mirror of
https://github.com/soarqin/DSP_Mods.git
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refactor: centralize localization keys and remove runtime Chinese literals
This commit is contained in:
@@ -17,11 +17,15 @@ public static class I18N
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/// </summary>
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public static Action OnInitialized;
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private static bool _initCalled;
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/// <summary>
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/// Registers the localization hooks with Harmony.
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/// </summary>
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public static void Init()
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{
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if (_initCalled) return;
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_initCalled = true;
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Harmony.CreateAndPatchAll(typeof(I18N));
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}
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@@ -0,0 +1,422 @@
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using UXAssist.Common;
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namespace UXAssist.Common;
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public static class I18NKeys
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{
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public const string DoYouWantToUseMetadataToBuyoutTheFollowingTech = "Do you want to use metadata to buyout the following tech?";
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public const string TheFollowingIsTheRequiredMetadataForBuyout = "The following is the required metadata for buyout:";
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public const string BatchBuyoutTech = "Batch buyout tech";
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public const string EnableAutoConstruct = "Enable auto-construct";
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public const string DisableAutoConstruct = "Disable auto-construct";
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public const string BuildingsToConstruct0 = "Buildings to construct: {0}";
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public const string EnableAutoCruise = "Enable auto-cruise";
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public const string DisableAutoCruise = "Disable auto-cruise";
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public const string KEYOpenUXAssistConfigWindow = "KEYOpenUXAssistConfigWindow";
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public const string UXAssistConfig = "UXAssist Config";
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public const string NoRecentMilkywayUploadResults = "No recent milkyway upload results";
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public const string Success = "Success";
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public const string Failure = "Failure: ";
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public const string ShowTopPlayers = "Show top players";
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public const string HideTopPlayers = "Hide top players";
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public const string HighYield = "High yield";
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public const string Perfect = "Perfect";
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public const string UnionResults = "Union results";
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public const string All6BasicOres = "All 6 Basic Ores";
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public const string ShowOriginalName = "Show original name";
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public const string ShowDistance = "Show distance";
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public const string ShowPlanetCount = "Show planet count";
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public const string ShowAllInformation = "Show all information";
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public const string UXAssistNoNodeToFill = "[UXAssist] No node to fill";
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public const string KEYToggleDoNotRenderEntities = "KEYToggleDoNotRenderEntities";
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public const string KEYOffgridForPaths = "KEYOffgridForPaths";
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public const string KEYCutConveyorBelt = "KEYCutConveyorBelt";
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public const string KEYDismantleBlueprintSelection = "KEYDismantleBlueprintSelection";
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public const string KEYSelectAllBuildingsInBlueprintCopy = "KEYSelectAllBuildingsInBlueprintCopy";
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public const string KEYUPSSpeedDown = "KEYUPSSpeedDown";
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public const string KEYUPSSpeedUp = "KEYUPSSpeedUp";
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public const string LogicalFrameRate0X = "Logical frame rate: {0}x";
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public const string KEYShowAllStarsName = "KEYShowAllStarsName";
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public const string KEYToggleAllStarsName = "KEYToggleAllStarsName";
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public const string KEYToggleAutoCruise = "KEYToggleAutoCruise";
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public const string AutoCruiseOn = "AutoCruiseOn";
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public const string AutoCruiseOff = "AutoCruiseOff";
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public const string SorterCargoStackingPrefix = "Sorter cargo stacking prefix";
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public const string UXAssist = "UXAssist";
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public const string General = "General";
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public const string Factory = "Factory";
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public const string Logistics = "Logistics";
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public const string PlayerMecha = "Player/Mecha";
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public const string DysonSphere = "Dyson Sphere";
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public const string TechCombatUI = "Tech/Combat/UI";
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public const string EnableGameWindowResize = "Enable game window resize";
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public const string RemeberWindowPositionAndSizeOnLastExit = "Remeber window position and size on last exit";
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public const string BetterAutoSaveMechanism = "Better auto-save mechanism";
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public const string BetterAutoSaveMechanismTips = "Better auto-save mechanism tips";
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public const string ConvertOldSavesToCombatModeOnLoading = "Convert old saves to Combat Mode on loading";
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public const string ProfileBasedSaveFolder = "Profile-based save folder";
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public const string ProfileBasedSaveFolderTips = "Profile-based save folder tips";
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public const string ProfileBasedOption = "Profile-based option";
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public const string ProfileBasedOptionTips = "Profile-based option tips";
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public const string DefaultProfileName = "Default profile name";
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public const string LogicalFrameRate = "Logical Frame Rate";
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public const string Reset = "Reset";
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public const string ProcessPriority = "Process priority";
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public const string High = "High";
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public const string AboveNormal = "Above Normal";
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public const string Normal = "Normal";
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public const string BelowNormal = "Below Normal";
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public const string Idle = "Idle";
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public const string ShowRecentMilkywayUploadResults = "Show recent milkyway upload results";
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public const string UnlimitedInteractiveRange = "Unlimited interactive range";
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public const string NightLight = "Night Light";
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public const string AngleX = "Angle X:";
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public const string RemoveSomeBuildConditions = "Remove some build conditions";
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public const string RemoveBuildRangeLimit = "Remove build range limit";
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public const string LargerAreaForUpgradeAndDismantle = "Larger area for upgrade and dismantle";
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public const string LargerAreaForTerraform = "Larger area for terraform";
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public const string OffGridBuildingAndSteppedRotation = "Off-grid building and stepped rotation";
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public const string EnablePlayerActionsInGlobeView = "Enable player actions in globe view";
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public const string HideTipsForSoilPilesChanges = "Hide tips for soil piles changes";
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public const string EnhancedCountControlForHandMake = "Enhanced count control for hand-make";
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public const string EnhancedCountControlForHandMakeTips = "Enhanced count control for hand-make tips";
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public const string QuickBuildAndDismantleStackingLabs = "Quick build and dismantle stacking labs";
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public const string FastFillInToAndTakeOutFromTanks = "Fast fill in to and take out from tanks";
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public const string SpeedRatio = "Speed Ratio";
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public const string CutConveyorBeltWithShortcutKey = "Cut conveyor belt (with shortcut key)";
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public const string ProtectVeinsFromExhaustion = "Protect veins from exhaustion";
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public const string ProtectVeinsFromExhaustionTips = "Protect veins from exhaustion tips";
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public const string DoNotRenderFactoryEntities = "Do not render factory entities";
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public const string DragBuildingPowerPolesInMaximumConnectionRange = "Drag building power poles in maximum connection range";
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public const string BuildTeslaTowerAndWirelessPowerTowerAlternately = "Build Tesla Tower and Wireless Power Tower alternately";
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public const string AutoConstructButton = "Auto-construct button";
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public const string BeltSignalsForBuyOutDarkFogItemsAutomatically = "Belt signals for buy out dark fog items automatically";
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public const string MemoryUnit = "Memory Unit";
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public const string EnergyFragment = "Energy Fragment";
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public const string SiliconNeuron = "Silicon Neuron";
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public const string NegentropySingularity = "Negentropy Singularity";
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public const string MatterReassembler = "Matter Reassembler";
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public const string VirtualParticle = "Virtual Particle";
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public const string CtrlShiftClickToPickItemsFromWholeBelts = "Ctrl+Shift+Click to pick items from whole belts";
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public const string IncludeBranchesOfBelts = "Include branches of belts";
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public const string IncludeConnectedInserters = "Include connected inserters";
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public const string AutoConfigLogisticStations = "Auto-config logistic stations";
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public const string LimitAutoReplenishCountToValuesBelow = "Limit auto-replenish count to values below";
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public const string Dispenser = "Dispenser";
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public const string BattlefieldAnalysisBase = "Battlefield Analysis Base";
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public const string PLS = "PLS";
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public const string ILS = "ILS";
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public const string AdvancedMiningMachine = "Advanced Mining Machine";
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public const string SetDefaultRemoteLogicToStorage = "Set default remote logic to storage";
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public const string MaxChargingPower = "Max. Charging Power";
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public const string CountOfBotsFilled = "Count of Bots filled";
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public const string DroneTransportRange = "Drone transport range";
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public const string MinLoadOfDrones = "Min. Load of Drones";
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public const string OutgoingIntegrationCount = "Outgoing integration count";
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public const string CountOfDronesFilled = "Count of Drones filled";
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public const string VesselTransportRange = "Vessel transport range";
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public const string WarpDistance = "Warp distance";
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public const string MinLoadOfVessels = "Min. Load of Vessels";
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public const string IncludeOrbitalCollector = "Include Orbital Collector";
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public const string WarpersRequired = "Warpers required";
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public const string CountOfVesselsFilled = "Count of Vessels filled";
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public const string CollectingSpeed = "Collecting Speed";
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public const string MinPilerValue = "Min. Piler Value";
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public const string UseTechMaxForPiler = "Use tech max for piler";
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public const string Cancel = "Cancel";
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public const string OK = "OK";
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public const string ApplyConfigToPlanet = "Apply config to planet";
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public const string ApplyAllConfigToPlanet = "Apply all config to planet";
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public const string ApplyConfigToPlanetTips = "Apply config to planet tips";
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public const string ApplyAllConfigToPlanetTips = "Apply all config to planet tips";
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public const string AllowOverflowForLogisticStationsAndAdvancedMiningMachines = "Allow overflow for Logistic Stations and Advanced Mining Machines";
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public const string IncreaseMaximumPowerUsageInLogisticStationsAndAdvancedMiningMachines = "Increase maximum power usage in Logistic Stations and Advanced Mining Machines";
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public const string EnhanceControlForLogisticStorageCapacities = "Enhance control for logistic storage capacities";
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public const string EnhanceControlForLogisticStorageCapacitiesTips = "Enhance control for logistic storage capacities tips";
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public const string LogisticsControlPanelImprovement = "Logistics Control Panel Improvement";
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public const string LogisticsControlPanelImprovementTips = "Logistics Control Panel Improvement tips";
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public const string RealTimeLogisticStationsInfoPanel = "Real-time logistic stations info panel";
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public const string ShowStatusBarsForStorageItems = "Show status bars for storage items";
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public const string TweakBuildingBuffers = "Tweak building buffers";
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public const string AssemblerBufferTimeMultiplierInSeconds = "Assembler buffer time multiplier(in seconds)";
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public const string AssemblerBufferMinimumMultiplier = "Assembler buffer minimum multiplier";
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public const string BufferCountForAssemblingInLabs = "Buffer count for assembling in labs";
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public const string ExtraBufferCountForSelfEvolutionLabs = "Extra buffer count for Self-evolution Labs";
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public const string BufferCountForResearchingInLabs = "Buffer count for researching in labs";
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public const string RayReceiverGravitonLensBufferCount = "Ray Receiver Graviton Lens buffer count";
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public const string EjectorSolarSailsBufferCount = "Ejector Solar Sails buffer count";
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public const string SiloRocketsBufferCount = "Silo Rockets buffer count";
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public const string ShortcutKeysForBlueprintCopyMode = "Shortcut keys for Blueprint Copy mode";
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public const string ShortcutKeysForBlueprintCopyModeTips = "Shortcut keys for Blueprint Copy mode tips";
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public const string ShortcutKeysForShowingStarsName = "Shortcut keys for showing stars' name";
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public const string AutoNavigationOnSailings = "Auto navigation on sailings";
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public const string AutoBoost = "Auto boost";
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public const string DistanceToUseWarp = "Distance to use warp";
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public const string TreatStackItemsAsSingleInMonitorComponents = "Treat stack items as single in monitor components";
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public const string InitializeThisPlanet = "Initialize This Planet";
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public const string InitializeThisPlanetConfirm = "Initialize This Planet Confirm";
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public const string ReturnBuildingsToPlayerWhenInitializingPlanet = "Return buildings to player when initializing planet";
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public const string ReturnLogisticStorageItemsToPlayerWhenInitializingPlanet = "Return logistic storage items to player when initializing planet";
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public const string ReturnBeltAndFactoryItemsToPlayerWhenInitializingPlanet = "Return belt and factory items to player when initializing planet";
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public const string DismantleAllBuildings = "Dismantle All Buildings";
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public const string DismantleAllBuildingsConfirm = "Dismantle All Buildings Confirm";
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public const string QuickBuildOrbitalCollectors = "Quick build Orbital Collectors";
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public const string MaximumCountToBuild = "Maximum count to build";
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public const string Max = "max";
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public const string StopEjectorsWhenAvailableNodesAreAllFilledUp = "Stop ejectors when available nodes are all filled up";
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public const string ConstructOnlyStructurePointsButFrames = "Construct only structure points but frames";
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public const string InitializeDysonSphere = "Initialize Dyson Sphere";
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public const string InitializeDysonSphereConfirm = "Initialize Dyson Sphere Confirm";
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public const string ClickToDismantleSelectedLayer = "Click to dismantle selected layer";
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public const string DismantleSelectedLayer = "Dismantle selected layer";
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public const string DismantleSelectedLayerConfirm = "Dismantle selected layer Confirm";
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public const string AutoFastBuildSpeedMultiplier = "Auto Fast Build Speed Multiplier";
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public const string RestoreUpgradesOfSorterCargoStackingOnPanel = "Restore upgrades of \"Sorter Cargo Stacking\" on panel";
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public const string DisableBattleRelatedTechsInPeaceMode = "Disable battle-related techs in Peace mode";
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public const string BuyOutTechsWithTheirPrerequisites = "Buy out techs with their prerequisites";
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public const string SetSorterCargoStackingToUnresearchedState = "Set \"Sorter Cargo Stacking\" to unresearched state";
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public const string UnlockAllTechsWithMetadata = "Unlock all techs with metadata";
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public const string OpenDarkFogCommunicator = "Open Dark Fog Communicator";
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public const string PlanetVeinUtilization = "Planet vein utilization";
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public const string Metadata = "Metadata";
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public const string InsufficientMetadata = "Insufficient metadata";
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public const string FirstTimeUsingMetadataDescription = "First time using metadata description";
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public const string FirstTimeUsingMetadataTitle = "First time using metadata";
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public const string TechLevelPrefix = "Tech level prefix";
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public const string Ok = "OK";
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public const string AutoSaveEntry = "Auto-save entry";
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public static void Register()
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{
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I18N.Add(DoYouWantToUseMetadataToBuyoutTheFollowingTech, "Do you want to use metadata to buyout the following tech?", "要使用元数据买断以下科技吗?");
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I18N.Add(TheFollowingIsTheRequiredMetadataForBuyout, "The following is the required metadata for buyout:", "以下是买断所需元数据:");
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I18N.Add(BatchBuyoutTech, "Batch buyout tech", "批量买断科技");
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I18N.Add(EnableAutoConstruct, "Enable auto-construct", "启用自动建造");
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I18N.Add(DisableAutoConstruct, "Disable auto-construct", "禁用自动建造");
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I18N.Add(BuildingsToConstruct0, "Buildings to construct: {0}", "待建造数量: {0}");
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I18N.Add(EnableAutoCruise, "Enable auto-cruise", "启用自动巡航");
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I18N.Add(DisableAutoCruise, "Disable auto-cruise", "禁用自动巡航");
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I18N.Add(KEYOpenUXAssistConfigWindow, "[UXA] Open UXAssist Config Window", "[UXA] 打开UX助手设置面板");
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I18N.Add(UXAssistConfig, "UXAssist Config", "UX助手设置");
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I18N.Add(NoRecentMilkywayUploadResults, "No recent milkyway upload results", "没有最近的银河系发电数据上传结果");
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I18N.Add(Success, "Success", "成功");
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I18N.Add(Failure, "Failure: ", "失败: ");
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I18N.Add(ShowTopPlayers, "Show top players", "显示玩家排行榜");
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I18N.Add(HideTopPlayers, "Hide top players", "隐藏玩家排行榜");
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I18N.Add(HighYield, "High yield", "高产");
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I18N.Add(Perfect, "Perfect", "完美");
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I18N.Add(UnionResults, "Union results", "结果取并集");
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I18N.Add(All6BasicOres, "All 6 Basic Ores", "六种基础矿物齐全");
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I18N.Add(ShowOriginalName, "Show original name", "显示原始名称");
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I18N.Add(ShowDistance, "Show distance", "显示距离");
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I18N.Add(ShowPlanetCount, "Show planet count", "显示行星数");
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I18N.Add(ShowAllInformation, "Show all information", "显示全部信息");
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I18N.Add(UXAssistNoNodeToFill, "[UXAssist] No node to fill", "[UXAssist] 无可建造节点");
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I18N.Add(KEYToggleDoNotRenderEntities, "[UXA] Toggle Do Not Render Factory Entities", "[UXA] 切换不渲染工厂建筑实体");
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I18N.Add(KEYOffgridForPaths, "[UXA] Build belts offgrid", "[UXA] 脱离网格建造传送带");
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I18N.Add(KEYCutConveyorBelt, "[UXA] Cut conveyor belt", "[UXA] 切割传送带");
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I18N.Add(KEYDismantleBlueprintSelection, "[UXA] Dismantle blueprint selected buildings", "[UXA] 拆除蓝图选中的建筑");
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I18N.Add(KEYSelectAllBuildingsInBlueprintCopy, "[UXA] Select all buildings in Blueprint Copy Mode", "[UXA] 蓝图复制时选择所有建筑");
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I18N.Add(KEYUPSSpeedDown, "[UXA] Decrease logical frame rate", "[UXA] 降低逻辑帧率");
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I18N.Add(KEYUPSSpeedUp, "[UXA] Increase logical frame rate", "[UXA] 提升逻辑帧率");
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I18N.Add(LogicalFrameRate0X, "[UXA] Logical frame rate: {0}x", "[UXA] 逻辑帧速率: {0}x");
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I18N.Add(KEYShowAllStarsName, "[UXA] Keep pressing to show all Stars' name", "[UXA] 按住显示所有星系名称");
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I18N.Add(KEYToggleAllStarsName, "[UXA] Toggle display of all Stars' name", "[UXA] 切换所有星系名称显示状态");
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I18N.Add(KEYToggleAutoCruise, "[UXA] Toggle auto-cruise", "[UXA] 切换自动巡航");
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I18N.Add(AutoCruiseOn, "Auto-cruise enabled", "已启用自动巡航");
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I18N.Add(AutoCruiseOff, "Auto-cruise disabled", "已禁用自动巡航");
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I18N.Add(SorterCargoStackingPrefix, "Sorter Mk.III cargo stacking : ", "极速分拣器每次可运送 ");
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I18N.Add(UXAssist, "UXAssist", "UX助手");
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I18N.Add(General, "General", "常规");
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I18N.Add(Factory, "Factory", "工厂");
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I18N.Add(Logistics, "Logistics", "物流");
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I18N.Add(PlayerMecha, "Player/Mecha", "玩家/机甲");
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I18N.Add(DysonSphere, "Dyson Sphere", "戴森球");
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I18N.Add(TechCombatUI, "Tech/Combat/UI", "科研/战斗/UI");
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I18N.Add(EnableGameWindowResize, "Enable game window resize (maximum box and thick frame)", "可调整游戏窗口大小(可最大化和拖动边框)");
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I18N.Add(RemeberWindowPositionAndSizeOnLastExit, "Remeber window position and size on last exit", "记住上次退出时的窗口位置和大小");
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I18N.Add(BetterAutoSaveMechanism, "Better auto-save mechanism", "更好的自动存档机制");
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I18N.Add(BetterAutoSaveMechanismTips, "Auto saves are stored in 'Save\\AutoSaves' folder, filenames are combined with cluster address and date-time", "自动存档会以星区地址和日期时间组合为文件名存储在'Save\\AutoSaves'文件夹中");
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I18N.Add(ConvertOldSavesToCombatModeOnLoading, "Convert old saves to Combat Mode on loading (Use settings in new game panel)", "读取旧档时转为战斗模式(使用新游戏面板的战斗难度设置)");
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I18N.Add(ProfileBasedSaveFolder, "Mod manager profile based save folder", "基于mod管理器配置档案名的存档文件夹");
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I18N.Add(ProfileBasedSaveFolderTips, """
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Save files are stored in 'Save\<ProfileName>' folder.
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Will use original save location if matching default profile name
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""", """
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存档文件会存储在'Save\<ProfileName>'文件夹中
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如果匹配默认配置档案名则使用原始存档位置
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""");
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I18N.Add(ProfileBasedOption, "Mod manager profile based option", "基于mod管理器配置档案名的选项设置");
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I18N.Add(ProfileBasedOptionTips, """
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Options are stored in 'Option\<ProfileName>.xml'.
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Will use original location if matching default profile name
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""", """
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配置选项会存储在'Option\<ProfileName>.xml'里
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如果匹配默认配置档案名则使用原始位置
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""");
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I18N.Add(DefaultProfileName, "Default profile name", "默认配置档案名");
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I18N.Add(LogicalFrameRate, "Logical Frame Rate", "逻辑帧倍率");
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I18N.Add(Reset, "Reset", "重置");
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I18N.Add(ProcessPriority, "Process priority", "进程优先级");
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I18N.Add(High, "High", "高");
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I18N.Add(AboveNormal, "Above Normal", "高于正常");
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I18N.Add(Normal, "Normal", "正常");
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I18N.Add(BelowNormal, "Below Normal", "低于正常");
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I18N.Add(Idle, "Idle", "空闲");
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I18N.Add(ShowRecentMilkywayUploadResults, "Show recent milkyway upload results", "显示最近的银河系发电数据上传结果");
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I18N.Add(UnlimitedInteractiveRange, "Unlimited interactive range", "无限交互距离");
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I18N.Add(NightLight, "Sunlight at night", "夜间日光灯");
|
||||
I18N.Add(AngleX, "Angle X:", "入射角度X:");
|
||||
I18N.Add(RemoveSomeBuildConditions, "Remove some build conditions", "移除部分不影响游戏逻辑的建造条件");
|
||||
I18N.Add(RemoveBuildRangeLimit, "Remove build count and range limit", "移除建造数量和距离限制");
|
||||
I18N.Add(LargerAreaForUpgradeAndDismantle, "Larger area for upgrade and dismantle", "范围升级和拆除的最大区域扩大");
|
||||
I18N.Add(LargerAreaForTerraform, "Larger area for terraform", "范围铺设地基的最大区域扩大");
|
||||
I18N.Add(OffGridBuildingAndSteppedRotation, "Off-grid building and stepped rotation (Hold Shift)", "脱离网格建造以及小角度旋转(按住Shift)");
|
||||
I18N.Add(EnablePlayerActionsInGlobeView, "Enable player actions in globe view", "在行星视图中允许玩家操作");
|
||||
I18N.Add(HideTipsForSoilPilesChanges, "Hide tips for soil piles changes", "隐藏沙土数量变动的提示");
|
||||
I18N.Add(EnhancedCountControlForHandMake, "Enhanced count control for hand-make", "手动制造物品的数量控制改进");
|
||||
I18N.Add(EnhancedCountControlForHandMakeTips, """
|
||||
Maximum count is increased to 1000.
|
||||
Hold Ctrl/Shift/Alt to change the count rapidly.
|
||||
""", """
|
||||
最大数量提升至1000
|
||||
按住Ctrl/Shift/Alt可快速改变数量
|
||||
""");
|
||||
I18N.Add(QuickBuildAndDismantleStackingLabs, "Quick build and dismantle stacking labs/storages/tanks(hold shift)", "快速建造和拆除堆叠研究站/储物仓/储液罐(按住shift)");
|
||||
I18N.Add(FastFillInToAndTakeOutFromTanks, "Fast fill in to and take out from tanks", "储液罐快速注入和抽取液体");
|
||||
I18N.Add(SpeedRatio, "Speed Ratio", "速度倍率");
|
||||
I18N.Add(CutConveyorBeltWithShortcutKey, "Cut conveyor belt (with shortcut key)", "切割传送带(使用快捷键)");
|
||||
I18N.Add(ProtectVeinsFromExhaustion, "Protect veins from exhaustion", "保护矿脉不会耗尽");
|
||||
I18N.Add(ProtectVeinsFromExhaustionTips, """
|
||||
By default, the vein amount is protected at 100, and oil speed is protected at 1.0/s, you can set them yourself in config file.
|
||||
When reach the protection value, veins/oils steeps will not be mined/extracted any longer.
|
||||
Close this function to resume mining and pumping, usually when you have enough level on `Veins Utilization`
|
||||
""", """
|
||||
默认矿脉数量保护于剩余100,采油速保护于速度1.0/s,你可以在配置文件中自行设置。
|
||||
当达到保护值时,矿脉和油井将不再被开采。
|
||||
关闭此功能以恢复开采,一般是当你在`矿物利用`上有足够的等级时。
|
||||
|
||||
""");
|
||||
I18N.Add(DoNotRenderFactoryEntities, "Do not render factory entities (except belts and sorters)", "不渲染工厂建筑实体(除了传送带和分拣器)");
|
||||
I18N.Add(DragBuildingPowerPolesInMaximumConnectionRange, "Drag building power poles in maximum connection range", "拖动建造电线杆时自动使用最大连接距离间隔");
|
||||
I18N.Add(BuildTeslaTowerAndWirelessPowerTowerAlternately, "Build Tesla Tower and Wireless Power Tower alternately", "交替建造电力感应塔和无线输电塔");
|
||||
I18N.Add(AutoConstructButton, "Auto-construct button", "自动建造按钮");
|
||||
I18N.Add(BeltSignalsForBuyOutDarkFogItemsAutomatically, "Belt signals for buy out dark fog items automatically", "用于自动购买黑雾物品的传送带信号");
|
||||
I18N.Add(MemoryUnit, "Memory Unit", "存储单元");
|
||||
I18N.Add(EnergyFragment, "Energy Fragment", "能量碎片");
|
||||
I18N.Add(SiliconNeuron, "Silicon Neuron", "硅基神经元");
|
||||
I18N.Add(NegentropySingularity, "Negentropy Singularity", "负熵奇点");
|
||||
I18N.Add(MatterReassembler, "Matter Reassembler", "物质重组器");
|
||||
I18N.Add(VirtualParticle, "Virtual Particle", "虚粒子");
|
||||
I18N.Add(CtrlShiftClickToPickItemsFromWholeBelts, "Ctrl+Shift+Click to pick items from whole belts", "按住Ctrl+Shift点击从整条传送带抓取物品");
|
||||
I18N.Add(IncludeBranchesOfBelts, "Include branches of belts", "包含传送带分支");
|
||||
I18N.Add(IncludeConnectedInserters, "Include connected inserters (and their connected belts if above is checked)", "包含连接的分拣器(若勾选上面的选项则包含分拣器连接的传送带)");
|
||||
I18N.Add(AutoConfigLogisticStations, "Auto-config logistic stations", "自动配置物流设施");
|
||||
I18N.Add(LimitAutoReplenishCountToValuesBelow, "Limit auto-replenish count to values below", "限制自动补充数量为下面配置的值");
|
||||
I18N.Add(Dispenser, "Logistics Distributor", "物流配送器");
|
||||
I18N.Add(BattlefieldAnalysisBase, "Battlefield Analysis Base", "战场分析基站");
|
||||
I18N.Add(PLS, "PLS", "行星物流站");
|
||||
I18N.Add(ILS, "ILS", "星际物流站");
|
||||
I18N.Add(AdvancedMiningMachine, "Advanced Mining Machine", "大型采矿机");
|
||||
I18N.Add(SetDefaultRemoteLogicToStorage, "Set default remote logic to storage", "设置默认远程逻辑为仓储");
|
||||
I18N.Add(MaxChargingPower, "Max. Charging Power", "最大充能功率");
|
||||
I18N.Add(CountOfBotsFilled, "Count of Bots filled", "填充的配送机数量");
|
||||
I18N.Add(DroneTransportRange, "Drone transport range", "运输机最远路程");
|
||||
I18N.Add(MinLoadOfDrones, "Min. Load of Drones", "运输机起送量");
|
||||
I18N.Add(OutgoingIntegrationCount, "Outgoing integration count", "输出货物集装数量");
|
||||
I18N.Add(CountOfDronesFilled, "Count of Drones filled", "填充的运输机数量");
|
||||
I18N.Add(VesselTransportRange, "Vessel transport range", "运输船最远路程");
|
||||
I18N.Add(WarpDistance, "Warp distance", "曲速启用路程");
|
||||
I18N.Add(MinLoadOfVessels, "Min. Load of Vessels", "运输船起送量");
|
||||
I18N.Add(IncludeOrbitalCollector, "Include Orbital Collector", "包含轨道采集器");
|
||||
I18N.Add(WarpersRequired, "Warpers required", "翘曲器必备");
|
||||
I18N.Add(CountOfVesselsFilled, "Count of Vessels filled", "填充的运输船数量");
|
||||
I18N.Add(CollectingSpeed, "Collecting Speed", "开采速度");
|
||||
I18N.Add(MinPilerValue, "Outgoing integration count", "输出货物集装数量");
|
||||
I18N.Add(UseTechMaxForPiler, "Use tech max for piler", "集装使用科技上限");
|
||||
I18N.Add(Cancel, "Cancel", "取消");
|
||||
I18N.Add(OK, "OK", "确定");
|
||||
I18N.Add(ApplyConfigToPlanet, "Apply", "应用");
|
||||
I18N.Add(ApplyAllConfigToPlanet, "Apply All", "应用全部");
|
||||
I18N.Add(ApplyConfigToPlanetTips, "Apply this value to all facilities of this type on the current planet", "将此项数值应用到当前行星上所有该类型物流设施");
|
||||
I18N.Add(ApplyAllConfigToPlanetTips, "Apply all settings of this category to all facilities of this type on the current planet", "将本分类的所有设置数值应用到当前行星上所有该类型物流设施");
|
||||
I18N.Add(AllowOverflowForLogisticStationsAndAdvancedMiningMachines, "Allow overflow for Logistic Stations and Advanced Mining Machines", "允许物流站和大型采矿机物品溢出");
|
||||
I18N.Add(IncreaseMaximumPowerUsageInLogisticStationsAndAdvancedMiningMachines, "Increase maximum power usage in Logistic Stations and Advanced Mining Machines", "提升物流塔和大型采矿机的最大功耗");
|
||||
I18N.Add(EnhanceControlForLogisticStorageCapacities, "Enhance control for logistic storage capacities", "物流塔存储容量控制改进");
|
||||
I18N.Add(EnhanceControlForLogisticStorageCapacitiesTips, """
|
||||
Logistic storage capacity limits are not scaled on upgrading 'Logistics Carrier Capacity', if they are not set to maximum capacity or already greater than upgraded maximum capacity.
|
||||
Use arrow keys to adjust logistic storage capacities:
|
||||
←/→: -/+10 ↓↑: -/+100
|
||||
""", """
|
||||
当升级'运输机舱扩容'时,不会对各种物流塔的存储容量按比例提升,除非设置为最大允许容量或者已经超过升级后的最大容量。
|
||||
你可以使用方向键微调物流塔存储容量:
|
||||
←→: -/+10 ↓↑: -/+100
|
||||
""");
|
||||
I18N.Add(LogisticsControlPanelImprovement, "Logistics Control Panel Improvement", "物流控制面板改进");
|
||||
I18N.Add(LogisticsControlPanelImprovementTips, """
|
||||
Auto apply filter with item under mouse cursor while opening the panel
|
||||
Quick-set item filter while right-clicking item icons in storage list on the panel
|
||||
""", """
|
||||
打开面板时自动将鼠标指向物品设为筛选条件
|
||||
在控制面板物流塔列表中右键点击物品图标快速设置为筛选条件
|
||||
""");
|
||||
I18N.Add(RealTimeLogisticStationsInfoPanel, "Real-time logistic stations info panel", "物流运输站实时信息面板");
|
||||
I18N.Add(ShowStatusBarsForStorageItems, "Show status bars for storage items", "显示存储物品状态条");
|
||||
I18N.Add(TweakBuildingBuffers, "Tweak building buffers", "调整建筑输入缓冲");
|
||||
I18N.Add(AssemblerBufferTimeMultiplierInSeconds, "Assembler buffer time multiplier(in seconds)", "工厂配方缓冲时间倍率(秒)");
|
||||
I18N.Add(AssemblerBufferMinimumMultiplier, "Assembler buffer minimum multiplier", "工厂配方缓冲最小倍率");
|
||||
I18N.Add(BufferCountForAssemblingInLabs, "Buffer count for assembling in labs", "研究站矩阵合成模式缓存数量");
|
||||
I18N.Add(ExtraBufferCountForSelfEvolutionLabs, "Extra buffer count for Self-evolution Labs", "自演化研究站矩阵额外缓冲数量");
|
||||
I18N.Add(BufferCountForResearchingInLabs, "Buffer count for researching in labs", "研究站科研模式缓存数量");
|
||||
I18N.Add(RayReceiverGravitonLensBufferCount, "Ray Receiver Graviton Lens buffer count", "射线接收器透镜缓冲数量");
|
||||
I18N.Add(EjectorSolarSailsBufferCount, "Ejector Solar Sails buffer count", "弹射器太阳能帆缓冲数量");
|
||||
I18N.Add(SiloRocketsBufferCount, "Silo Rockets buffer count", "发射井火箭缓冲数量");
|
||||
I18N.Add(ShortcutKeysForBlueprintCopyMode, "Shortcut keys for Blueprint Copy mode", "蓝图复制模式快捷键");
|
||||
I18N.Add(ShortcutKeysForBlueprintCopyModeTips, """
|
||||
You can set 2 shortcut keys in Settings panel:
|
||||
1. Select all buildings
|
||||
2. Dismantle selected buildings
|
||||
""", """
|
||||
你可以在设置面板中设置2个快捷键:
|
||||
1. 选择所有建筑
|
||||
2. 拆除选中的建筑
|
||||
""");
|
||||
I18N.Add(ShortcutKeysForShowingStarsName, "Shortcut keys for showing stars' name", "启用显示所有星系名称的快捷键");
|
||||
I18N.Add(AutoNavigationOnSailings, "Auto navigation on sailings", "宇宙航行时自动导航");
|
||||
I18N.Add(AutoBoost, "Auto boost", "自动加速");
|
||||
I18N.Add(DistanceToUseWarp, "Distance to use warp (AU)", "使用曲速的距离(AU)");
|
||||
I18N.Add(TreatStackItemsAsSingleInMonitorComponents, "Treat stack items as single in monitor components", "在流速计中将堆叠物品视为单个物品");
|
||||
I18N.Add(InitializeThisPlanet, "Initialize this planet", "初始化本行星");
|
||||
I18N.Add(InitializeThisPlanetConfirm, "This operation will destroy all buildings and revert terrains on this planet, are you sure?", "此操作将会摧毁本行星上的所有建筑并恢复地形,确定吗?");
|
||||
I18N.Add(ReturnBuildingsToPlayerWhenInitializingPlanet, "Return buildings to player when initializing planet", "初始化行星时将建筑归还给玩家");
|
||||
I18N.Add(ReturnLogisticStorageItemsToPlayerWhenInitializingPlanet, "Return logistic storage items to player when initializing planet", "初始化行星时将物流塔存储的物品归还给玩家");
|
||||
I18N.Add(ReturnBeltAndFactoryItemsToPlayerWhenInitializingPlanet, "Return belt and factory items to player when initializing planet", "初始化行星时将传送带和工厂里的物品归还给玩家");
|
||||
I18N.Add(DismantleAllBuildings, "Dismantle all buildings", "拆除所有建筑");
|
||||
I18N.Add(DismantleAllBuildingsConfirm, "This operation will dismantle all buildings on this planet, are you sure?", "此操作将会拆除本行星上的所有建筑,确定吗?");
|
||||
I18N.Add(QuickBuildOrbitalCollectors, "Quick build Orbital Collectors", "快速建造轨道采集器");
|
||||
I18N.Add(MaximumCountToBuild, "Maximum count to build", "最大建造数量");
|
||||
I18N.Add(Max, "max", "最大");
|
||||
I18N.Add(StopEjectorsWhenAvailableNodesAreAllFilledUp, "Stop ejectors when available nodes are all filled up", "可用节点全部造完时停止弹射");
|
||||
I18N.Add(ConstructOnlyStructurePointsButFrames, "Construct only structure points but frames", "只造节点不造框架");
|
||||
I18N.Add(InitializeDysonSphere, "Initialize Dyson Sphere", "初始化戴森球");
|
||||
I18N.Add(InitializeDysonSphereConfirm, "This operation will destroy all layers on this dyson sphere, are you sure?", "此操作将会摧毁戴森球上的所有层级,确定吗?");
|
||||
I18N.Add(ClickToDismantleSelectedLayer, "Click to dismantle selected layer", "点击拆除对应的戴森壳");
|
||||
I18N.Add(DismantleSelectedLayer, "Dismantle selected layer", "拆除选中的戴森壳");
|
||||
I18N.Add(DismantleSelectedLayerConfirm, "This operation will dismantle selected layer, are you sure?", "此操作将会拆除选中的戴森壳,确定吗?");
|
||||
I18N.Add(AutoFastBuildSpeedMultiplier, "Auto Fast Build Speed Multiplier", "自动快速建造速度倍率");
|
||||
I18N.Add(RestoreUpgradesOfSorterCargoStackingOnPanel, "Restore upgrades of \"Sorter Cargo Stacking\" on panel", "在升级面板上恢复\"分拣器货物叠加\"的升级");
|
||||
I18N.Add(DisableBattleRelatedTechsInPeaceMode, "Disable battle-related techs in Peace mode", "在和平模式下隐藏战斗相关科技");
|
||||
I18N.Add(BuyOutTechsWithTheirPrerequisites, "Buy out techs with their prerequisites", "购买科技也同时购买所有前置科技");
|
||||
I18N.Add(SetSorterCargoStackingToUnresearchedState, "Set \"Sorter Cargo Stacking\" to unresearched state", "将\"分拣器货物叠加\"设为未研究状态");
|
||||
I18N.Add(UnlockAllTechsWithMetadata, "Unlock all techs with metadata", "使用元数据解锁所有科技");
|
||||
I18N.Add(OpenDarkFogCommunicator, "Open Dark Fog Communicator", "打开黑雾通讯器");
|
||||
I18N.Add(PlanetVeinUtilization, "Planet vein utilization in star map", "宇宙视图行星/星系矿脉数量显示");
|
||||
I18N.Add(Metadata, "Metadata", "元数据");
|
||||
I18N.Add(InsufficientMetadata, "Insufficient metadata", "元数据不足");
|
||||
I18N.Add(FirstTimeUsingMetadataDescription, "Using metadata will disable achievements in this save. Are you sure?", "使用元数据会禁用本存档成就,确定吗?");
|
||||
I18N.Add(FirstTimeUsingMetadataTitle, "First time using metadata", "初次使用元数据");
|
||||
I18N.Add(TechLevelPrefix, " Lv.", "杠等级");
|
||||
I18N.Add(Ok, "OK", "确定");
|
||||
I18N.Add(AutoSaveEntry, "Auto-save entry", "自动存档条目");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user