Update Simplified Chinese translation (#11948)

This commit is contained in:
Pyratite No Lead
2026-04-22 09:44:06 -04:00
committed by GitHub
parent 6442f9ebe9
commit be7180af39
2 changed files with 124 additions and 122 deletions
+122 -122
View File
@@ -15,7 +15,7 @@ link.wiki.description = Mindustry 官方 Wiki
link.suggestions.description = 提出新功能
link.bug.description = 发现了错误?在这里报告
linkopen = 这个服务器向您发送了一条链接。你确定要打开它吗?\n\n[sky]{0}
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
clipboardcopy = 这个服务器想要将文本复制到你的剪贴板。你确定要复制它吗?\n\n[sky]{0}
linkfail = 无法打开链接!\n链接已复制到你的剪贴板。
screenshot = 截图已保存到 {0}
screenshot.invalid = 地图太大了,可能没有足够的内存进行截图。
@@ -26,7 +26,7 @@ gameover.waiting = [accent]等待下一张地图中…
highscore = [accent]新纪录!
copied = 已复制。
indev.notready = 该部分游戏尚未准备好。
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
bundle.external = 注意:外置语言包已成功加载。\n[accent]{0}
load.sound = 声音
load.map = 地图
@@ -51,7 +51,7 @@ mods.browser.view-releases = 查看版本
mods.browser.noreleases = [scarlet]找不到任何版本\n[accent]无法找到该模组的任何版本。请检查一下该模组的仓库是否发布了版本。
mods.browser.latest = [lightgray][最新]
mods.browser.releases = 版本
mods.browser.fetching = Fetching Releases...
mods.browser.fetching = 获取版本中...
mods.github.open = 查看
mods.github.open-release = 发布页面
mods.browser.sortdate = 按最近排序
@@ -104,8 +104,8 @@ coreattack = < 核心正在遭受攻击! >
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
database = 核心数据库
database.button = 数据库
database.patched = Modified by data patches.
viewfields = View Content Fields
database.patched = 已被数据包修改。
viewfields = 查看内容字段
savegame = 保存游戏
loadgame = 载入游戏
joingame = 加入游戏
@@ -127,12 +127,12 @@ maps.none = [lightgray]< 未找到地图 >
invalid = 无效
pickcolor = 选择颜色
color = 颜色
import = Import
export = Export
import = 导入
export = 导出
preparingconfig = 准备配置
preparingcontent = 准备内容
uploadingcontent = 上传内容
content.createdby = Created by: {0}
content.createdby = 由 {0} 创建
uploadingpreviewfile = 上传预览文件
committingchanges = 提交更改
done = 完成
@@ -167,7 +167,7 @@ mod.circulardependencies = [red]互相依赖
mod.incompletedependencies = [red]依赖缺失
mod.requiresversion.details = 需要游戏版本:[accent]{0}[]\n你的游戏版本过低。此模组需要更新的游戏版本(可能是测试版或开发版)才能正常运行。
mod.incompatiblemod.details = 此模组与最新版本的游戏不兼容。作者需要更新该模组,并在其 [accent]mod.json[] 文件中添加 [accent]minGameVersion: 154[]。
mod.incompatiblemod.details = 此模组与最新版本的游戏不兼容。作者需要更新该模组,并在其 [accent]mod.json[] 文件中添加 [accent]minGameVersion: 157.1[]。
mod.blacklisted.details = 此模组已被手动列入黑名单,因为它会导致崩溃或其他问题。请勿使用此模组。
mod.missingdependencies.details = 此模组缺少以下依赖项:{0}
mod.erroredcontent.details = 此模组加载时出现错误。请联系模组作者修复。
@@ -218,8 +218,8 @@ campaign.none = [lightgray]请选择一个起始行星。\n你可以随时更换
campaign.erekir = 更新的、更精致的内容。主要是线性的战役进程。\n\n更具挑战性。更高质量的地图和整体体验。
campaign.serpulo = 较旧的内容;经典体验。更具开放性,更多的内容。\n\n可能存在不平衡的地图和战役机制。
campaign.difficulty = 难度
campaign.rework.title = Campaign Changes Notice
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
campaign.rework.title = 战役更改通知
campaign.rework.serpulo = [accent]⚠ 塞普罗战役已全面重做。[]\n\n区块位置和难度发生变化。你或许会遇到与旧版本遗留区块相关的问题。\n\n若想获得更干净的游戏体验,可以在设置中重置战役进度。
completed = [accent]已研究
techtree = 科技树
techtree.select = 切换科技树
@@ -243,7 +243,7 @@ server.kicked.vote = 你已被投票踢出。
server.kicked.clientOutdated = 客户端版本过低!请更新游戏!
server.kicked.serverOutdated = 服务器版本过低!请联系管理员更新!
server.kicked.banned = 你已被服务器封禁。
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
server.kicked.steamBanned = 由于不当行为,你已经被Steam房间封禁。
server.kicked.typeMismatch = 此服务器与你的游戏版本不兼容。
server.kicked.playerLimit = 服务器已满。请稍后再试。
server.kicked.recentKick = 你刚刚被踢出。\n请稍后再试。
@@ -368,7 +368,7 @@ confirm = 确认
delete = 删除
view.workshop = 在创意工坊中查看
workshop.listing = 编辑创意工坊目录
hide = Hide
hide = 隐藏
ok = 确定
open = 打开
customize = 自定义规则
@@ -390,9 +390,9 @@ stance.shoot = 警戒\n[lightgray]自动攻击一定范围内的敌人
stance.holdfire = 停火\n[lightgray]暂停自动攻击
stance.pursuetarget = 追击\n[lightgray]跟踪敌人并自动攻击
stance.patrol = 巡逻\n[lightgray]根据路径点循环移动
stance.holdposition = Stance: Hold Position
stance.holdposition = 驻守\n[lightgray]原地不动,攻击射程内敌人
stance.ram = 突进\n[lightgray]径直移动,不进行寻路
stance.boost = Boost
stance.boost = 助推
stance.mineauto = 自动采矿
stance.mine = 采矿类型:{0}
openlink = 打开链接
@@ -439,7 +439,7 @@ saveimage = 保存图像
unknown = 未知
custom = 自定义
builtin = 内置
modded = Modded
modded = 模组
map.delete.confirm = 确定要删除这个地图吗?此操作无法撤销!
map.random = [accent]随机地图
map.nospawn = 这个地图没有为玩家设置出生核心!在编辑器中添加一个{0}队核心。
@@ -500,14 +500,14 @@ editor.center = 居中
editor.search = 搜索地图
editor.filters = 筛选地图
editor.filters.mode = 游戏模式:
editor.filters.priorities = Priorities:
editor.filters.priorities = 优先级:
editor.filters.type = 地图类型:
editor.filters.search = 在特定关键词中进行搜索:
editor.filters.author = 作者
editor.filters.description = 描述
editor.filters.modname = Mod Name
editor.filters.prioritizemod = Mod Priority
editor.filters.prioritizecustom = Custom Priority
editor.filters.modname = 模组名称
editor.filters.prioritizemod = 模组优先
editor.filters.prioritizecustom = 自定义优先
editor.shiftx = X 轴平移
editor.shifty = Y 轴平移
workshop = 创意工坊
@@ -524,7 +524,7 @@ waves.spawn = 出生点:
waves.spawn.all = < 全部 >
waves.spawn.select = 出生点选择
waves.spawn.none = [scarlet]地图上没有出生点
waves.spawn.first = [lightgray](first {0})
waves.spawn.first = [lightgray](前 {0} 个)
waves.max = 最大单位数
waves.guardian = Boss
waves.preview = 预览
@@ -544,7 +544,7 @@ waves.search = 搜索波次
waves.filter = 单位过滤
waves.units.hide = 全部隐藏
waves.units.show = 全部显示
pause.disabled = [scarlet]Pause is disabled
pause.disabled = [scarlet]暂停已被禁用
#these are intentionally in lower case
wavemode.counts = 数目
@@ -694,8 +694,8 @@ locales.showsame = 显示在不同本地化语言包中具有相同值的文本
locales.viewproperty = 在所有本地化语言包中查看
locales.viewing = 查看文本属性 “{0}”
locales.addicon = 添加图标
locales.property.name = name
locales.property.text = text
locales.property.name = 名称
locales.property.text = 文本
width = 宽度:
height = 高度:
@@ -770,7 +770,7 @@ objective.enemiesapproaching = [accent]敌人来袭:[lightgray]{0}[]
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
objective.enemyescelating = [accent]敌方在[lightgray]{0}[]后扩大单位生产
objective.enemyairunits = [accent]敌方在[lightgray]{0}[]后开始生产空军单位
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
objective.enemyunitproduction = [accent]敌方在[lightgray]{0}[]后开始生产单位
objective.destroycore = [accent]摧毁敌方核心
objective.command = [accent]指挥单位
objective.nuclearlaunch = [accent]⚠ 侦测到核打击:[lightgray]{0}
@@ -841,7 +841,7 @@ sectors.redirect = 重定向发射台
sectors.rename = 重命名区块
sectors.enemybase = [scarlet]敌方基地
sectors.vulnerable = [scarlet]易受攻击
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
sectors.underattack = [scarlet]遭到攻击!
sectors.go = 进入
sector.abandon = 遗弃
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
@@ -858,7 +858,7 @@ sector.noswitch.title = 无法切换区块
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[] 位于 [accent]{1}[]
sector.view = 查看区块
sector.foundationrequired = [lightgray] 需要次代核心
sector.shielded = [lightgray] Shielded
sector.shielded = [lightgray] 受到保护
threat.low = 低度
threat.medium = 中度
@@ -866,9 +866,9 @@ threat.high = 高度
threat.extreme = 极高
threat.eradication = 毁灭
difficulty.guide.title = Notice
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
difficulty.guide.confirm = Adjust Difficulty
difficulty.guide.title = 提示
difficulty.guide = 如果某个区块过于困难,可以调节战役难度来使游戏更加轻松。
difficulty.guide.confirm = 调节难度
difficulty.casual = 休闲
difficulty.easy = 简单
@@ -889,7 +889,7 @@ planet.sun.name = 太阳
sector.impact0078.name = 冲击区 0078
sector.groundZero.name = 零号地区
sector.crateredBattleground.name = Cratered Battleground
sector.crateredBattleground.name = 陨坑战场
sector.frozenForest.name = 冰冻森林
sector.ruinousShores.name = 遗迹海岸
sector.stainedMountains.name = 绵延群山
@@ -916,14 +916,14 @@ sector.fallenVessel.name = 飞船遗址
sector.mycelialBastion.name = 菌丝堡垒
sector.frontier.name = 边陲哨站
sector.sunkenPier.name = 沉没码头
sector.littoralShipyard.name = Littoral Shipyard
sector.littoralShipyard.name = 海滨船厂
sector.cruxscape.name = 赤色总部
sector.geothermalStronghold.name = 熔石要塞
sector.groundZero.description = 这是最佳起点。敌人威胁较低,资源稀少。\n尽量收集铅和铜。\n然后继续前进。
sector.frozenForest.description = 即便在接近山区的地方,孢子依然蔓延。严寒的气温无法永远遏制它们。\n\n开始探索电力。建造火力发电机。学习使用修理器。
sector.saltFlats.description = 沙漠边缘是盐碱荒滩,资源稀少。\n\n敌人已在此建立了资源存储区。摧毁他们的核心,片甲不留。
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
sector.crateredBattleground.description = 这片由旧时战争的遗迹造成的陨石地带有积水。\n\n夺下该区块,收集沙子冶炼玻璃。\n用水泵抽水加速炮塔和钻头。
sector.ruinousShores.description = 穿过荒地就是海滩。\n这里曾经有一条海岸防线,但现在已所剩无几。\n一些基础的防御建筑还完好无损,除此之外都变成了废墟。\n\n继续向外扩张并研究科技。
sector.stainedMountains.description = 深入内陆地区便是山脉,这里目前还未被孢子污染。\n敌人势力更加强大,别给他们的精锐部队留下喘息之机。\n\n这一地区分布着丰富的钛,试着开采并利用它。
sector.overgrowth.description = 这里的孢子靠近它最初的发源地,因此得以疯狂生长。\n\n敌人在该处建立了一个前哨站,建造尖刀单位来摧毁它。
@@ -938,17 +938,17 @@ sector.impact0078.description = 最初进入这个星系的星际运输船的残
sector.planetaryTerminal.description = 最终目标。\n\n这个海岸基地有一个能将核心发射到其它行星的设施,防守非常严密。\n\n生产海军单位,尽快消灭敌人,研究发射建筑。
sector.coastline.description = 在这个地点发现了海军单位科技的遗迹。击退敌人的进攻,夺取这个区域,并研究科技。
sector.navalFortress.description = 敌人在一个偏远且自然防御的岛屿上建立了基地。摧毁这个前哨,获得高级海军科技并进行研究。
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
sector.facility32m.description = 这个区块中坐落着一所爆炸物生产设施的破败遗迹。\n\n占领这个区域。研究爆炸物混合器。生产爆炸混合物作为炮塔弹药。
sector.taintedWoods.description = [gray][可选目标][]\n这个区块石油储备丰富,有大面积的真菌繁殖,难以穿越。\n\n利用它的资源生产塑钢。避开敌人。
sector.sunkenPier.description = [gray][可选目标][]\n这里曾经是海上油井,已经年久失修。\n\n侦察到大量海军单位。准备好应对多方向的敌人袭击。
sector.atolls.description = [gray][可选目标][]\此地侦察到大量敌人海军基地。\n\n使用巨像将地面单位运送到进攻位置。建造海军单位来摧毁外围前哨。
sector.frontier.description = 在此处侦察到一个小型敌军前哨。\n\n建造独影来更高效地获取资源。利用数增级单位重构工厂来构建更强大的单位。
sector.infestedCanyons.description = 群山之外坐落着一条蜿蜒的河谷,现在却覆盖着孢子苔藓。\n\n在敌人的进攻中把守好陆地。建造海军单位,消灭所有敌方核心。
sector.testingGrounds.description = [gray][可选目标][]\n布满陨石坑的沙谷,先前曾是军事项目的试验场\n\n由于缺水,在此处建立根据地会有困难。准备好应对多方向的敌人袭击。
sector.perilousHarbor.description = 在这版危险的滨海地区建立了许多敌方基地。\n\n建造海军单位,摧毁他们的堡垒。
sector.weatheredChannels.description = [gray][可选目标][]\n这片海峡蕴含着丰富的资源。着陆核心,驱赶敌人来占有资源。\n\n敌人会从多个路线摧毁你的设施。当心伏击,并根据形势进行防守。
sector.mycelialBastion.description = 这个堡垒群地处真菌地带的深处,用高级爬行类单位威胁着邻近区块\n\n袭击此堡垒群,获得其中的科技,充分利用可以跨越墙壁的单位。
sector.littoralShipyard.description = 坐落在海洋中心的远处,这所海军生产设施有着建造高级单位的科技。\n\n摧毁设施,使用其中的科技来帮助完成最终目标。
sector.onset.name = 始发地区
sector.aegis.name = 庇护前哨
@@ -1002,10 +1002,10 @@ status.blasted.name = 爆炸
status.corroded.name = 腐蚀
status.unmoving.name = 静止
status.boss.name = Boss
status.slow.name = Slow
status.fast.name = Fast
status.shielded.name = Shielded
status.disarmed.name = Disarmed
status.slow.name = 缓慢
status.fast.name = 迅捷
status.shielded.name = 保护
status.disarmed.name = 缴械
settings.language = 语言
settings.data = 数据
@@ -1055,7 +1055,7 @@ stat.frequency = 频率
stat.targetsair = 攻击空中单位
stat.targetsground = 攻击地面单位
stat.crushdamage = 碾压伤害
stat.legsplashdamage = 践踏伤害
stat.legsplashdamage = 践踏伤害
stat.itemsmoved = 移动速度
stat.launchtime = 发射间隔
stat.shootrange = 范围
@@ -1072,7 +1072,7 @@ stat.itemcapacity = 物品容量
stat.memorycapacity = 内存容量
stat.basepowergeneration = 基础电力输出
stat.productiontime = 生产时间
stat.warmuptime = Warmup Time
stat.warmuptime = 预热时间
stat.repairtime = 建筑完全修复时间
stat.repairspeed = 修理速度
stat.weapons = 武器
@@ -1087,7 +1087,7 @@ stat.boosteffect = 强化效果
stat.maxunits = 最大单位数量
stat.health = 生命值
stat.armor = 护甲
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
stat.armor.info = 真实伤害 = 受到的伤害 – 护甲值\n至多减少90%的伤害。
stat.buildtime = 建造时间
stat.maxconsecutive = 连续放置限制
stat.buildcost = 建造花费
@@ -1098,7 +1098,7 @@ stat.ammo = 弹药
stat.shieldhealth = 护盾容量
stat.cooldowntime = 冷却时间
stat.regenerationrate = 恢复率
stat.activationtime = Activation Time
stat.activationtime = 激活时间
stat.explosiveness = 爆炸性
stat.basedeflectchance = 基础反射概率
stat.lightningchance = 激发闪电概率
@@ -1116,7 +1116,7 @@ stat.minetier = 可采集矿物
stat.payloadcapacity = 载荷容量
stat.abilities = 能力
stat.canboost = 可助推
stat.boostingspeed = Boosting Speed
stat.boostingspeed = 助推速度
stat.flying = 空中单位
stat.ammouse = 弹药
stat.ammocapacity = 弹药容量
@@ -1210,34 +1210,34 @@ bar.input = 输入
bar.output = 输出
bar.strength = [stat]{0}[lightgray]x 效率
bar.regenerationrate = [stat]{0}/秒[lightgray] 恢复率
bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.activationtimer = 在 {0} 后激活
bar.activated = 已激活
units.processorcontrol = [lightgray]由处理器控制
weapon.pointdefense = [stat]Point Defense
weapon.pointdefense = [stat]点防
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
bullet.incendiary = [stat]燃烧
bullet.homing = [stat]追踪
bullet.armorpierce = [stat]穿甲
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.armorweakness = [red]{0}x[lightgray] 护甲减伤
bullet.partialarmorpierce = [stat]{0}%[lightgray] 护甲穿透
bullet.antiarmor = [stat]{0}x[lightgray] 护甲反制
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
bullet.empdamage = [stat]{0}%[lightgray] power damage
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
bullet.empradius = [stat]{0}[lightgray] 格范围EMP
bullet.empboost = [stat]{0}%[lightgray] 加速 ~ [stat]{1}[lightgray]
bullet.empdamage = [stat]{0}%[lightgray] 电磁伤害
bullet.empslowdown = [stat]{0}%[lightgray] 敌方建筑速度 ~ [stat]{1}[lightgray]
bullet.empunitdamage = [stat]{0}%[lightgray] 单位伤害
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
bullet.frags = [stat]{0}[lightgray]x 分裂子弹:
bullet.lightning = [stat]{0}[lightgray]x 闪电 ~ [stat]{1} [lightgray]伤害
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
bullet.lightninginterval = [stat]间隔 {0}[lightgray] 格 ~ [stat]{1}[lightgray] 格长度
bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.spawnBullets = [stat]{0}x[lightgray] 生成子弹:
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
bullet.knockback = [stat]{0}[lightgray] 击退
bullet.pierce = [stat]{0}[lightgray]x 穿透
@@ -1258,7 +1258,7 @@ unit.liquidsecond = 液体/秒
unit.itemssecond = 物品/秒
unit.liquidunits = 液体
unit.powerunits = 电力
unit.powerequilibrium = power equilibrium
unit.powerequilibrium = 电力平衡
unit.heatunits = 单位热量
unit.degrees = 度
unit.seconds = 秒
@@ -1275,8 +1275,8 @@ unit.millions = M
unit.billions = B
unit.shots = 发
unit.pershot = /发
unit.perleg = per leg
unit.perside = per side
unit.perleg = /条腿
unit.perside = /侧
category.purpose = 用途
category.general = 基础
category.power = 电力
@@ -1302,8 +1302,8 @@ setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
setting.animatedwater.name = 动态液体
setting.animatedshields.name = 动态力场
setting.playerindicators.name = 玩家指示器
setting.showpings.name = Show Pings
setting.showotherbuildplans.name = Show Other Player's Build Plans
setting.showpings.name = 显示标记
setting.showotherbuildplans.name = 显示其他玩家的建筑规划
setting.indicators.name = 敌人指示器
setting.autotarget.name = 自动瞄准
setting.keyboard.name = 鼠标+键盘操控
@@ -1313,8 +1313,8 @@ setting.fpscap.none = 无
setting.fpscap.text = {0} FPS
setting.uiscale.name = 界面缩放比例
setting.uiscale.description = 需要重新启动
setting.uiEdgePadding.name = UI Edge Padding
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
setting.uiEdgePadding.name = UI 内边距
setting.uiEdgePadding.description = 在UI内部添加边距。有助于圆角屏或刘海屏的显示效果。
setting.swapdiagonal.name = 总是斜线建造
setting.screenshake.name = 屏幕抖动
setting.bloomintensity.name = 光效强度
@@ -1376,8 +1376,8 @@ category.command.name = 单位指挥
category.multiplayer.name = 多人游戏
category.blocks.name = 建筑选择
placement.blockselectkeys = \n[lightgray]按键:[{0},
ping.text = Ping:
keybind.ping.name = Ping Location
ping.text = 标记:
keybind.ping.name = 标记位置
keybind.respawn.name = 重生
keybind.control.name = 控制单位
keybind.clear_building.name = 清除规划
@@ -1401,8 +1401,8 @@ keybind.unit_stance_hold_fire.name = 姿态:停火
keybind.unit_stance_pursue_target.name = 姿态:追击
keybind.unit_stance_patrol.name = 姿态:巡逻
keybind.unit_stance_ram.name = 姿态:突进
keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_stance_boost.name = 姿态:助推
keybind.unit_stance_hold_position.name = 姿态:驻守
keybind.unit_command_move.name = 单位命令:移动
keybind.unit_command_repair.name = 单位命令:修复
@@ -1490,7 +1490,7 @@ rules.infiniteresources = 无限资源
rules.fillitems = 填满核心
rules.onlydepositcore = 资源仅可丢入核心
rules.coreunloaders = 允许装卸器贴核使用
rules.coreunloaders.info = 当启用时,赛普罗的装卸器可以从核心提取物品。\n不影响埃里克尔的管道装卸器。
rules.coreunloaders.info = 当启用时,塞普罗的装卸器可以从核心提取物品。\n不影响埃里克尔的管道装卸器。
rules.derelictrepair = 允许修复残骸建筑
rules.reactorexplosions = 允许反应堆爆炸
rules.coreincinerates = 核心焚烧溢出资源
@@ -1541,7 +1541,7 @@ rules.logicunitdeconstruct = 逻辑控制单位拆除
rules.solarmultiplier = 太阳能发电倍率
rules.unitcapvariable = 核心可增加单位上限
rules.unitpayloadsexplode = 携带的载荷与单位一起爆炸
rules.unitcap = 单位上限
rules.unitcap = 基础单位上限
rules.limitarea = 限制地图有效区域
rules.enemycorebuildradius = 敌方核心周围禁建半径:[lightgray](格)
rules.extracorebuildradius = 额外不可建造区域半径:[lightgray] (格)
@@ -2079,7 +2079,7 @@ block.vent-condenser.name = 排气冷凝器
block.cliff-crusher.name = 墙壁粉碎机
block.large-cliff-crusher.name = 高级墙壁粉碎机
block.plasma-bore.name = 等离子钻机
block.large-plasma-bore.name = 大型等离子钻机
block.large-plasma-bore.name = 高级等离子钻机
block.impact-drill.name = 冲击钻头
block.eruption-drill.name = 爆裂钻头
block.core-bastion.name = 城堡核心
@@ -2105,7 +2105,7 @@ block.reinforced-payload-router.name = 强化载荷路由器
block.payload-mass-driver.name = 载荷质量驱动器
block.small-deconstructor.name = 解构器
block.canvas.name = 画板
block.large-canvas.name = Large Canvas
block.large-canvas.name = 大型画板
block.world-processor.name = 世界处理器
block.world-cell.name = 世界内存元
block.tank-fabricator.name = 坦克制造厂
@@ -2170,7 +2170,7 @@ hint.payloadDrop.mobile = [accent]长按[]一个空的位置将载荷放在那
hint.waveFire = [accent]波浪[]炮塔以水作弹药时,会自动扑灭附近的火焰。
hint.guardian = [accent]Boss[]单位装甲厚重。[accent]铜[]和[accent]铅[]这类较弱的子弹对其[scarlet]作用不佳[]。\n\n使用高级别炮塔或使用 :graphite: [accent]石墨[]作为 :duo: 双管炮及 :salvo: 齐射炮的弹药来消灭 Boss。
hint.coreUpgrade = 核心可以通过[accent]在上面覆盖更高等级的核心[]进行升级。\n\n在 :core-shard: [accent]初代核心[]上放置一个 :core-foundation: [accent]次代核心[]。确保周围没有障碍物。
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
hint.serpuloCoreZone = 可以在 :core-zone: [accent]核心区[]上建造更多核心。
hint.cannotUpgrade = 如果你看到运输单位上方有一个 [red]:tree:[] 图标,说明它的升级版本尚未在科技树中解锁。\n\n必须先在 [accent]:tree: 科技树[] 中完成对应单位的升级研究,才能在重构工厂中生产它。
hint.presetLaunch = 灰色的[accent]着陆区块[],如[accent]冰冻森林[],从其他任何地方发射都可以到达,不需要先占领邻近的区块。\n\n[accent]数字编号的区块[],比如这个,可以[accent]选择性[]占领。
hint.presetDifficulty = 这个区块受敌人[scarlet]威胁程度很高[]。\n解锁适当的科技,并做好充分准备,否则[accent]不建议[]向这里发射。
@@ -2199,43 +2199,43 @@ gz.zone2 = 波次开始时,范围内的所有建筑都会被摧毁。
gz.zone3 = 波次即将开始。\n做好准备。
gz.finish = 建造更多炮塔,挖掘更多资源,\n击退所有波次以[accent]占领区块[]。
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
ff.coal = 使用 :mechanical-drill: [accent]机械钻头[]来开采:ore-coal: [accent]煤炭[]、
ff.graphitepress = :tree: 研究并放置 :graphite-press: [accent]石墨压缩机[]、
ff.craft = 将 :coal: 煤炭放入 :graphite-press: [accent]石墨压缩机[]。\n它将会向邻近传送带输出 :graphite: 石墨。\n将 :graphite: 石墨从 :graphite-press: [accent]石墨压缩机[]中移至核心。
ff.generator = :coal: 煤炭也可以作为 :combustion-generator: [accent]火力发电机[]的燃料。\n研究并放置一个 :combustion-generator: [accent]火力发电机[]。
ff.coalpower = 将 :coal: 煤炭放至发电机中产出[accent]:power: 电力[]。
ff.coalpower.objective = :combustion-generator: 产出电力
ff.node = :power-node: [accent]电力节点[]可以将电力传输到附近的方块。\n研究并在发电机旁放置一个 :power-node: [accent]电力节点[]。
ff.battery = :battery: [accent]电池[]可以存储电力。\n研究并在电力节点旁放置一个 :battery: [accent]电池[]。
ff.arc = :arc: [accent]电弧[]需要电力才能工作。研究并在电力节点旁放置一个 :arc: [accent]电弧[]。
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
fungalpass.tutorial1 = 使用[accent]单位[]来防御建筑并攻击敌人。\n研究并放置一个 :ground-factory: [accent]陆军工厂[]。
fungalpass.tutorial2 = 在陆军工厂中选择 :dagger: [accent]尖刀[]单位。\n 生产三个尖刀。
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
frontier.tutorial1 = :additive-reconstructor: [accent]数增级单位重构工厂[]\n使用 :silicon: 硅和 :graphite: 石墨\n将输入的单位从一级升至二级。\n\n研究 :mace: [accent]战锤[]并将一个 :dagger: [accent]尖刀[]重构为 :mace: [accent]战锤[]。
frontier.tutorial2 = 敌人波次将会[accent]无限刷新[],直至摧毁所有敌方核心。
frontier.tutorial3 = [accent]抓紧进攻敌人基地,以防波次过于凶猛。[]
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
atolls.mega4 = [accent]Drop ground units here to attack.
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
atolls.mega8 = [accent]Drop naval units here to attack.[]
atolls.attack1 = 1: Drop ground units here to attack from this location.
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
atolls.destroy1 = 先摧毁敌人的两个[accent]次代[]核心。
atolls.mega1 = 进入[accent]指挥模式[]并选择 :mega: [accent]巨像[]单位。
atolls.mega2 = 选择 \ue87b [accent]拾取单位[]命令,让巨像拾起地面单位。
atolls.mega3 = 将巨像移动到单位[accent]上方[]来拾起它。
atolls.mega4 = [accent]在此处放下单位来进攻。
atolls.mega5 = 选择 \ue879 [accent]卸载载荷[]命令来让巨像放下它携带的单位。
atolls.mega6 = 当选中 \ue879 卸载载荷命令时,单位会[accent]自动被放下[]。
atolls.mega7 = 巨像[accent]不会[]在墙体正上方或深水处放下单位。
atolls.mega8 = [accent]在此处放下海军单位来进攻。[]
atolls.attack1 = 1:在此处放下地面单位来进攻。
atolls.attack2 = 2:此外,在这里放下海军单位来出奇制胜。
atolls.carry1 = 携带陆军单位需要 :mega: [accent]巨像[]
atolls.carry2 = 1:命令巨像单位移动到地面单位[accent]上方[]。
atolls.carry3 = 2:选择 \ue87b [accent]拾取单位[]命令,来让巨像拾起地面单位。
atolls.carry4 = 3:指挥并移动[accent]携有单位[]的巨像。
atolls.carry5 = 4:选择 \ue879 [accent]卸载载荷[]命令,来让巨像放下它携带的单位。
atolls.carry6 = 可以在[accent]回顾这些步骤。
atolls.carry7 = 跟随指示,在敌人基地旁空降单位。
atolls.noairunit = 这座基地防守森严,无法用空军单位攻破。
atolls.2strategies = 有两种策略可以摧毁这座基地。
onset.mine = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。\n\n使用[accent][[WASD]移动。
onset.mine.mobile = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。
@@ -2565,7 +2565,7 @@ block.unit-repair-tower.description = 修复附近的所有单位。需要臭氧
block.radar.description = 逐渐探索范围内的地形和敌人单位以及建筑,需要电力支持。
block.shockwave-tower.description = 破坏和摧毁半径范围内的敌人炮弹。需要氰气。
block.canvas.description = 显示使用预定义的调色板绘制的图像。可手动编辑。
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = 显示使用预定义的调色板绘制的图像。可手动编辑。
unit.dagger.description = 向敌人发射标准子弹。
unit.mace.description = 向敌人喷射火焰。
@@ -2652,7 +2652,7 @@ lst.unitlocate = 让绑定的单位搜寻整个地图中特定的建筑或位置
lst.getblock = 获取任意位置的地块数据。
lst.setblock = 设置任意位置的地块数据。
lst.spawnunit = 在指定位置生成单位。
lst.spawnbullet = Spawns a bullet at a location.
lst.spawnbullet = 在指定位置生成子弹。
lst.applystatus = 添加或清除单位的一个状态效果。
lst.weathersense = 检查特定种类的天气当前是否启用。
lst.weatherset = 设置当前状态为特定类型天气。
@@ -2674,7 +2674,7 @@ lst.playsound = 播放声音。\n音量和声场位置可以是全局值,也
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识该标记的 ID。\n目前每个世界限制最多 20000 个标记。
lst.setmarker = 为标记设置属性。\n使用的 ID 必须与制作标记指令中的相同。
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 “.mobile” 结尾的属性。
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lst.query = 在特定区域查询单位或建筑。\n结果输出在[accent]@queries[]中\n可以在[accent]Read[]指令中使用编号从[accent]@queries[]中读取结果\n[accent]@queries[]的长度可以用[accent]@size[]作为参数获得。
lglobal.false = 0
lglobal.true = 1
@@ -2739,7 +2739,7 @@ laccess.displaywidth = 显示屏的宽度(以像素为单位)。
laccess.displayheight = 显示屏的高度(以像素为单位)。
laccess.buffersize = 显示器图形缓冲区中未处理的命令数。
laccess.operations = 方块执行操作的次数。\n对于显示屏,返回 drawflush 调用次数。
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
laccess.maxunits = 队伍能拥有的最大单位数。\n只能从核心中读取。
lcategory.unknown = 未知
lcategory.unknown.description = 未分类的指令
@@ -2865,8 +2865,8 @@ lenum.stop = 停止
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
lenum.move = 移动到某个位置
lenum.approach = 靠近某个位置至一定的距离内
lenum.pathfind = 寻路移动至敌人出生点
lenum.autopathfind = 自动寻找最近的敌方核心或敌人生成点。\n这与波次中的敌人寻路相同。
lenum.pathfind = 寻路移动至特定位置
lenum.autopathfind = 自动寻找最近的敌方核心或出生点。\n这与波次中的敌人寻路相同。
lenum.target = 向某个位置瞄准/射击
lenum.targetp = 根据提前量向某个目标瞄准/射击
lenum.itemdrop = 将携带的物品放入一座建筑
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@@ -192,3 +192,5 @@ ItsKirby69
TheCuber
萌新-hhgs
Jovinull
Alon
硫缺铅/PyratiteNoLead