Merge pull request #337 from VaniatD/master

update 3136
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Vaniat 2021-09-29 23:00:33 +08:00 committed by GitHub
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10 changed files with 46 additions and 28 deletions

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<!-- EN: taking TargetA to inventory. -->
<TakeCountToInventory.reportString>搬运TargetA至库存。</TakeCountToInventory.reportString>
<!-- EN: grabbing TargetA from TargetB. -->
<TakeFromOtherInventory.reportString>从TargetB获取TargetA。</TakeFromOtherInventory.reportString>
<!-- EN: taking TargetA to inventory. -->
<TakeInventory.reportString>搬运TargetA至库存。</TakeInventory.reportString>

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@ -124,6 +124,9 @@
<!-- EN: researching. -->
<Research.reportString>正在研究中。</Research.reportString>
<!-- EN: leading TargetA to hitching post. -->
<RopeRoamerToHitchingPost.reportString>正在带领TargetA去牵引桩。</RopeRoamerToHitchingPost.reportString>
<!-- EN: leading TargetA to TargetC. -->
<RopeRoamerToUnenclosedPen.reportString>正在带领TargetA去TargetC。</RopeRoamerToUnenclosedPen.reportString>

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@ -6,10 +6,10 @@
<!-- EN: This cryptosleep casket looks like it has been here for a very long time. Who knows what it might contain? -->
<AncientCryptosleepCasket.description>这个低温休眠舱看起来已经在这里有很长时间了。谁知道这里边装着什么?</AncientCryptosleepCasket.description>
<!-- EN: caravan packing spot -->
<CaravanPackingSpot.label>远行队打包点</CaravanPackingSpot.label>
<!-- EN: Designates a spot for forming caravans. Put this near your stockpiles to speed up the caravan loading process. -->
<CaravanPackingSpot.description>指定一个远行队的组建位置。将这个指定在你的存储区附近能加快远行队打包的速度。</CaravanPackingSpot.description>
<!-- EN: caravan hitching post -->
<CaravanHitchingPost.label>远行队牵引桩</CaravanHitchingPost.label>
<!-- EN: Designates a point for hitching animals. Used to keep pack animals in place when forming a caravan while gear is loaded. Also can be used to keep certain animals from wandering around while at sites your caravans travel to. -->
<CaravanHitchingPost.description>指定一个拴牲畜的地点,用于在组建远行队时保持载货动物的位置以方便装载货物。也可以用于防止某些远行队中不听话的动物四处游荡。</CaravanHitchingPost.description>
<!-- EN: comms console -->
<CommsConsole.label>通讯台</CommsConsole.label>

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@ -46,9 +46,6 @@
<!-- EN: 篝火(蓝图) -->
<Blueprint_Campfire.label>篝火(蓝图)</Blueprint_Campfire.label>
<!-- EN: 远行队打包点(蓝图) -->
<Blueprint_CaravanPackingSpot.label>远行队打包点(蓝图)</Blueprint_CaravanPackingSpot.label>
<!-- EN: 蓝地毯(蓝图) -->
<Blueprint_CarpetBlue.label>蓝地毯(蓝图)</Blueprint_CarpetBlue.label>
@ -950,11 +947,6 @@
<!-- EN: 烹饪食物并产生热量。数天后烧尽。和其他热源一样,必须放置在室内封闭空间才能取暖。可以补充燃料。 -->
<Frame_Campfire.description>烹饪食物并产生热量。数天后烧尽。和其他热源一样,必须放置在室内封闭空间才能取暖。可以补充燃料。</Frame_Campfire.description>
<!-- EN: 远行队打包点(建造中) -->
<Frame_CaravanPackingSpot.label>远行队打包点(建造中)</Frame_CaravanPackingSpot.label>
<!-- EN: 指定一个远行队的组建位置。将这个指定在你的存储区附近能加快远行队打包的速度。 -->
<Frame_CaravanPackingSpot.description>指定一个远行队的组建位置。将这个指定在你的存储区附近能加快远行队打包的速度。</Frame_CaravanPackingSpot.description>
<!-- EN: 蓝地毯(建造中) -->
<Frame_CarpetBlue.label>蓝地毯(建造中)</Frame_CarpetBlue.label>
<!-- EN: Terrain building in progress. -->

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@ -187,6 +187,15 @@
<!-- EN: I'm soaking wet. -->
<SoakingWet.stages.soaking_wet.description>我走进水里,现在浑身湿透了。</SoakingWet.stages.soaking_wet.description>
<!-- EN: eager to travel -->
<TravelAnticipation.stages.eager_to_travel.label>旅行期待</TravelAnticipation.stages.eager_to_travel.label>
<!-- EN: I've been preparing this caravan for a while, I'm looking forward to the upcoming journey. -->
<TravelAnticipation.stages.eager_to_travel.description>我已经为这个远行队准备了一段时间,我很期待即将到来的旅程。</TravelAnticipation.stages.eager_to_travel.description>
<!-- EN: excited to travel -->
<TravelAnticipation.stages.excited_to_travel.label>旅行期待</TravelAnticipation.stages.excited_to_travel.label>
<!-- EN: So much thought and preparation have gone into this adventure. I can't wait to set off! -->
<TravelAnticipation.stages.excited_to_travel.description>为了这次冒险,我们进行了大量的思考和准备。我迫不及待地想要出发了!</TravelAnticipation.stages.excited_to_travel.description>
<!-- EN: was imprisoned -->
<WasImprisoned.stages.was_imprisoned.label>被囚禁</WasImprisoned.stages.was_imprisoned.label>
<!-- EN: The colony had me in jail for a while, like a caged animal. -->

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@ -53,16 +53,18 @@
<GameplayTips.AnimalDeathExplosionRain>你可以在下雨的时候捕猎会爆炸的动物,它们死后的爆炸不会引起森林大火。</GameplayTips.AnimalDeathExplosionRain>
<!-- EN: Carefully-slaughtered animals yield more meat and leather than those who were killed violently. -->
<GameplayTips.GreaterSlaughterYield>精心宰杀的动物比那些被粗暴杀死的动物产出的肉和皮革都要更多一些。</GameplayTips.GreaterSlaughterYield>
<!-- EN: Place a caravan packing spot to designate where you want your caravans to form up. -->
<GameplayTips.CaravanPackingSpot>设置远行打包点能让你的远行队更加高效。</GameplayTips.CaravanPackingSpot>
<!-- EN: Place a caravan hitching post to designate where you want your caravans to form up. Usually near a storage area is good. -->
<GameplayTips.CaravanHitchingPost>在你想要组建远行队的位置放置一个远行队牵引桩。一般来说靠近储存区会比较好。</GameplayTips.CaravanHitchingPost>
<!-- EN: Place a caravan hitching post on sites your caravans travel to if you want to keep roaming animals in a specific area. -->
<GameplayTips.CaravanHitchingPostRoamers>如果你想把游荡的动物控制在一个特定的区域内,就在你的远行队所到的地点放置一个远行队牵引桩。</GameplayTips.CaravanHitchingPostRoamers>
<!-- EN: Single-person caravans can be very useful in certain situations. -->
<GameplayTips.CaravanSinglePerson>某些情况下,单人远行队是更好的选择。</GameplayTips.CaravanSinglePerson>
<!-- EN: Caravans move faster if they include rideable animals like horses, donkeys and dromedaries. -->
<GameplayTips.CaravanRideableAnimals>如果商队中有马、驴和单峰驼等可骑乘的动物,那么商队的移动速度会更快。</GameplayTips.CaravanRideableAnimals>
<!-- EN: Smaller caravans get attacked less often because they're less visible. -->
<GameplayTips.CaravanSmallerLessVisible>远行队的规模越小,越不容易被发现和受到伏击。</GameplayTips.CaravanSmallerLessVisible>
<!-- EN: Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. -->
<GameplayTips.CaravanStockpileNearPackingSpot>在组成远行队前,将需要携带的物资集中到远行打包点附近能大幅提高收集效率。</GameplayTips.CaravanStockpileNearPackingSpot>
<!-- EN: Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing post. This will make packing much faster. -->
<GameplayTips.CaravanStockpileNearPackingSpot>在组成远行队前,将需要携带的物资集中到牵引桩附近能大幅提高收集效率。</GameplayTips.CaravanStockpileNearPackingSpot>
<!-- EN: If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. -->
<GameplayTips.CaravanUntrainedAnimals>如果你的远行队中有尚未训练的动物,可以在战斗前拆分成单独的远行队,以防出现意外。</GameplayTips.CaravanUntrainedAnimals>
<!-- EN: Don't forget to pack medicine on your caravans. -->

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@ -262,17 +262,13 @@
<!-- EN: Pen needed -->
<AlertAnimalPenNeeded>需要畜栏</AlertAnimalPenNeeded>
<!-- EN: Some of your tame animals are roamers. If not kept in an animal pen, they will wander away. -->
<AlertAnimalPenNeededDesc>你的一些驯服的动物正在游荡。如果不把它们关在畜栏里,它们就会到处乱跑。</AlertAnimalPenNeededDesc>
<!-- EN: Some of your tame animals are roamers. If not kept in an animal pen or roped to a hitching post, they will wander away. -->
<AlertAnimalPenNeededDesc>你的一些驯服的动物正在游荡。如果不把它们关在畜栏里或者拴在牵引桩上,它们就会到处乱跑。</AlertAnimalPenNeededDesc><!--text_todo-->
<!-- EN: You do not have any handlers to take animals to a pen.\n\nAssign a colonist to the Handling work type. -->
<AlertAnimalPenNeededNoHandlers>你没有任何饲养员可以把动物带到畜栏。\n\n指定一个殖民者分配到可以处理的工作类型。</AlertAnimalPenNeededNoHandlers>
<!-- EN: None of your assigned handlers have the required animals skill needed to take the following animals to a pen. -->
<AlertAnimalPenNeededLowSkillHandlers>你指定的饲养员中没有人具备将下列动物带入畜栏所需的动物技能。</AlertAnimalPenNeededLowSkillHandlers>
<!-- EN: needs {MINSKILL}, {HANDLER_labelShort} has {BESTSKILL} -->
<AlertAnimalPenNeededLowSkillHandlersDetail>最低需要{MINSKILL}{HANDLER_labelShort}只有{BESTSKILL}</AlertAnimalPenNeededLowSkillHandlersDetail>
<!-- EN: Create an animal pen by building a pen marker inside a fenced, barricaded, or walled area. Select the pen marker to see which animals it accepts and how many its pen can support.\n\nYour animal handlers will bring animals to their assigned pen automatically.\n\nA pen needs a door or gate to admit animals. -->
<AlertAnimalPenNeededDescExplanation>通过在一个有栅栏、障碍物或围墙的区域内建立一个畜栏标牌来创建一个畜栏。选择标牌,看看它接受哪些动物,以及它的畜栏可以容纳多少动物。\n\n你的动物饲养员会自动把动物带到他们指定的畜栏。\n\n畜栏需要一个门或栅栏门来接纳动物。</AlertAnimalPenNeededDescExplanation>
<!-- EN: Pen not enclosed -->
<AlertAnimalPenNotEnclosed>畜栏未封闭</AlertAnimalPenNotEnclosed>
<!-- EN: An animal pen marker is not enclosed.\n\nEnclose the pen using fences, barricades, gates, walls, or doors to prevent animals from wandering out.\n\nIf you have only unenclosed pen markers, your handlers can still lead wandering animals back home - but this must be repeated from time to time when the animals wander away once again. -->
@ -293,6 +289,11 @@
<!-- EN: Some of your penned animals are hungry.\n\nSelect a pen marker and use the Food tab to see more detail.\n\nGrass-eating animals may need a larger pen to provide enough grass. Other animals may need to be supplied with haygrass or similar food using a stockpile.\n\nThe following penned animals are hungry:\n\n{0} -->
<AlertPennedAnimalHungryDesc>一些畜栏里的动物正在挨饿。\n\n选择一个畜栏标牌使用「食物」标签查看更多细节。\n\n吃草的动物可能需要一个更大的畜栏来提供足够的草。其他动物可能需要用储备的干草或类似的食物来供应。\n\n这些动物正在挨饿\n\n{0}</AlertPennedAnimalHungryDesc>
<!-- EN: Hungry hitched animal -->
<AlertHitchedAnimalHungryNoFood>饥饿的拴固动物</AlertHitchedAnimalHungryNoFood><!--text_todo-->
<!-- EN: Some animals tied to hitching posts are hungry. There may not be any suitable food within their reach.\n\nThey can be brought food or the hitching post can be removed to allow them to roam and find food on their own.\n\nThe following hitched animals are hungry:\n\n{0} -->
<AlertHitchedAnimalHungryNoFoodDesc>一些被绑在牵引桩上的动物正在挨饿。它们的旁边可能没有任何合适的食物。\n\n你可以将食物喂给它们、放在它们脚边或者拆掉牵引桩让它们自己去觅食。\n\n这些动物正在挨饿\n\n{0}</AlertHitchedAnimalHungryNoFoodDesc><!--text_todo-->
<!-- EN: Raids arriving in {0} -->
<AlertTimedRaidsArrivingIn>袭击将在{0}到来</AlertTimedRaidsArrivingIn>
<!-- EN: Enemies have been attracted to the following sites and will start arriving in force soon.\n\n{0} -->

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<!-- EN: A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves. -->
<Skullspike.description>一种用于刺穿颅骨和炫耀技艺的钉刺。对一些人来说,它是实力的象征。对其他人来说,它代表着野蛮的邪恶。颅饰是一种有效的用于恐吓奴隶的残忍方式。</Skullspike.description>
<!-- EN: skull of -->
<Skullspike.comps.CompHasSources.inspectStringLabel>头骨</Skullspike.comps.CompHasSources.inspectStringLabel>
<Skullspike.comps.CompHasSources.inspectStringLabel>头骨</Skullspike.comps.CompHasSources.inspectStringLabel>
<!-- EN: slab bed -->
<SlabBed.label>平板床</SlabBed.label>

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<ConfirmDecisionsTitle>确定决策</ConfirmDecisionsTitle>
<!-- EN: The hibernating starship reported by the AI (*Name)Charlon Whitestone(/Name) will fly away by the time the new colony is established. It will no longer be possible to escape the planet by traveling to this ship. -->
<ShipEscapeWillEndDescription>人工智能(*Name)沙隆·白石(/Name)报告的飞船将会在新殖民地建立时飞走,这意味着将不再可能通过这艘飞船来逃离星球。</ShipEscapeWillEndDescription>
<!-- EN: The colony's purchasers will only allow you to take one relic. Any relic not selected will be left behind, including: -->
<RemoveEquippedRelicsDescription>殖民地购买者只允许你带走一个圣物。任何没有被选择的圣物都会被留下来,包括:</RemoveEquippedRelicsDescription>
<!-- EN: Would you like to proceed? -->
<WantToProceed>你想继续吗?</WantToProceed>
<!-- EN: No relic was chosen to be brought to the new colony. -->
<ArchonexusRelicNotChosen>没有选择任何带去新殖民地的圣物。</ArchonexusRelicNotChosen><!--text_todo-->
<!-- EN: {0} out of a possible {1} items were selected to be brought to the new colony. -->
<ArchonexusItemsNotChosen>已选的物品超过了可选范围(已选{0},可选{1})。</ArchonexusItemsNotChosen><!--text_todo-->
<!-- EN: The colony's purchasers will only allow you to take one relic. Any relic not selected, even if equipped by a colonist, will be left behind, including: -->
<RemoveEquippedRelicsDescription>殖民地购买者只允许你带走一个圣物。任何没有被选择的圣物(包括已经被殖民者装备的圣物)都会被留下来,包括:</RemoveEquippedRelicsDescription><!--text_todo-->
<!-- EN: Would you like to proceed? There's no going back from here. -->
<WantToProceed>你想继续吗?自此之后无退路。</WantToProceed><!--text_todo-->
<!-- EN: Convert -->
<ConvertToPlayerIdeoligion>转化</ConvertToPlayerIdeoligion>
<!-- EN: Revert -->

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<RitualBlindingWarnNonBlindingIdeo>{PAWN_labelShort}不认同此文化的致盲行为,因此不愿被致盲。</RitualBlindingWarnNonBlindingIdeo>
<!-- EN: {PAWN_labelShort} is a wimp and will not like being blinded. -->
<RitualBlindingWarnWimp>{PAWN_labelShort}因其懦弱特质而拒绝被致盲</RitualBlindingWarnWimp>
<!-- EN: Scarification is expected for {IDEOMEMBER} colonists as long as number of scarified {IDEOMEMBERPLURAL} is below {0}. -->
<RitualScarificationTriggerExtraDesc>{IDEOMEMBER}殖民者会在疤痕化的{IDEOMEMBERPLURAL}人数低于{0}时渴望刻印仪式。</RitualScarificationTriggerExtraDesc> <!-- text_todo -->
<!-- EN: Blinding is expected for each current and joining {IDEOMEMBER} colonist. -->
<RitualBlindingTriggerExtraDesc>每个加入了{IDEOMEMBER}的殖民者都会渴望致盲。</RitualBlindingTriggerExtraDesc> <!-- text_todo -->
<!-- EN: Everyone participating in the ritual gained a one-day work focus buff ({PERCENTAGE} global work speed)! -->
<RitualOutcomeExtraDesc_DancePartyWorkFocus>每个参与此仪式的人均获得了时长一天的工作狂热(增加了{PERCENTAGE}的全局工作速度!)</RitualOutcomeExtraDesc_DancePartyWorkFocus>