat.jobString>正在烹饪奢侈肉食。</CookMealLavish_Meat.jobString>
<!-- EN: cook vegetarian lavish meal -->
<CookMealLavish_Veg.label>烹饪奢侈素食</CookMealLavish_Veg.label>
<!-- EN: Cook a very complex meal from plant ingredients. Much of the ingredients are wasted in order to create the best eating experience. Producing varied flavors with plants alone introduces extra inefficiencies. -->
<CookMealLavish_Veg.description>用植物原料烹饪出非常复杂的食物。为了创造最佳的饮食体验,大部分的原料都被浪费了。仅仅用植物生产不同的味道,会使效率降低。</CookMealLavish_Veg.description>
<CookMealLavish_Veg.description>用植物原料烹饪出非常复杂的食物。 为了创造最佳的饮食体验, 大部分的原料都被浪费了。 仅仅用植物生产不同的味道, 会使效率降低。</CookMealLavish_Veg.description>
<!-- EN: Cooking vegetarian lavish meal. -->
<CookMealLavish_Veg.jobString>正在烹饪奢侈素食。</CookMealLavish_Veg.jobString>
<!-- EN: cook lavish meal x4 -->
<CookMealLavishBulk.label>烹饪奢侈食物 x4</CookMealLavishBulk.label>
<!-- EN: Cook 4 very complex meals from a combination of meat and plant ingredients. Much of the ingredients are wasted in order to create the best eating experience. -->
<CookMealLavishBulk.description>将生肉和素食材料组合,烹饪非常复杂的食物。为了创造最佳的饮食体验,大部分材料会被浪费。\n\n必须同时有肉食和素食。</CookMealLavishBulk.description>
<CookMealLavishBulk.description>将生肉和素食材料组合, 烹饪非常复杂的食物。 为了创造最佳的饮食体验, 大部分材料会被浪费。 \n\n必须同时有肉食和素食。</CookMealLavishBulk.description>
<!-- EN: Cooking 4 lavish meals. -->
<CookMealLavishBulk.jobString>正在烹饪四份奢侈食物。</CookMealLavishBulk.jobString>
<!-- EN: cook carnivore lavish meal x4 -->
<CookMealLavishBulk_Meat.label>烹饪奢侈肉食 x4</CookMealLavishBulk_Meat.label>
<!-- EN: Cook 4 very complex meals from meat ingredients. Much of the ingredients are wasted in order to create the best eating experience. Producing varied flavors with meat alone introduces extra inefficiencies. -->
<CookMealLavishBulk_Meat.description>用肉类原料做4道非常复杂的饭菜。为了创造最好的饮食体验大部分的原料都被浪费了。仅仅用肉来生产多样的口味会使效率降低。</CookMealLavishBulk_Meat.description>
<CookMealLavishBulk_Meat.description>用肉类原料做4道非常复杂的饭菜。 为了创造最好的饮食体验, 大部分的原料都被浪费了。 仅仅用肉来生产多样的口味, 会使效率降低。</CookMealLavishBulk_Meat.description>
<!-- EN: Cooking 4 carnivore lavish meals. -->
<CookMealLavishBulk_Meat.jobString>正在烹饪四份奢侈肉食。</CookMealLavishBulk_Meat.jobString>
<!-- EN: cook vegetarian lavish meal x4 -->
<CookMealLavishBulk_Veg.label>烹饪奢侈素食 x4</CookMealLavishBulk_Veg.label>
<!-- EN: Cook 4 very complex meals from plant ingredients. Much of the ingredients are wasted in order to create the best eating experience. Producing varied flavors with plants alone introduces extra inefficiencies. -->
<CookMealLavishBulk_Veg.description>用植物原料做4道非常复杂的饭菜。为了创造最佳的饮食体验大部分的原料都被浪费了。仅仅用植物生产不同的味道会使效率降低。</CookMealLavishBulk_Veg.description>
<CookMealLavishBulk_Veg.description>用植物原料做4道非常复杂的饭菜。 为了创造最佳的饮食体验, 大部分的原料都被浪费了。 仅仅用植物生产不同的味道, 会使效率降低。</CookMealLavishBulk_Veg.description>
<!-- EN: Cooking 4 vegetarian lavish meals. -->
<CookMealLavishBulk_Veg.jobString>正在烹饪四份奢侈素食。</CookMealLavishBulk_Veg.jobString>
@ -102,14 +102,14 @@
<!-- EN: cook packaged survival meal -->
<CookMealSurvival.label>烹饪包装生存食品</CookMealSurvival.label>
<!-- EN: Prepare a packaged survival meal from a combination of meat and plant ingredients. Much of the ingredients are wasted in the preservation process. -->
<CookMealSurvival.description>将生肉和素食材料组合,烹饪一分包装生存食品。大部分材料会被浪费。\n\n必须同时有肉食和素食。</CookMealSurvival.description>
<CookMealSurvival.description>将生肉和素食材料组合, 烹饪一分包装生存食品。 大部分材料会被浪费。 \n\n必须同时有肉食和素食。</CookMealSurvival.description>
<!-- EN: Cooking survival meal. -->
<CookMealSurvival.jobString>正在烹饪包装生存食品。</CookMealSurvival.jobString>
<!-- EN: cook packaged survival meal x4 -->
<CookMealSurvivalBulk.label>烹饪包装生存食品 x4</CookMealSurvivalBulk.label>
<!-- EN: Prepare 4 packaged survival meals from a combination of meat and plant ingredients. Much of the ingredients are wasted in the preservation process. -->
<CookMealSurvivalBulk.description>将生肉和素食材料组合,烹饪包装生存食品。大部分材料会被浪费。\n\n必须同时有肉食和素食。</CookMealSurvivalBulk.description>
<CookMealSurvivalBulk.description>将生肉和素食材料组合, 烹饪包装生存食品。 大部分材料会被浪费。 \n\n必须同时有肉食和素食。</CookMealSurvivalBulk.description>
<!-- EN: Cooking 4 survival meals. -->
<CookMealSurvivalBulk.jobString>正在烹饪四份包装生存食品。</CookMealSurvivalBulk.jobString>

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@ -4,14 +4,14 @@
<!-- EN: destroy apparel -->
<DestroyApparel.label>销毁衣物</DestroyApparel.label>
<!-- EN: Use heat to destroy unwanted apparels. This process is faster than smelting, and works on non-smeltable items, but yields no resources. -->
<DestroyApparel.description>使用高温摧毁不需要的衣物。比熔炼快,用于不可熔炼的物品,但不产出资源。</DestroyApparel.description>
<DestroyApparel.description>使用高温摧毁不需要的衣物。 比熔炼快, 用于不可熔炼的物品, 但不产出资源。</DestroyApparel.description>
<!-- EN: Destroying apparel. -->
<DestroyApparel.jobString>正在销毁衣物。</DestroyApparel.jobString>
<!-- EN: destroy weapon -->
<DestroyWeapon.label>销毁武器</DestroyWeapon.label>
<!-- EN: Use heat to destroy unwanted weapons. This process is faster than smelting, and works on non-smeltable items, but yields no resources. -->
<DestroyWeapon.description>用强热销毁不想要的武器。比熔炼快,用于不可熔炼的物品,但不产出资源。</DestroyWeapon.description>
<DestroyWeapon.description>用强热销毁不想要的武器。 比熔炼快, 用于不可熔炼的物品, 但不产出资源。</DestroyWeapon.description>
<!-- EN: Destroying weapon. -->
<DestroyWeapon.jobString>正在销毁武器。</DestroyWeapon.jobString>

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@ -4,47 +4,47 @@
<!-- EN: beer brewing -->
<Brewing.label>酿酒</Brewing.label>
<!-- EN: Build a brewery and fermenting vats to transform hops into tasty, tasty beer. -->
<Brewing.description>解锁建造「酿造台」。将啤酒花酿成美味的啤酒。</Brewing.description>
<Brewing.description>解锁建造「酿造台」。 将啤酒花酿成美味的啤酒。</Brewing.description>
<!-- EN: carpet making -->
<CarpetMaking.label>地毯铺设</CarpetMaking.label>
<!-- EN: Weave beautiful carpets from cloth. -->
<CarpetMaking.description>解锁建造「地毯」,用来提升居住环境的质量。</CarpetMaking.description>
<CarpetMaking.description>解锁建造「地毯」, 用来提升居住环境的质量。</CarpetMaking.description>
<!-- EN: cocoa -->
<Cocoa.label>可可树</Cocoa.label>
<!-- EN: Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. -->
<Cocoa.description>解锁种植「可可树」。收获的美味巧克力能够满足娱乐需求,也是广受欢迎的交易品。</Cocoa.description>
<Cocoa.description>解锁种植「可可树」。 收获的美味巧克力能够满足娱乐需求, 也是广受欢迎的交易品。</Cocoa.description>
<!-- EN: complex clothing -->
<ComplexClothing.label>复杂衣物</ComplexClothing.label>
<!-- EN: Tailor complicated garments like pants, dusters, and cowboy hats. -->
<ComplexClothing.description>解锁建造「裁缝台」,缝制复杂的服饰,比如裤子、防尘大衣、牛仔帽等。</ComplexClothing.description>
<ComplexClothing.description>解锁建造「裁缝台」, 缝制复杂的服饰, 比如裤子、防尘大衣、牛仔帽等。</ComplexClothing.description>
<!-- EN: complex furniture -->
<ComplexFurniture.label>复杂家具</ComplexFurniture.label>
<!-- EN: Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables, and poker tables, vents, sarcophagi, and more. -->
<ComplexFurniture.description>解锁建造复杂的家具,比如床、茶几、床头柜、餐椅、扶手椅、矮柜、工具柜、台球桌、扑克桌、通风孔、棺材等。</ComplexFurniture.description>
<ComplexFurniture.description>解锁建造复杂的家具, 比如床、茶几、床头柜、餐椅、扶手椅、矮柜、工具柜、台球桌、扑克桌、通风孔、棺材等。</ComplexFurniture.description>
<!-- EN: devilstrand -->
<Devilstrand.label>恶魔菇</Devilstrand.label>
<!-- EN: Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, heat-resistant plant fiber. -->
<Devilstrand.description>解锁种植「恶魔菇」,一种生长非常缓慢的蘑菇,可提取得特别坚韧、耐热的织物:魔菇布。</Devilstrand.description>
<Devilstrand.description>解锁种植「恶魔菇」, 一种生长非常缓慢的蘑菇, 可提取得特别坚韧、耐热的织物:魔菇布。</Devilstrand.description>
<!-- EN: drug production -->
<DrugProduction.label>成瘾品生产</DrugProduction.label>
<!-- EN: Build a drug lab for basic drug synthesis. Further research is required to make specific drugs. -->
<DrugProduction.description>成瘾品制备与合成的基础技术。解锁建造「药物实验台」。需要进一步研究以制作特定的成瘾品。</DrugProduction.description>
<DrugProduction.description>成瘾品制备与合成的基础技术。 解锁建造「药物实验台」。 需要进一步研究以制作特定的成瘾品。</DrugProduction.description>
<!-- EN: go-juice production -->
<GoJuiceProduction.label>活力水制作</GoJuiceProduction.label>
<!-- EN: Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain. -->
<GoJuiceProduction.description>解锁制作「活力水」,一种战斗用精神药物,能够提高战斗和移动能力,降低对疼痛的敏感度。</GoJuiceProduction.description>
<GoJuiceProduction.description>解锁制作「活力水」, 一种战斗用精神药物, 能够提高战斗和移动能力, 降低对疼痛的敏感度。</GoJuiceProduction.description>
<!-- EN: greatbow -->
<Greatbow.label>巨弓</Greatbow.label>
<!-- EN: Craft greatbows for killing enemies at great range. -->
<Greatbow.description>解锁制作「巨弓」,能在很远的距离射杀敌人。</Greatbow.description>
<Greatbow.description>解锁制作「巨弓」, 能在很远的距离射杀敌人。</Greatbow.description>
<!-- EN: long blades -->
<LongBlades.label>长剑</LongBlades.label>
@ -54,56 +54,56 @@
<!-- EN: passive cooler -->
<PassiveCooler.label>蒸发制冷器</PassiveCooler.label>
<!-- EN: Make passive coolers, to cool indoor spaces without using electricity. -->
<PassiveCooler.description>解锁建造「蒸发制冷器」,一种不需要通电即可降温的工具。</PassiveCooler.description>
<PassiveCooler.description>解锁建造「蒸发制冷器」, 一种不需要通电即可降温的工具。</PassiveCooler.description>
<!-- EN: pemmican -->
<Pemmican.label>干肉饼</Pemmican.label>
<!-- EN: Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. -->
<Pemmican.description>解锁制作「干肉饼」,由肉食和素食混合制成,保质期很长。居家旅行必备。</Pemmican.description>
<Pemmican.description>解锁制作「干肉饼」, 由肉食和素食混合制成, 保质期很长。 居家旅行必备。</Pemmican.description>
<!-- EN: penoxycyline production -->
<PenoxycylineProduction.label>佩诺西林制作</PenoxycylineProduction.label>
<!-- EN: Produce penoxycyline, a disease prevention drug which blocks plague, malaria, and more before they start. -->
<PenoxycylineProduction.description>解锁制作「佩诺西林」,一种预防瘟疫、疟疾等疾病的预防性药物。</PenoxycylineProduction.description>
<PenoxycylineProduction.description>解锁制作「佩诺西林」, 一种预防瘟疫、疟疾等疾病的预防性药物。</PenoxycylineProduction.description>
<!-- EN: plate armor -->
<PlateArmor.label>板甲</PlateArmor.label>
<!-- EN: Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. -->
<PlateArmor.description>解锁「板甲」,由金属或木头制成的重型防具,防护优秀,缺点是会降低移动速度。</PlateArmor.description>
<PlateArmor.description>解锁「板甲」, 由金属或木头制成的重型防具, 防护优秀, 缺点是会降低移动速度。</PlateArmor.description>
<!-- EN: psychite refining -->
<PsychiteRefining.label>精神药物提炼</PsychiteRefining.label>
<!-- EN: Refine psychoid leaves into flake and yayo, different forms of the euphoric psychite drug. -->
<PsychiteRefining.description>允许殖民者对精神叶进行精炼,解锁制作「薄片」和「呀呦粉」。</PsychiteRefining.description>
<PsychiteRefining.description>允许殖民者对精神叶进行精炼, 解锁制作「薄片」和「呀呦粉」。</PsychiteRefining.description>
<!-- EN: psychoid brewing -->
<PsychoidBrewing.label>精神叶冲调</PsychoidBrewing.label>
<!-- EN: Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. -->
<PsychoidBrewing.description>解锁制作「精神茶」。在篝火或炉灶上烧水冲泡精神叶,制作轻度提高精神和心情,同时成瘾性低的茶。</PsychoidBrewing.description>
<PsychoidBrewing.description>解锁制作「精神茶」。 在篝火或炉灶上烧水冲泡精神叶, 制作轻度提高精神和心情, 同时成瘾性低的茶。</PsychoidBrewing.description>
<!-- EN: recurve bow -->
<RecurveBow.label>反曲弓</RecurveBow.label>
<!-- EN: Build the recurve bow, an effective and inexpensive ranged weapon. -->
<RecurveBow.description>先进的结构技术解锁「反曲弓」的制作,一种有效而不昂贵的远程武器。</RecurveBow.description>
<RecurveBow.description>先进的结构技术解锁「反曲弓」的制作, 一种有效而不昂贵的远程武器。</RecurveBow.description>
<!-- EN: smithing -->
<Smithing.label>锻造</Smithing.label>
<!-- EN: Build smithies for crafting metal weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles. -->
<Smithing.description>解锁建造「锻造台」,将金属打造成武器和工具。解锁制作简单的武器,比如匕首、短剑和钉头锤。</Smithing.description>
<Smithing.description>解锁建造「锻造台」, 将金属打造成武器和工具。 解锁制作简单的武器, 比如匕首、短剑和钉头锤。</Smithing.description>
<!-- EN: stonecutting -->
<Stonecutting.label>岩石切割</Stonecutting.label>
<!-- EN: Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. -->
<Stonecutting.description>解锁建造「切石桌」,将岩石堆切成可用的石砖。</Stonecutting.description>
<Stonecutting.description>解锁建造「切石桌」, 将岩石堆切成可用的石砖。</Stonecutting.description>
<!-- EN: tree sowing -->
<TreeSowing.label>植树</TreeSowing.label>
<!-- EN: Sow the local biome's natural trees in your fields. -->
<TreeSowing.description>解锁种植各种树木,可种植本地生态系统中的树木类型。</TreeSowing.description>
<TreeSowing.description>解锁种植各种树木, 可种植本地生态系统中的树木类型。</TreeSowing.description>
<!-- EN: wake-up production -->
<WakeUpProduction.label>清醒丸制作</WakeUpProduction.label>
<!-- EN: Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep. -->
<WakeUpProduction.description>解锁制作「清醒丸」,清醒丸可以取代睡眠,延长工作时间,使人忘记疲劳的精神药物,但会有一些副作用。</WakeUpProduction.description>
<WakeUpProduction.description>解锁制作「清醒丸」, 清醒丸可以取代睡眠, 延长工作时间, 使人忘记疲劳的精神药物, 但会有一些副作用。</WakeUpProduction.description>
</LanguageData>

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@ -4,12 +4,12 @@
<!-- EN: air conditioning -->
<AirConditioning.label>空调</AirConditioning.label>
<!-- EN: Build coolers to make people comfortable in hot weather, or to construct freezers for storing perishable goods. -->
<AirConditioning.description>解锁建造空调,炎热时给房间降温,或维持冷冻库的低温。</AirConditioning.description>
<AirConditioning.description>解锁建造空调, 炎热时给房间降温, 或维持冷冻库的低温。</AirConditioning.description>
<!-- EN: autodoor -->
<Autodoors.label>自动门</Autodoors.label>
<!-- EN: Build autodoors which automatically open when someone approaches, without slowing anyone down. -->
<Autodoors.description>解锁建造「自动门」,人通过时不会被减速。</Autodoors.description>
<Autodoors.description>解锁建造「自动门」, 人通过时不会被减速。</Autodoors.description>
<!-- EN: battery -->
<Batteries.label>蓄电池</Batteries.label>
@ -19,47 +19,47 @@
<!-- EN: biofuel refining -->
<BiofuelRefining.label>精炼技术</BiofuelRefining.label>
<!-- EN: Build biofuel refineries to make chemfuel from biological matter like wood or foodstuffs. -->
<BiofuelRefining.description>解锁建造「精炼设备」,从生物质中精炼化合燃料,比如原木和食物。</BiofuelRefining.description>
<BiofuelRefining.description>解锁建造「精炼设备」, 从生物质中精炼化合燃料, 比如原木和食物。</BiofuelRefining.description>
<!-- EN: blowback operation -->
<BlowbackOperation.label>反冲系统</BlowbackOperation.label>
<!-- EN: Craft low-power blowback-operated guns like autopistols and machine pistols. -->
<BlowbackOperation.description>解锁制作轻型半自动枪械,比如自动手枪和冲锋手枪。</BlowbackOperation.description>
<BlowbackOperation.description>解锁制作轻型半自动枪械, 比如自动手枪和冲锋手枪。</BlowbackOperation.description>
<!-- EN: colored lights -->
<ColoredLights.label>彩色灯</ColoredLights.label>
<!-- EN: Construct colored lights for decorative purposes. Cosmetic only. -->
<ColoredLights.description>解锁建造装饰性的彩色落地灯。仅作装饰之用。</ColoredLights.description>
<ColoredLights.description>解锁建造装饰性的彩色落地灯。 仅作装饰之用。</ColoredLights.description>
<!-- EN: electricity -->
<Electricity.label>电力</Electricity.label>
<!-- EN: Harness the power of electricity for a hundred different tasks. -->
<Electricity.description>掌握电的力量以应对更复杂的情况。解锁建造各种基础发电和用电设备。</Electricity.description>
<Electricity.description>掌握电的力量以应对更复杂的情况。 解锁建造各种基础发电和用电设备。</Electricity.description>
<!-- EN: firefoam -->
<Firefoam.label>泡沫灭火器</Firefoam.label>
<!-- EN: Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames. -->
<Firefoam.description>解锁建造「泡沫灭火器」,一种自动消防设备,感应到火焰时喷出大量的阻燃泡沫。</Firefoam.description>
<Firefoam.description>解锁建造「泡沫灭火器」, 一种自动消防设备, 感应到火焰时喷出大量的阻燃泡沫。</Firefoam.description>
<!-- EN: flak armor -->
<FlakArmor.label>防弹衣</FlakArmor.label>
<!-- EN: Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. -->
<FlakArmor.description>解锁制作含有金属材质的衣服,用以抵抗子弹和爆炸。这类防具会稍微减慢移动速度。</FlakArmor.description>
<FlakArmor.description>解锁制作含有金属材质的衣服, 用以抵抗子弹和爆炸。 这类防具会稍微减慢移动速度。</FlakArmor.description>
<!-- EN: gas operation -->
<GasOperation.label>气动系统</GasOperation.label>
<!-- EN: Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. -->
<GasOperation.description>制作大威力枪械,比如重型冲锋枪,链式霰弹枪和轻机枪。</GasOperation.description>
<GasOperation.description>制作大威力枪械, 比如重型冲锋枪, 链式霰弹枪和轻机枪。</GasOperation.description>
<!-- EN: geothermal power -->
<GeothermalPower.label>地热能</GeothermalPower.label>
<!-- EN: Build geothermal power plants on top of steam geysers, for uninterrupted power. -->
<GeothermalPower.description>解锁建造「地热发电机」,建造在蒸汽间歇喷泉上,提供不间断的电力。</GeothermalPower.description>
<GeothermalPower.description>解锁建造「地热发电机」, 建造在蒸汽间歇喷泉上, 提供不间断的电力。</GeothermalPower.description>
<!-- EN: gunsmithing -->
<Gunsmithing.label>枪械制作</Gunsmithing.label>
<!-- EN: Craft simple manually-operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. -->
<Gunsmithing.description>制作简单的手动操作的枪械,比如左轮手枪、泵动霰弹枪、栓动步枪,以及燃烧弹发射器。</Gunsmithing.description>
<Gunsmithing.description>制作简单的手动操作的枪械, 比如左轮手枪、泵动霰弹枪、栓动步枪, 以及燃烧弹发射器。</Gunsmithing.description>
<!-- EN: gun turrets -->
<GunTurrets.label>自动机枪塔</GunTurrets.label>
@ -69,52 +69,52 @@
<!-- EN: hydroponics -->
<Hydroponics.label>水栽培</Hydroponics.label>
<!-- EN: Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. -->
<Hydroponics.description>解锁建造「水栽培植物盆」,在室内快速种植作物,不受土壤贫瘠和室外天气的影响。</Hydroponics.description>
<Hydroponics.description>解锁建造「水栽培植物盆」, 在室内快速种植作物, 不受土壤贫瘠和室外天气的影响。</Hydroponics.description>
<!-- EN: IEDs -->
<IEDs.label>简易爆炸装置</IEDs.label>
<!-- EN: Build improvised traps from any kind of mortar shell. -->
<IEDs.description>解锁殖民者使用迫击炮炮弹建造以简易爆炸装置为基础的陷阱类型包括高爆、EMP、泡沫灭火以及反粒子弹头。</IEDs.description>
<IEDs.description>解锁殖民者使用迫击炮炮弹建造以简易爆炸装置为基础的陷阱, 类型包括高爆、EMP、泡沫灭火 以及反粒子弹头。</IEDs.description>
<!-- EN: machining -->
<Machining.label>机械加工</Machining.label>
<!-- EN: Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. -->
<Machining.description>解锁建造「机械加工台」,用于制作枪支和机械,或者拆解死亡的机械体获得高级的材料。</Machining.description>
<Machining.description>解锁建造「机械加工台」, 用于制作枪支和机械, 或者拆解死亡的机械体获得高级的材料。</Machining.description>
<!-- EN: mortars -->
<Mortars.label>迫击炮</Mortars.label>
<!-- EN: Build mortars which can lob shells long distances - even over walls. -->
<Mortars.description>解锁建造「迫击炮」,可越过墙抛射炮弹,射程非常远。</Mortars.description>
<Mortars.description>解锁建造「迫击炮」, 可越过墙抛射炮弹, 射程非常远。</Mortars.description>
<!-- EN: nutrient paste -->
<NutrientPaste.label>营养膏合成机</NutrientPaste.label>
<!-- EN: Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. -->
<NutrientPaste.description>解锁建造「营养膏合成机」,能自动将生食高效地合成为营养膏,用于应对食物短缺。它几乎不需要进行操作。</NutrientPaste.description>
<NutrientPaste.description>解锁建造「营养膏合成机」, 能自动将生食高效地合成为营养膏, 用于应对食物短缺。 它几乎不需要进行操作。</NutrientPaste.description>
<!-- EN: packaged survival meal -->
<PackagedSurvivalMeal.label>包装生存食品</PackagedSurvivalMeal.label>
<!-- EN: Produce packaged survival meals which never go bad. Great for traveling. -->
<PackagedSurvivalMeal.description>解锁生产「包装生存食品」,密封储存且不会变质的食品。非常适合用于旅行中。</PackagedSurvivalMeal.description>
<PackagedSurvivalMeal.description>解锁生产「包装生存食品」, 密封储存且不会变质的食品。 非常适合用于旅行中。</PackagedSurvivalMeal.description>
<!-- EN: prosthetics -->
<Prosthetics.label>简易假体</Prosthetics.label>
<!-- EN: Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. -->
<Prosthetics.description>制作廉价的假体部件替换失去的肢体。需要一名熟练的医生进行安装。</Prosthetics.description>
<Prosthetics.description>制作廉价的假体部件替换失去的肢体。 需要一名熟练的医生进行安装。</Prosthetics.description>
<!-- EN: smokepop packs -->
<SmokepopBelt.label>烟罐包</SmokepopBelt.label>
<!-- EN: Build smokepop packs which allow the wearer to deploy a defensive smokescreen. -->
<SmokepopBelt.description>解锁制作「烟罐包」,当使用者被射击时,可自动提供防御烟幕。</SmokepopBelt.description>
<SmokepopBelt.description>解锁制作「烟罐包」, 当使用者被射击时, 可自动提供防御烟幕。</SmokepopBelt.description>
<!-- EN: solar panel -->
<SolarPanels.label>太阳能板</SolarPanels.label>
<!-- EN: Build solar panels for electricity generation. -->
<SolarPanels.description>解锁建造「太阳能板」,用于发电。</SolarPanels.description>
<SolarPanels.description>解锁建造「太阳能板」, 用于发电。</SolarPanels.description>
<!-- EN: sterile materials -->
<SterileMaterials.label>无菌材料</SterileMaterials.label>
<!-- EN: Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking. -->
<SterileMaterials.description>解锁建造「无菌地砖」,建造无菌室提供更有效的医疗和研究环境。</SterileMaterials.description>
<SterileMaterials.description>解锁建造「无菌地砖」, 建造无菌室提供更有效的医疗和研究环境。</SterileMaterials.description>
<!-- EN: tube television -->
<TubeTelevision.label>显像管电视</TubeTelevision.label>
@ -124,6 +124,6 @@
<!-- EN: watermill generator -->
<WatermillGenerator.label>水轮发电机</WatermillGenerator.label>
<!-- EN: Build watermill generators on rivers to generate a steady supply of power. -->
<WatermillGenerator.description>解锁建造「水轮发电机」。建造在河流上,提供无消耗不间断的电力。</WatermillGenerator.description>
<WatermillGenerator.description>解锁建造「水轮发电机」。 建造在河流上, 提供无消耗不间断的电力。</WatermillGenerator.description>
</LanguageData>

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@ -4,32 +4,32 @@
<!-- EN: deep drilling -->
<DeepDrilling.label>深钻井</DeepDrilling.label>
<!-- EN: Build deep drills for extracting resources from underground. You'll need a ground-penetrating scanner to find the resources. -->
<DeepDrilling.description>解锁建造「深钻井」,开采深埋在地表之下的资源。需要先用地质扫描仪进行勘探。</DeepDrilling.description>
<DeepDrilling.description>解锁建造「深钻井」, 开采深埋在地表之下的资源。 需要先用地质扫描仪进行勘探。</DeepDrilling.description>
<!-- EN: flatscreen television -->
<FlatscreenTelevision.label>平板电视</FlatscreenTelevision.label>
<!-- EN: Produce high-resolution flatscreen televisions for greater enjoyment. -->
<FlatscreenTelevision.description>解锁建造高分辨率的「平板电视」,享受更多乐趣。</FlatscreenTelevision.description>
<FlatscreenTelevision.description>解锁建造高分辨率的「平板电视」, 享受更多乐趣。</FlatscreenTelevision.description>
<!-- EN: ground-penetrating scanner -->
<GroundPenetratingScanner.label>地质扫描仪</GroundPenetratingScanner.label>
<!-- EN: Build ground-penetrating scanners that can detect drillable resources under the surface. Requires an advanced component to construct. -->
<GroundPenetratingScanner.description>解锁建造「地质扫描仪」,勘探可用深钻井开采的地底资源。建造时需要高级零部件。</GroundPenetratingScanner.description>
<GroundPenetratingScanner.description>解锁建造「地质扫描仪」, 勘探可用深钻井开采的地底资源。 建造时需要高级零部件。</GroundPenetratingScanner.description>
<!-- EN: autocannon turret -->
<HeavyTurrets.label>自动加农炮塔</HeavyTurrets.label>
<!-- EN: Produce the heavy autocannon turret. -->
<HeavyTurrets.description>解锁建造「自动加农炮塔」,一种重型远程自动炮塔。</HeavyTurrets.description>
<HeavyTurrets.description>解锁建造「自动加农炮塔」, 一种重型远程自动炮塔。</HeavyTurrets.description>
<!-- EN: hospital bed -->
<HospitalBed.label>医疗床</HospitalBed.label>
<!-- EN: Construct hospital beds which improve medical outcomes. -->
<HospitalBed.description>解锁建造「医疗床」,提高医疗工作的质量和成功率。</HospitalBed.description>
<HospitalBed.description>解锁建造「医疗床」, 提高医疗工作的质量和成功率。</HospitalBed.description>
<!-- EN: long-range mineral scanner -->
<LongRangeMineralScanner.label>远距离矿物扫描仪</LongRangeMineralScanner.label>
<!-- EN: Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be tuned to find a specific mineral. Requires advanced components to construct. -->
<LongRangeMineralScanner.description>解锁建造「远距离矿物扫描仪」,能够让你的研究者来探测星球上的稀有矿物,比如黄金或翡翠,建造时需要高级零部件。\n\n在同一区域内或临近区域建造多于一个扫描仪对效率影响不大。</LongRangeMineralScanner.description>
<LongRangeMineralScanner.description>解锁建造「远距离矿物扫描仪」, 能够让你的研究者来探测星球上的稀有矿物, 比如黄金或翡翠, 建造时需要高级零部件。 \n\n在同一区域内或临近区域建造多于一个扫描仪对效率影响不大。</LongRangeMineralScanner.description>
<!-- EN: medicine production -->
<MedicineProduction.label>医药生产</MedicineProduction.label>
@ -39,12 +39,12 @@
<!-- EN: microelectronics -->
<MicroelectronicsBasics.label>微电子基础</MicroelectronicsBasics.label>
<!-- EN: Work with complex microelectronics. This unlocks the hi-tech research bench and comms console. -->
<MicroelectronicsBasics.description>用精密复杂的电子进行工作的基础。解锁建造「高级研究台」、「通讯台」。</MicroelectronicsBasics.description>
<MicroelectronicsBasics.description>用精密复杂的电子进行工作的基础。 解锁建造「高级研究台」、「通讯台」。</MicroelectronicsBasics.description>
<!-- EN: moisture pump -->
<MoisturePump.label>排水泵</MoisturePump.label>
<!-- EN: Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand. -->
<MoisturePump.description>解锁建造「排水泵」,非常缓慢地使附近土壤中的水份正常化。它能让潮湿土地变干,并且将软沙变成普通沙地。</MoisturePump.description>
<MoisturePump.description>解锁建造「排水泵」, 非常缓慢地使附近土壤中的水份正常化。 它能让潮湿土地变干, 并且将软沙变成普通沙地。</MoisturePump.description>
<!-- EN: multibarrel weapons -->
<MultibarrelWeapons.label>多管武器</MultibarrelWeapons.label>
@ -54,16 +54,16 @@
<!-- EN: precision rifling -->
<PrecisionRifling.label>精准步枪</PrecisionRifling.label>
<!-- EN: Craft precisely-machined guns like assault rifles and sniper rifles. -->
<PrecisionRifling.description>解锁制作需要精密加工的武器,如突击步枪和狙击步枪。</PrecisionRifling.description>
<PrecisionRifling.description>解锁制作需要精密加工的武器, 如突击步枪和狙击步枪。</PrecisionRifling.description>
<!-- EN: shields -->
<ShieldBelt.label>护盾</ShieldBelt.label>
<!-- EN: Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary. -->
<ShieldBelt.description>解锁制作可穿戴式护盾。利用动能排斥力场技术,可阻挡炮弹穿过边界。</ShieldBelt.description>
<ShieldBelt.description>解锁制作可穿戴式护盾。 利用动能排斥力场技术, 可阻挡炮弹穿过边界。</ShieldBelt.description>
<!-- EN: transport pod -->
<TransportPod.label>运输舱</TransportPod.label>
<!-- EN: Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, travel, sending gifts, and more. -->
<TransportPod.description>解锁建造可发射的「运输舱」,可以远距离发射你的人和物资越过行星表面。可用于空降突袭、旅行,送礼物等等。</TransportPod.description>
<TransportPod.description>解锁建造可发射的「运输舱」, 可以远距离发射你的人和物资越过行星表面。 可用于空降突袭、旅行, 送礼物等等。</TransportPod.description>
</LanguageData>

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@ -9,50 +9,50 @@
<!-- EN: bionic replacements -->
<Bionics.label>仿生学</Bionics.label>
<!-- EN: Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. -->
<Bionics.description>解锁制作高科技仿生体部件,用以替代失去的肢体和眼睛。需要熟练的医生进行安装。</Bionics.description>
<Bionics.description>解锁制作高科技仿生体部件, 用以替代失去的肢体和眼睛。 需要熟练的医生进行安装。</Bionics.description>
<!-- EN: pulse-charged munitions -->
<ChargedShot.label>电荷弹</ChargedShot.label>
<!-- EN: Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. -->
<ChargedShot.description>研究利用脉冲弹药提高伤害。解锁制作「电荷步枪」和「电荷标枪」。请注意,它们都需要高级零部件来制作。</ChargedShot.description>
<ChargedShot.description>研究利用脉冲弹药提高伤害。 解锁制作「电荷步枪」和「电荷标枪」。 请注意, 它们都需要高级零部件来制作。</ChargedShot.description>
<!-- EN: cryptosleep casket -->
<Cryptosleep.label>低温休眠舱</Cryptosleep.label>
<!-- EN: Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. -->
<Cryptosleep.description>解锁建造「低温休眠舱」,可使其内的生命体进入生理上的暂停状态。</Cryptosleep.description>
<Cryptosleep.description>解锁建造「低温休眠舱」, 可使其内的生命体进入生理上的暂停状态。</Cryptosleep.description>
<!-- EN: fabrication -->
<Fabrication.label>精密装配</Fabrication.label>
<!-- EN: Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction. -->
<Fabrication.description>解锁建造「精密装配台」,能够执行从最基础的「零部件」加工到组装动力装甲的各种高科技项目。</Fabrication.description>
<Fabrication.description>解锁建造「精密装配台」, 能够执行从最基础的「零部件」加工到组装动力装甲的各种高科技项目。</Fabrication.description>
<!-- EN: You now have the technology to build a fabrication bench - but it also requires some advanced components to get started. You can collect advanced components several ways:\n\n -All outlander settlements sell advanced components. Send a caravan to buy some.\n -Some visiting traders sell advanced components. Invite or wait for them.\n -Some quests are rewarded with advanced components. -->
<Fabrication.discoveredLetterText>现在你可以建造精密装配台了,但是还缺乏一些高级零部件,你可以通过以下几种方式得到:\n\n-所有外来者定居点都有高级零部件出售。可以派出远行队去买一些。\n-来访的贸易商队有时候也会携带高级零部件。邀请或等待他们造访。\n-一些任务会给予高级零部件作为奖励。</Fabrication.discoveredLetterText>
<Fabrication.discoveredLetterText>现在你可以建造精密装配台了, 但是还缺乏一些高级零部件, 你可以通过以下几种方式得到:\n\n-所有外来者定居点都有高级零部件出售。 可以派出远行队去买一些。 \n-来访的贸易商队有时候也会携带高级零部件。 邀请或等待他们造访。 \n-一些任务会给予高级零部件作为奖励。</Fabrication.discoveredLetterText>
<!-- EN: About: Getting advanced components -->
<Fabrication.discoveredLetterTitle>关于:获取高级零部件</Fabrication.discoveredLetterTitle>
<!-- EN: multi-analyzer -->
<MultiAnalyzer.label>多元分析仪</MultiAnalyzer.label>
<!-- EN: Build multi-analyzers which increase research speed and allow higher-level research projects. -->
<MultiAnalyzer.description>解锁建造「多元分析仪」,提高研究速度,以及解锁更高级的研究项目。建造时需要高级零部件,必须建造在高级研究台旁。</MultiAnalyzer.description>
<MultiAnalyzer.description>解锁建造「多元分析仪」, 提高研究速度, 以及解锁更高级的研究项目。 建造时需要高级零部件, 必须建造在高级研究台旁。</MultiAnalyzer.description>
<!-- EN: marine armor -->
<PoweredArmor.label>海军装甲</PoweredArmor.label>
<!-- EN: Build marine armor, a general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. -->
<PoweredArmor.description>解锁制作「海军装甲」,一种由高科技突袭部队所使用的泛用型动力装甲。注意,制作时需要高级零部件。</PoweredArmor.description>
<PoweredArmor.description>解锁制作「海军装甲」, 一种由高科技突袭部队所使用的泛用型动力装甲。 注意, 制作时需要高级零部件。</PoweredArmor.description>
<!-- EN: recon armor -->
<ReconArmor.label>斥候装甲</ReconArmor.label>
<!-- EN: Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. -->
<ReconArmor.description>解锁制作「斥候装甲」,一种轻型装甲,能为侦察部队提供防护。注意,制作时需要高级零部件。</ReconArmor.description>
<ReconArmor.description>解锁制作「斥候装甲」, 一种轻型装甲, 能为侦察部队提供防护。 注意, 制作时需要高级零部件。</ReconArmor.description>
<!-- EN: uranium slug turret -->
<SniperTurret.label>自动狙击炮塔</SniperTurret.label>
<!-- EN: Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear through plasteel like paper, but it's less effective at close range. -->
<SniperTurret.description>解锁建造「自动狙击炮塔」。发射大威力和高穿透力的铀弹,能够轻易撕碎像玻璃钢这样的高级防御材料,但近距离的效果较差。</SniperTurret.description>
<SniperTurret.description>解锁建造「自动狙击炮塔」。 发射大威力和高穿透力的铀弹, 能够轻易撕碎像玻璃钢这样的高级防御材料, 但近距离的效果较差。</SniperTurret.description>
<!-- EN: vitals monitor -->
<VitalsMonitor.label>生命体征监测仪</VitalsMonitor.label>
<!-- EN: Build vitals monitors which improve medical outcomes when placed next to hospital beds. -->
<VitalsMonitor.description>解锁建造「生命体征监测仪」,将其放在医疗床旁时能提高医疗质量。</VitalsMonitor.description>
<VitalsMonitor.description>解锁建造「生命体征监测仪」, 将其放在医疗床旁时能提高医疗质量。</VitalsMonitor.description>
</LanguageData>

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@ -4,31 +4,31 @@
<!-- EN: starflight basics -->
<ShipBasics.label>星际航行基础</ShipBasics.label>
<!-- EN: Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. -->
<ShipBasics.description>解锁建造星际飞船的结构和辅助单元,这是建造飞船离开恒星系的第一步。</ShipBasics.description>
<ShipBasics.description>解锁建造星际飞船的结构和辅助单元, 这是建造飞船离开恒星系的第一步。</ShipBasics.description>
<!-- EN: Escaping from this planet - it would be freedom at last, and maybe a return home.\n\nBut also incredibly dangerous.\n\nMany desperate souls want off this planet. Ship reactors take 15 days to charge up. Once you begin that process, the ship reactor will emit an energy signature detectable from thousands of kilometers away. Raiders will flock to attack you in waves, with an intensity you've never seen. Mechanoids are also known to be attracted to such energy signatures for their own mysterious reasons.\n\nIt won't start until you activate your ship's reactor, but when it does, it'll be ferocious. You'll need to stockpile resources, weapons, and defenses for the onslaught if you hope to escape alive. -->
<ShipBasics.discoveredLetterText>逃离这个星球——最终将获得自由,也许终点会是家园。\n\n但这样做也非常危险。\n\n许多绝望的灵魂想要离开这个星球。飞船反应堆需要15天的时间充电。一旦启动反应堆发出的巨大能量信息会传到千里之外。就像嗅到美味的蟑螂一样袭击者会从四面八方蜂拥而至用你从未见过的强度发起攻击。远古机械也一样。\n\n想逃出生天你需要储备资源、武器和防御力量。</ShipBasics.discoveredLetterText>
<ShipBasics.discoveredLetterText>逃离这个星球——最终将获得自由, 也许终点会是家园。 \n\n但这样做也非常危险。 \n\n许多绝望的灵魂想要离开这个星球。 飞船反应堆需要15天的时间充电。 一旦启动, 反应堆发出的巨大能量信息会传到千里之外。 就像嗅到美味的蟑螂一样, 袭击者会从四面八方蜂拥而至, 用你从未见过的强度发起攻击。 远古机械也一样。 \n\n想逃出生天 你需要储备资源、武器和防御力量。</ShipBasics.discoveredLetterText>
<!-- EN: About: Launching the ship -->
<ShipBasics.discoveredLetterTitle>关于:发射飞船</ShipBasics.discoveredLetterTitle>
<!-- EN: machine persuasion -->
<ShipComputerCore.label>飞船电脑核心</ShipComputerCore.label>
<!-- EN: Build a reward-signal system to persuade an existing persona core into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. -->
<ShipComputerCore.description>解锁建造「飞船电脑核心」用一个奖励信号系统来说服现有的人格核心成为飞船上的AI舰长。由于乘客在星际旅途中处于休眠状态AI核心对复杂状况的决策能力在漫长的星际航行中是必要的。</ShipComputerCore.description>
<ShipComputerCore.description>解锁建造「飞船电脑核心」, 用一个奖励信号系统来说服现有的人格核心成为飞船上的AI舰长。 由于乘客在星际旅途中处于休眠状态, AI核心对复杂状况的决策能力在漫长的星际航行中是必要的。</ShipComputerCore.description>
<!-- EN: vacuum cryptosleep casket -->
<ShipCryptosleep.label>飞船低温休眠仓</ShipCryptosleep.label>
<!-- EN: Construct hardened cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between stars. -->
<ShipCryptosleep.description>解锁建造「飞船低温休眠仓」,经过强化可以抵抗太空中威胁的低温休眠舱,用于在漫长的星际旅途中运送乘客。</ShipCryptosleep.description>
<ShipCryptosleep.description>解锁建造「飞船低温休眠仓」, 经过强化可以抵抗太空中威胁的低温休眠舱, 用于在漫长的星际旅途中运送乘客。</ShipCryptosleep.description>
<!-- EN: Johnson-Tanaka drive -->
<ShipEngine.label>飞船推进器</ShipEngine.label>
<!-- EN: Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. -->
<ShipEngine.description>解锁建造「飞船推进器」,这种无工质推进器能够将星际飞船送入太空并且穿过广阔的星际空间。当然,就像所有的飞船那样,它仍然需要好几年的时间才能抵达目的地。</ShipEngine.description>
<ShipEngine.description>解锁建造「飞船推进器」,这种无工质推进器能够将星际飞船送入太空并且穿过广阔的星际空间。 当然, 就像所有的飞船那样, 它仍然需要好几年的时间才能抵达目的地。</ShipEngine.description>
<!-- EN: starship reactor -->
<ShipReactor.label>飞船反应堆</ShipReactor.label>
<!-- EN: Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. -->
<ShipReactor.description>解锁「飞船反应堆」,能长时间工作的核能反应堆,用于给飞船提供动力。请注意,反应堆的启动是一个漫长的过程,期间会引来袭击者。</ShipReactor.description>
<ShipReactor.description>解锁「飞船反应堆」, 能长时间工作的核能反应堆, 用于给飞船提供动力。 请注意, 反应堆的启动是一个漫长的过程, 期间会引来袭击者。</ShipReactor.description>
<!-- EN: starflight sensors -->
<ShipSensorCluster.label>飞船传感器</ShipSensorCluster.label>

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@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<AttendedSpeech.description>根据仪式完成的效果,参与者将获得{MOODDAYS}天的情绪反馈({MINMOOD}~{MAXMOOD})。</AttendedSpeech.description>
<AttendedSpeech.description>根据仪式完成的效果, 参与者将获得{MOODDAYS}天的情绪反馈({MINMOOD}~{MAXMOOD})。</AttendedSpeech.description>
<!-- EN: {PAWN_labelShort}'s social impact -->
<AttendedSpeech.comps.0.label>{PAWN_labelShort}的社交效果</AttendedSpeech.comps.0.label>
<!-- EN: speaker's social impact -->

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@ -19,7 +19,7 @@
<li>sent->It was too much for the relationship to continue, and the two have now broken up.</li>
-->
<Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings>
<li>sent->两人的关系难以为继,感情破裂了。</li>
<li>sent->两人的关系难以为继, 感情破裂了。</li>
</Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings>
<!-- EN:
@ -30,7 +30,7 @@
<Sentence_RomanceAttemptAccepted.rulePack.rulesStrings>
<li>sent->[RECIPIENT_nameDef]接受了表白并成为[INITIATOR_nameDef]的情人。</li>
<li>sent->[RECIPIENT_nameDef]给予了肯定的答复并成为[INITIATOR_nameDef]的情人。</li>
<li>sent->[RECIPIENT_nameDef]被打动,同意成为[INITIATOR_nameDef]的情人。</li>
<li>sent->[RECIPIENT_nameDef]被打动, 同意成为[INITIATOR_nameDef]的情人。</li>
</Sentence_RomanceAttemptAccepted.rulePack.rulesStrings>
<!-- EN:
@ -44,7 +44,7 @@
-->
<Sentence_RomanceAttemptRejected.rulePack.rulesStrings>
<li>sent->[RECIPIENT_nameDef]拒绝了表白。</li>
<li>sent->[RECIPIENT_nameDef]对表白置之不理。.</li>
<li>sent->[RECIPIENT_nameDef]对表白置之不理。 .</li>
<li>sent->[RECIPIENT_nameDef]婉言谢绝。</li>
<li>sent->[RECIPIENT_nameDef]转身走开。</li>
<li>sent->[RECIPIENT_nameDef]给出了消极的回应。</li>

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@ -201,8 +201,8 @@
<li>artstyle_adj->heartfelt</li>
-->
<ArtDescriptionUtility_Global.rulePack.rulesStrings>
<li>style_group->[artextra_clause][style_clause]。</li>
<li>style_group->[style_clause][artconjunction][artextra_clause]。</li>
<li>style_group->[artextra_clause] [style_clause]。</li>
<li>style_group->[style_clause] [artconjunction][artextra_clause]。</li>
<li>style_group->[style_clause]。</li>
<li>style_group->[artextra_clause]。</li>
<li>style_group-></li>
@ -228,9 +228,9 @@
<li>artextra_clause->[Quantity_adjphrase][Character]出现[side_position]</li>
<li>artextra_clause->[Quantity_adjphrase][PAWN_adj][Character]出现[side_position]</li>
<li>artextra_clause->一只[Animal][idles][side_position]</li>
<li>artextra_clause->当你眯着眼看,画面[composition]构图会呈现出[subimageany]的轮廓</li>
<li>artextra_clause->一位[PAWN_adj][PersonJob][emotional_expression],注视着一切</li>
<li>artextra_clause->一位[PAWN_adj][PersonJob]望着一切,[emotional_expression]</li>
<li>artextra_clause->当你眯着眼看, 画面[composition]构图会呈现出[subimageany]的轮廓</li>
<li>artextra_clause->一位[PAWN_adj][PersonJob][emotional_expression] 注视着一切</li>
<li>artextra_clause->一位[PAWN_adj][PersonJob]望着一切, [emotional_expression]</li>
<li>artextra_clause->一位[PAWN_adj][PersonJob]注视着一切</li>
<li>artextra_clause->整幅画面由精心布置的[subimageplural]组成</li>
<li>subimageany->[subimagesingle]</li>
@ -290,7 +290,7 @@
<li>side_position->聚焦点之后</li>
<li>style_clause(p=4)->作品[symbolizes][ConceptAny]</li>
<li>artextra_clause->[side_position]的一只[subimagesingle][symbolizes][ConceptAny]</li>
<li>style_clause->作品受到了[ConceptAny]的启发,并用[artstyle_adj]风格呈现</li>
<li>style_clause->作品受到了[ConceptAny]的启发, 并用[artstyle_adj]风格呈现</li>
<li>style_clause->作品充满了浓烈的[artstyle_adj]气息</li>
<li>style_clause->画面中央的[artstyle_adj]风格与背景部分的[artstyle_adj]风格形成了强烈的对比</li>
<li>style_clause->作品给人一种[artstyle_adj]气息并使用了[composition]布局</li>

View File

@ -7,9 +7,9 @@
<li>physical_description_root->An engraving on this furniture [depicts] [image]. [desc_sentence_group]</li>
-->
<ArtDescription_Furniture.rulePack.rulesStrings>
<li>physical_description_root->这件家具上雕刻的内容[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件家具上雕刻的内容向我们[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->在这件家具上雕刻的内容[depicts]的是[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件家具上雕刻的内容[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件家具上雕刻的内容向我们[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->在这件家具上雕刻的内容[depicts]的是[image]。 [desc_sentence_group]</li>
</ArtDescription_Furniture.rulePack.rulesStrings>
<!-- EN:
@ -19,10 +19,10 @@
<li>physical_description_root->An engraving on this sarcophagus [depicts] [image]. [desc_sentence_group]</li>
-->
<ArtDescription_SarcophagusPlate.rulePack.rulesStrings>
<li>physical_description_root->这件棺材上雕刻的内容[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件棺材上雕刻的内容向我们[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件棺材上雕刻的内容[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->在这件棺材上雕刻的内容[depicts]的是[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件棺材上雕刻的内容[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件棺材上雕刻的内容向我们[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件棺材上雕刻的内容[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->在这件棺材上雕刻的内容[depicts]的是[image]。 [desc_sentence_group]</li>
</ArtDescription_SarcophagusPlate.rulePack.rulesStrings>
<!-- EN:
@ -35,9 +35,9 @@
<li>sculpture->carving</li>
-->
<ArtDescription_Sculpture.rulePack.rulesStrings>
<li>physical_description_root->这件[sculpture][depicts]的是[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件[sculpture]向我们[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->在这件[sculpture]上[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件[sculpture][depicts]的是[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件[sculpture]向我们[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->在这件[sculpture]上[depiction]了[image]。 [desc_sentence_group]</li>
<li>sculpture->雕塑</li>
<li>sculpture->作品</li>
<li>sculpture->艺术品</li>
@ -50,9 +50,9 @@
<li>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</li>
-->
<ArtDescription_WeaponGun.rulePack.rulesStrings>
<li>physical_description_root->这件武器雕刻的内容[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件武器雕刻的内容向我们[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->在这件武器上雕刻的内容[depicts]的是[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件武器雕刻的内容[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件武器雕刻的内容向我们[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->在这件武器上雕刻的内容[depicts]的是[image]。 [desc_sentence_group]</li>
</ArtDescription_WeaponGun.rulePack.rulesStrings>
<!-- EN:
@ -61,9 +61,9 @@
<li>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</li>
-->
<ArtDescription_WeaponMelee.rulePack.rulesStrings>
<li>physical_description_root->这件武器上雕刻的内容[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件武器上雕刻的内容向我们[depiction]了[image]。[desc_sentence_group]</li>
<li>physical_description_root->在这件武器上雕刻的内容[depicts]的是[image]。[desc_sentence_group]</li>
<li>physical_description_root->这件武器上雕刻的内容[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->这件武器上雕刻的内容向我们[depiction]了[image]。 [desc_sentence_group]</li>
<li>physical_description_root->在这件武器上雕刻的内容[depicts]的是[image]。 [desc_sentence_group]</li>
</ArtDescription_WeaponMelee.rulePack.rulesStrings>
</LanguageData>

View File

@ -43,9 +43,9 @@
<li>image->[Community]附近一个孤独的[Character][desc_pawn]</li>
<li>image->被一群[Character]团团包围的[Character][desc_pawn]</li>
<li>image->[Character]们正在玩[Game]</li>
<li>image->一个[Character][desc_pawn],正在和[Quantity_adjphrase][Character]玩[Game]</li>
<li>image->一个[Character][desc_pawn],手持[Weapon]</li>
<li>image->一个[Character][desc_pawn],正在吃[Vegetable]</li>
<li>image->一个[Character][desc_pawn] 正在和[Quantity_adjphrase][Character]玩[Game]</li>
<li>image->一个[Character][desc_pawn] 手持[Weapon]</li>
<li>image->一个[Character][desc_pawn] 正在吃[Vegetable]</li>
<li>image->[Quantity_adjphrase][PersonJob]和[PersonJob]在吃[Vegetable]</li>
<li>image->小有名气的[NamePerson][desc_pawn]</li>
<li>image->一位身着[Apparel]的[Character][desc_pawn]</li>

View File

@ -78,7 +78,7 @@
-->
<Combat_MeleeDamageIncludes.rulePack.rulesStrings>
<li>result(p=0.5)->[damaged_present][RECIPIENT_possessive][targetlist]</li>
<li>result(p=0.2)->[damaged_present][RECIPIENT_possessive][targetlist],同时[flavortext_consequence]</li>
<li>result(p=0.2)->[damaged_present][RECIPIENT_possessive][targetlist] 同时[flavortext_consequence]</li>
<li>result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] [strikeAdv]</li>
<li>strikeAdv->残忍地</li>
<li>strikeAdv->可怖地</li>
@ -160,7 +160,7 @@
<li>to->变成</li>
<li>to->成为</li>
-->
<li>r_logentry->[action][result]。</li>
<li>r_logentry->[action] [result]。</li>
<li>r_logentry(priority=-10)->[action]。</li>
<li>implement(IMPLEMENTOWNER_type==weapon,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]</li>
<li>implement(IMPLEMENTOWNER_type==weapon,p=1)->[INITIATOR_possessive][WEAPON_label]</li>
@ -172,8 +172,8 @@
<li>implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][TOOL_label]</li>
<li>targetlist(recipient_part_count==1)->[recipient_part0_label]</li>
<li>targetlist(recipient_part_count==2)->[recipient_part0_label]和[recipient_part1_label]</li>
<li>targetlist(recipient_part_count==3)->[recipient_part0_label][recipient_part1_label]和[recipient_part2_label]</li>
<li>targetlist->[recipient_part0_label][recipient_part1_label][recipient_part2_label],以及[recipient_part3_label]</li>
<li>targetlist(recipient_part_count==3)->[recipient_part0_label] [recipient_part1_label]和[recipient_part2_label]</li>
<li>targetlist->[recipient_part0_label] [recipient_part1_label] [recipient_part2_label] 以及[recipient_part3_label]</li>
<li>damaged_present(deflected!=True)->伤害</li>
<li>damaged_present(deflected!=True)->打伤</li>
<li>destroyed(p=0.5)->破坏了</li>
@ -314,12 +314,12 @@
<Combat_WoundIncludes.rulePack.rulesStrings>
<li>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</li>
<li>destroyed_targets(recipient_part_destroyed_count==2)->[recipient_part_destroyed0_label]和[recipient_part_destroyed1_label]</li>
<li>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label][recipient_part_destroyed1_label],以及[recipient_part_destroyed2_label]</li>
<li>destroyed_targets->[recipient_part_destroyed0_label][recipient_part_destroyed1_label][recipient_part_destroyed2_label],以及[recipient_part_destroyed3_label]</li>
<li>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label] [recipient_part_destroyed1_label] 以及[recipient_part_destroyed2_label]</li>
<li>destroyed_targets->[recipient_part_destroyed0_label] [recipient_part_destroyed1_label] [recipient_part_destroyed2_label] 以及[recipient_part_destroyed3_label]</li>
<li>damaged_targets(recipient_part_damaged_count==1)->[recipient_part_damaged0_label]</li>
<li>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label]和[recipient_part_damaged1_label]</li>
<li>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label][recipient_part_damaged1_label],以及[recipient_part_damaged2_label]</li>
<li>damaged_targets->[recipient_part_damaged0_label][recipient_part_damaged1_label][recipient_part_damaged2_label],以及[recipient_part_damaged3_label]</li>
<li>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label] [recipient_part_damaged1_label] 以及[recipient_part_damaged2_label]</li>
<li>damaged_targets->[recipient_part_damaged0_label] [recipient_part_damaged1_label] [recipient_part_damaged2_label] 以及[recipient_part_damaged3_label]</li>
<!--<li>expertly->干练地</li>
<li>expertly->熟练地</li>
<li>expertly->娴熟地</li>

View File

@ -62,7 +62,7 @@
<li>deflecting->撇过</li>
<!--
<li>r_logentry(p=1)->[INITIATOR_definite][damaged_past][at][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite][expertly]挥舞着[INITIATOR_possessive][WEAPON_label][damaged_past][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite][expertly]挥舞着[INITIATOR_possessive][WEAPON_label] [damaged_past][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]给了[RECIPIENT_definite]一记[damaged_inf][deflected_result]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement][damaged_inf][RECIPIENT_definite][deflected_result]。</li>
<li>r_logentry(p=0.6)->[INITIATOR_definite]用[implement][damaged_past][at][RECIPIENT_definite][deflected_result]。</li>
@ -70,11 +70,11 @@
<li>at-></li>
<li>at->了</li>
<li>deflected_result->[adverb_deflected]</li>
<li>deflected_result->[deflected_consequence]</li>
<li>deflected_result-> [deflected_consequence]</li>
<li>adverb_deflected_opt(p=4)-></li>
<li>adverb_deflected_opt->[adverb_deflected]</li>
<li>adverb_deflected->,没有造成伤害</li>
<li>adverb_deflected->,收效甚微</li>
<li>adverb_deflected-> 没有造成伤害</li>
<li>adverb_deflected-> 收效甚微</li>
<li>deflected_consequence->但[TOOL_label][scraped_past][adverb_deflected_opt]</li>
<li>deflected_consequence->但[scraped_present][RECIPIENT_possessive]护甲[adverb_deflected_opt]</li>
<li>scraped_present->刮着</li>
@ -149,11 +149,11 @@
<li>r_logentry(p=0.3)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.1)->[INITIATOR_definite][adverb_flavortext][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.1)->[INITIATOR_definite][flavortext_situation][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.1)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label][flavortext_consequence]。</li>
<li>r_logentry(p=0.1)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label] [flavortext_consequence]。</li>
<li>r_logentry(p=0.07)->[INITIATOR_definite][expertly]用[INITIATOR_possessive][WEAPON_label][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.03)->[INITIATOR_definite][expertly]用[INITIATOR_possessive][WEAPON_label][adverb_flavortext][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.03)->[INITIATOR_definite][expertly]用[INITIATOR_possessive][WEAPON_label] [adverb_flavortext][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry(p=0.3)->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite][destroyed_past][destroyed_suffix]。</li>
<li>r_logentry(p=0.3)->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite][destroyed_past] [destroyed_suffix]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite][expertly][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>result(p=1,recipient_part_damaged_count==0)->[destroyed_present][RECIPIENT_possessive][destroyed_targets]</li>
@ -187,8 +187,8 @@
<Combat_Miss.rulePack.rulesStrings>
<li>r_logentry(p=0.3)->[RECIPIENT_definite]闪开了[INITIATOR_definite]用[WEAPON_label]的[damaged_inf]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]尝试用[implement][damaged_inf][RECIPIENT_definite],但[failtype]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]试图[damaged_inf][RECIPIENT_definite],但[failtype]</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]尝试用[implement][damaged_inf][RECIPIENT_definite] 但[failtype]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]试图[damaged_inf][RECIPIENT_definite] 但[failtype]</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]想要[skillAdvMaybe][damaged_inf][RECIPIENT_definite],但[failtype]。</li>
<li>skillAdvMaybe-></li>
<li>skillAdvMaybe->[skillAdv]</li>
@ -206,7 +206,7 @@
<li>r_logentry(p=0.3)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[WEAPON_label]使出的[damaged_inf]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite]试图用[implement][damaged_inf][RECIPIENT_definite]但[failtype]。</li>
<li>r_logentry(p=0.3)->在试图[damaged_inf][RECIPIENT_definite]时,[INITIATOR_definite][failtype]。</li>
<li>r_logentry(p=0.3)->在试图[damaged_inf][RECIPIENT_definite]时, [INITIATOR_definite][failtype]。</li>
<li>r_logentry(p=0.3)->[INITIATOR_definite][failtype]。</li>
<li>failtype->被绊倒了</li>
<li>failtype->摔倒了</li>

View File

@ -127,20 +127,20 @@
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets][to][destroyed_suffix]。</li>
<li>r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite]并[destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]。</li>
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past]。</li>
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past],变成了[destroyed_suffix]。</li>
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past] 变成了[destroyed_suffix]。</li>
<li>r_logentry(recipient_part_destroyed_count==0)->[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past][RECIPIENT_definite]的[damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0,p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite]并[damaged_past][RECIPIENT_definite]的[damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0,p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[damaged_present][RECIPIENT_definite]的[damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0,p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 同时[damaged_present][RECIPIENT_definite]的[damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0)->[RECIPIENT_definite]的[damaged_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past]。</li>
<li>r_logentry(p=3)->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]并[damaged_past][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(p=6)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(p=6)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]的[WEAPON_projectile_label]命中了[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]命中[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],却打中了[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],并误伤到[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]瞄准[ORIGINALTARGET_definite],结果击中了[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 却打中了[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 并误伤到[RECIPIENT_definite]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]瞄准[ORIGINALTARGET_definite] 结果击中了[RECIPIENT_definite]。</li>
<li>weapon_projectile_label(p=0.05)->射击</li>
<li>destroyed_past->击碎</li>
<li>destroyed_past->轰飞</li>
@ -212,18 +212,18 @@
<li>r_logentry->[RECIPIENT_definite][damaged_target_possessive_opt]被[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past][deflected_result]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]命中[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]的[WEAPON_projectile_label]命中[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]使用[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时误伤了[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],却击中[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]瞄准[ORIGINALTARGET_definite],结果击中了[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]使用[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 同时误伤了[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.4)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite] 却击中[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[WEAPON_projectile_label]瞄准[ORIGINALTARGET_definite] 结果击中了[RECIPIENT_definite][damaged_target_possessive_opt][deflected_result]。</li>
<li>weapon_projectile_label(p=0.05)->射击</li>
<li>damaged_target_possessive_opt-></li>
<li>damaged_target_possessive_opt(recipient_part_damaged0_outside==True)->的[recipient_part_damaged0_label]</li>
<li>deflected_result-> [adverb_deflected]</li>
<li>deflected_result->[deflected_consequence]</li>
<li>deflected_result-> [deflected_consequence]</li>
<li>adverb_deflected_opt(p=4)-></li>
<li>adverb_deflected_opt->[adverb_deflected]</li>
<li>adverb_deflected->,但没有造成伤害</li>
<li>adverb_deflected->,但收效甚微</li>
<li>adverb_deflected-> 但没有造成伤害</li>
<li>adverb_deflected-> 但收效甚微</li>
<li>deflected_consequence->但[scraped_past][adverb_deflected_opt]</li>
<li>deflected_consequence->但被[RECIPIENT_possessive]的护甲[scraped_present][adverb_deflected_opt]</li>
<li>scraped_past->弹开了</li>
@ -283,7 +283,7 @@
<li>shotat(p=0.5)->[skillAdv]瞄准并开火[aburst]</li>
<li>shotat(p=0.3)->开火</li>
<li>aburst-></li>
<li>aburst(BURST==True,p=3)->,打出一组点射</li>
<li>aburst(BURST==True,p=3)-> 打出一组点射</li>
<li>burst-></li>
<li>burst(BURST==True,p=3)->点射</li>
<li>verb_shot->射击</li>
@ -402,7 +402,7 @@
<Combat_RangedMiss.rulePack.rulesStrings>
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][missed]。</li>
<li>r_logentry->[INITIATOR_definite]没打中[ORIGINALTARGET_definite]。</li>
<li>r_logentry->[ORIGINALTARGET_definite][avoidance][INITIATOR_definite]的[WEAPON_projectile_label][missing]。</li>
<li>r_logentry->[ORIGINALTARGET_definite][avoidance] [INITIATOR_definite]的[WEAPON_projectile_label][missing]。</li>
<li>missed(p=4)->射偏了</li>
<li>missed(p=2)->差之毫厘</li>
<li>missed(p=2)->大幅偏出</li>

View File

@ -80,9 +80,9 @@
<li>r_logentry(p=0.1)->[damage_source] [RECIPIENT_nameDef].</li>
-->
<DamageEvent_Include.rulePack.rulesStrings>
<li>r_logentry->[damage_source][RECIPIENT_nameDef][destroyed_present][RECIPIENT_possessive][destroyed_targets]。</li>
<li>r_logentry->[damage_source][RECIPIENT_nameDef][destroyed_present][RECIPIENT_possessive][destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0)->[damage_source][RECIPIENT_nameDef][damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry->[damage_source][RECIPIENT_nameDef] [destroyed_present][RECIPIENT_possessive][destroyed_targets]。</li>
<li>r_logentry->[damage_source][RECIPIENT_nameDef] [destroyed_present][RECIPIENT_possessive][destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(recipient_part_destroyed_count==0)->[damage_source][RECIPIENT_nameDef] [damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
<li>r_logentry(p=0.1)->[damage_source][RECIPIENT_nameDef]。</li>
</DamageEvent_Include.rulePack.rulesStrings>
@ -102,7 +102,7 @@
<li>light(p=0.2)->incandescence</li>
-->
<DamageEvent_PowerBeam.rulePack.rulesStrings>
<li>damage_source->[sky]撕开裂口,审判降临</li>
<li>damage_source->[sky]撕开裂口, 审判降临</li>
<li>damage_source->一束难以置信的[power][damaged_past]</li>
<li>damage_source->一系列的[light][damaged_past]</li>
<li>sky->天空</li>

View File

@ -50,8 +50,8 @@
<li>staggered->无法保持平衡</li>
<li>staggered->失去重心</li>
<li>staggered->站不稳</li>
<li>r_logentry->[SUBJECT_definite][stumbled],感觉周围都是星星。</li>
<li>r_logentry->[SUBJECT_definite][stumbled],感觉四周有很多小鸟在飞。</li>
<li>r_logentry->[SUBJECT_definite][stumbled] 感觉周围都是星星。</li>
<li>r_logentry->[SUBJECT_definite][stumbled] 感觉四周有很多小鸟在飞。</li>
<li>stumbled(p=3)->东倒西歪</li>
<li>stumbled->站不稳</li>
<li>stumbled->失去重心</li>

View File

@ -71,8 +71,8 @@
<li>r_logentry->[INITIATOR_definite] tried to kick [TOOL_label] in [RECIPIENT_definite]'s eyes, but [RECIPIENT_definite] blocked it.</li>
-->
<Maneuver_KickMaterialInEyes_MeleeDodge.rulePack.rulesStrings>
<li>r_logentry->[INITIATOR_definite]试图向[RECIPIENT_definite]的眼里踢进[TOOL_label],但[RECIPIENT_definite]闪开了。</li>
<li>r_logentry->[INITIATOR_definite]踢起[TOOL_label],想借此影响[RECIPIENT_definite]的观察,但被[RECIPIENT_definite]看穿。</li>
<li>r_logentry->[INITIATOR_definite]试图向[RECIPIENT_definite]的眼里踢进[TOOL_label] 但[RECIPIENT_definite]闪开了。</li>
<li>r_logentry->[INITIATOR_definite]踢起[TOOL_label] 想借此影响[RECIPIENT_definite]的观察, 但被[RECIPIENT_definite]看穿。</li>
</Maneuver_KickMaterialInEyes_MeleeDodge.rulePack.rulesStrings>
<!-- EN:
@ -80,7 +80,7 @@
<li>r_logentry(p=0.2)->[INITIATOR_definite] kicked a spray of [TOOL_label] in [RECIPIENT_definite]'s eyes.</li>
-->
<Maneuver_KickMaterialInEyes_MeleeHit.rulePack.rulesStrings>
<li>r_logentry->[INITIATOR_definite]踢起[TOOL_label],成功影响了[RECIPIENT_definite]的观察。</li>
<li>r_logentry->[INITIATOR_definite]踢起[TOOL_label] 成功影响了[RECIPIENT_definite]的观察。</li>
<li>r_logentry(p=0.2)->[INITIATOR_definite]踢起一阵[TOOL_label]进入了[RECIPIENT_definite]的眼睛。</li>
</Maneuver_KickMaterialInEyes_MeleeHit.rulePack.rulesStrings>
@ -88,7 +88,7 @@
<li>r_logentry->[INITIATOR_definite] tried to kick [TOOL_label] in [RECIPIENT_definite]'s eyes, but missed.</li>
-->
<Maneuver_KickMaterialInEyes_MeleeMiss.rulePack.rulesStrings>
<li>r_logentry->[INITIATOR_definite]试图向[RECIPIENT_definite]的眼里踢进[TOOL_label],但没有命中。</li>
<li>r_logentry->[INITIATOR_definite]试图向[RECIPIENT_definite]的眼里踢进[TOOL_label] 但没有命中。</li>
</Maneuver_KickMaterialInEyes_MeleeMiss.rulePack.rulesStrings>
<!-- EN:

View File

@ -87,10 +87,10 @@
<li>flavor->变成[AdjectiveLarge][fireball]</li>
<li>flavor(p=4)->变成[fireball]</li>
<li>flavor(p=4)-></li>
<li>flavorsuffix->[pieces]散落得[everywhere]都是</li>
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid,p=2)->[Gore][everywhere]飞溅</li>
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid)->,留下一小滩[Gore]</li>
<li>flavorsuffix->,留下一个小弹坑</li>
<li>flavorsuffix-> [pieces]散落得[everywhere]都是</li>
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid,p=2)-> [Gore][everywhere]飞溅</li>
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid)-> 留下一小滩[Gore]</li>
<li>flavorsuffix-> 留下一个小弹坑</li>
<li>flavorsuffix(p=4)-></li>
<li>fireball(p=3)->火球</li>
<li>fireball->火焰球</li>
@ -113,8 +113,8 @@
<Transition_DiedInclude.rulePack.rulesStrings>
<li>r_logentry(p=1.5)->[CULPRITHEDIFF_labelNoun]导致[SUBJECT_definite][die]。</li>
<li>r_logentry(p=1.5)->[CULPRITHEDIFF_labelNounPretty]导致[SUBJECT_definite][die]。</li>
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNoun][SUBJECT_definite][died][flavorsuffix]。</li>
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNounPretty][SUBJECT_definite][died][flavorsuffix]。</li>
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNoun] [SUBJECT_definite][died][flavorsuffix]。</li>
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNounPretty] [SUBJECT_definite][died][flavorsuffix]。</li>
<li>r_logentry->[SUBJECT_definite][died]。</li>
<li>r_logentry->[SUBJECT_definite][died][flavorsuffix]。</li>
</Transition_DiedInclude.rulePack.rulesStrings>

View File

@ -4,9 +4,9 @@
<!-- EN: Crashlanded -->
<Crashlanded.label>迫降</Crashlanded.label>
<!-- EN: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. -->
<Crashlanded.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来,然后勉强在飞船四分五裂前钻进了逃生舱内。随后不久,你们降落到了这个充满未知的边缘世界上。</Crashlanded.description>
<Crashlanded.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来, 然后勉强在飞船四分五裂前钻进了逃生舱内。 随后不久, 你们降落到了这个充满未知的边缘世界上。</Crashlanded.description>
<!-- EN: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. -->
<Crashlanded.scenario.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来,然后勉强在飞船四分五裂前钻进了逃生舱内。随后不久,你们降落到了这个充满未知的边缘世界上。</Crashlanded.scenario.description>
<Crashlanded.scenario.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来, 然后勉强在飞船四分五裂前钻进了逃生舱内。 随后不久, 你们降落到了这个充满未知的边缘世界上。</Crashlanded.scenario.description>
<!-- EN: Crashlanded -->
<Crashlanded.scenario.name>迫降</Crashlanded.scenario.name>
<!-- EN: Three crashlanded survivors - the classic RimWorld experience. -->
@ -15,48 +15,48 @@
<!-- EN: Lost Tribe -->
<LostTribe.label>失落的部落</LostTribe.label>
<!-- EN: Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.\n\nNote: Since you'll start poor and lack technology, this is a difficult scenario. -->
<LostTribe.description>神明派出大量极度残暴的机械体毁灭了你的部落。你们五人死里逃生。现在是时候建造一个新的家园了。\n\n注意你的开局会很穷并且研究很慢这是个高难度的剧本。</LostTribe.description>
<LostTribe.description>神明派出大量极度残暴的机械体毁灭了你的部落。 你们五人死里逃生。 现在是时候建造一个新的家园了。 \n\n注意你的开局会很穷并且研究很慢 这是个高难度的剧本。</LostTribe.description>
<!-- EN: Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.\n\nNote: Since you'll start poor and lack technology, this is a difficult scenario. -->
<LostTribe.scenario.description>神明派出大量极度残暴的机械体毁灭了你的部落。你们五人死里逃生。现在是时候建造一个新的家园了。\n\n注意你的开局会很穷并且研究很慢这是个高难度的剧本。</LostTribe.scenario.description>
<LostTribe.scenario.description>神明派出大量极度残暴的机械体毁灭了你的部落。 你们五人死里逃生。 现在是时候建造一个新的家园了。 \n\n注意你的开局会很穷并且研究很慢 这是个高难度的剧本。</LostTribe.scenario.description>
<!-- EN: Lost Tribe -->
<LostTribe.scenario.name>失落的部落</LostTribe.scenario.name>
<!-- EN: The gods were very angry. The blood machines came at night. They swept through your village, cutting and burning your people with their blades and devil-fire.\n\nOnly a few of you escaped.\n\nNow, after a harrowing journey, with no friends to turn to, you must build a new home in the wilderness - like your ancestors did. -->
<LostTribe.scenario.parts.GameStartDialog.text>神,非常愤怒。血腥的机械体在漆黑的夜晚降临。他们席卷了你的村庄,用他们的镰刃收割着生命,用他们的魔焰焚烧着大地。\n\n你们中只有少数几人逃了出来。\n\n现在经过了悲痛的旅程后无依无靠你们必须像你的祖先那样在荒野中建设你们的家园。</LostTribe.scenario.parts.GameStartDialog.text>
<LostTribe.scenario.parts.GameStartDialog.text>神, 非常愤怒。 血腥的机械体在漆黑的夜晚降临。 他们席卷了你的村庄, 用他们的镰刃收割着生命, 用他们的魔焰焚烧着大地。 \n\n你们中只有少数几人逃了出来。 \n\n现在 经过了悲痛的旅程后, 无依无靠, 你们必须像你的祖先那样, 在荒野中建设你们的家园。</LostTribe.scenario.parts.GameStartDialog.text>
<!-- EN: Five lost tribespeople attempt to rebuild. Difficult. -->
<LostTribe.scenario.summary>五个幸存的部落人顽强重建家园。高难度。</LostTribe.scenario.summary>
<LostTribe.scenario.summary>五个幸存的部落人顽强重建家园。 高难度。</LostTribe.scenario.summary>
<!-- EN: Naked Brutality -->
<NakedBrutality.label>赤裸的暴行</NakedBrutality.label>
<!-- EN: You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone, and totally unprepared. Can you survive?\n\nWarning: There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason. -->
<NakedBrutality.description>你被迫接受了一次麻醉手术。现在你已经在迫降舱里醒来,并坠落在一颗遥远的星球上。赤身裸体,孤身一人,毫无准备。你能生存下去吗?\n\n警告: 这是一个极其困难的剧本。</NakedBrutality.description>
<NakedBrutality.description>你被迫接受了一次麻醉手术。 现在你已经在迫降舱里醒来, 并坠落在一颗遥远的星球上。 赤身裸体, 孤身一人, 毫无准备。 你能生存下去吗?\n\n警告: 这是一个极其困难的剧本。</NakedBrutality.description>
<!-- EN: You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone, and totally unprepared. Can you survive?\n\nWarning: There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason. -->
<NakedBrutality.scenario.description>你被迫接受了一次麻醉手术。现在你已经在迫降舱里醒来,并坠落在一颗遥远的星球上。赤身裸体,孤身一人,毫无准备。你能生存下去吗?\n\n警告: 这是一个极其困难的剧本。</NakedBrutality.scenario.description>
<NakedBrutality.scenario.description>你被迫接受了一次麻醉手术。 现在你已经在迫降舱里醒来, 并坠落在一颗遥远的星球上。 赤身裸体, 孤身一人, 毫无准备。 你能生存下去吗?\n\n警告: 这是一个极其困难的剧本。</NakedBrutality.scenario.description>
<!-- EN: Naked Brutality -->
<NakedBrutality.scenario.name>赤裸的暴行</NakedBrutality.scenario.name>
<!-- EN: It was supposed to be a minor surgery. Just an hour under anesthetic. You felt totally safe.\n\nNow you've awoken inside a drop pod punching through the atmosphere of a distant rimworld.\n\nAside from a slick of mysterious goo all over your body, you are totally naked. With no preparation, no supplies, and no tools, can you survive? -->
<NakedBrutality.scenario.parts.GameStartDialog.text>这应该是一个小手术。仅有一个小时的麻醉时间。你觉得很安全。但当你醒来时已经在一个迫降舱里,穿过一个遥远的边缘世界的大气层。你全身都是奇怪的黏液,赤身裸体空无一物。没有装备,没有补给,没有工具,你能生存下去吗?</NakedBrutality.scenario.parts.GameStartDialog.text>
<NakedBrutality.scenario.parts.GameStartDialog.text>这应该是一个小手术。 仅有一个小时的麻醉时间。 你觉得很安全。 但当你醒来时已经在一个迫降舱里, 穿过一个遥远的边缘世界的大气层。 你全身都是奇怪的黏液, 赤身裸体空无一物。 没有装备, 没有补给, 没有工具, 你能生存下去吗?</NakedBrutality.scenario.parts.GameStartDialog.text>
<!-- EN: Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair. -->
<NakedBrutality.scenario.summary>赤身裸体,孤身一人,毫无准备。你能生存下去吗?这是极其困难而且不公平的难度。</NakedBrutality.scenario.summary>
<NakedBrutality.scenario.summary>赤身裸体, 孤身一人, 毫无准备。 你能生存下去吗?这是极其困难而且不公平的难度。</NakedBrutality.scenario.summary>
<!-- EN: The Rich Explorer -->
<TheRichExplorer.label>富有的探险家</TheRichExplorer.label>
<!-- EN: People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.\n\nNote: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. -->
<TheRichExplorer.description>离开了你在闪耀世界的家,大家都说你疯了,但你一直渴望丢掉虚拟头盔,而在真正的星际间探险。现在你从漫长的低温休眠旅程中苏醒过来,降落在一个未知的边缘世界上,那就看看到底如何吧。\n\n注意你的初始角色会缺少部分技能这是个在游戏早期特别高难度的剧本。</TheRichExplorer.description>
<TheRichExplorer.description>离开了你在闪耀世界的家, 大家都说你疯了, 但你一直渴望丢掉虚拟头盔, 而在真正的星际间探险。 现在你从漫长的低温休眠旅程中苏醒过来, 降落在一个未知的边缘世界上, 那就看看到底如何吧。 \n\n注意你的初始角色会缺少部分技能 这是个在游戏早期特别高难度的剧本。</TheRichExplorer.description>
<!-- EN: People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.\n\nNote: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. -->
<TheRichExplorer.scenario.description>离开了你在闪耀世界的家,大家都说你疯了,但你一直渴望丢掉虚拟头盔,而在真正的星际间探险。现在你从漫长的低温休眠旅程中苏醒过来,降落在一个未知的边缘世界上,那就看看到底如何吧。\n\n注意你的初始角色会缺少部分技能这是个在游戏早期特别高难度的剧本。</TheRichExplorer.scenario.description>
<TheRichExplorer.scenario.description>离开了你在闪耀世界的家, 大家都说你疯了, 但你一直渴望丢掉虚拟头盔, 而在真正的星际间探险。 现在你从漫长的低温休眠旅程中苏醒过来, 降落在一个未知的边缘世界上, 那就看看到底如何吧。 \n\n注意你的初始角色会缺少部分技能 这是个在游戏早期特别高难度的剧本。</TheRichExplorer.scenario.description>
<!-- EN: The Rich Explorer -->
<TheRichExplorer.scenario.name>富有的探险家</TheRichExplorer.scenario.name>
<!-- EN: The neurosimulations, holo-games, and free-orgies were never enough for you. You wanted more - the grit and consequence of real life, like they talk about in the history books. You wanted to know what real challenge and consequence feel like.\n\nNow, after a journey of decades in cryptosleep, you're landing on this unknown rimworld. Real consequences await you. -->
<TheRichExplorer.scenario.parts.GameStartDialog.text>无论是神经模拟器、全息游戏,还是放纵的酒会都无法满足你,你想要的更多,你想感受人生的坎坷和因果机缘,就像历史书里描述的那样。你希望了解真正的挑战与后果是什么。\n\n而此刻经过了数十年的低温休眠你降落在了这片未知的边缘世界上。真实的挑战正等待着你。</TheRichExplorer.scenario.parts.GameStartDialog.text>
<TheRichExplorer.scenario.parts.GameStartDialog.text>无论是神经模拟器、全息游戏, 还是放纵的酒会都无法满足你, 你想要的更多, 你想感受人生的坎坷和因果机缘, 就像历史书里描述的那样。 你希望了解真正的挑战与后果是什么。 \n\n而此刻 经过了数十年的低温休眠, 你降落在了这片未知的边缘世界上。 真实的挑战正等待着你。</TheRichExplorer.scenario.parts.GameStartDialog.text>
<!-- EN: One rich explorer out to experience the universe. Extra difficult. -->
<TheRichExplorer.scenario.summary>一个富有的探险家在宇宙中前所未有的经历。特别高难度。</TheRichExplorer.scenario.summary>
<TheRichExplorer.scenario.summary>一个富有的探险家在宇宙中前所未有的经历。 特别高难度。</TheRichExplorer.scenario.summary>
<!-- EN: tutorial -->
<Tutorial.label>教程</Tutorial.label>
<!-- EN: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. -->
<Tutorial.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来,然后勉强在飞船四分五裂前钻进了逃生舱内。随后不久,你们降落到了这个充满未知的边缘世界上。</Tutorial.description>
<Tutorial.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来, 然后勉强在飞船四分五裂前钻进了逃生舱内。 随后不久, 你们降落到了这个充满未知的边缘世界上。</Tutorial.description>
<!-- EN: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. -->
<Tutorial.scenario.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来,然后勉强在飞船四分五裂前钻进了逃生舱内。随后不久,你们降落到了这个充满未知的边缘世界上。</Tutorial.scenario.description>
<Tutorial.scenario.description>你们三人在刺耳的警报声与金属碎裂声中从低温休眠舱内醒来, 然后勉强在飞船四分五裂前钻进了逃生舱内。 随后不久, 你们降落到了这个充满未知的边缘世界上。</Tutorial.scenario.description>
<!-- EN: tutorial -->
<Tutorial.scenario.name>教程</Tutorial.scenario.name>
<!-- EN: Three crashlanded survivors - the classic RimWorld experience. -->

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@ -4,6 +4,6 @@
<!-- EN: incapacitated refugee -->
<DownedRefugee.label>无行为能力难民</DownedRefugee.label>
<!-- EN: A stranded, incapacitated refugee begging for help. -->
<DownedRefugee.description>一个陷入困境,无力生存的难民的乞求帮助。</DownedRefugee.description>
<DownedRefugee.description>一个陷入困境, 无力生存的难民的乞求帮助。</DownedRefugee.description>
</LanguageData>

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