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A. because you have 2 newbies just trying to help the community with a QoL mod that the original Author says they don't have time to keep up. What is this thing you speak of?
Q. Is this open source?
A. Yes, is open source from the info i've seen. Change notes also reflect permission gained from Original Mod Author.
Q. what did you do to fix something, and what was it?
A. At the time you asked what was fixed we simply had rolled back the mod to the previous version. There was an issue with if the blueprint had a door in it it'd cause the game to crash.
Since then we've tried to keep the change notes updated.
hey bro, i made a Chinese language pack. I hope it is useful....
# zh.po
msgid ""
msgstr ""
"Project-Id-Version: Oxygen Not Included: Blueprints\n"
"POT-Creation-Date: 2022-06-06 00:00+0800\n"
"PO-Revision-Date: 2022-06-06 00:00+0800\n"
"Last-Translator: \n"
"Language-Team: \n"
"Language: zh\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.4.3\n"
"X-Poedit-Basepath: ../..\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Poedit-SearchPath-0: .\n"
"X-Poedit-SearchPath-1: Blueprints\n"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_NAME"
msgid "New Blueprint"
msgstr "新建"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_TOOLTIP"
msgid "Create blueprint {0}"
msgstr "新建蓝图 {0}"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_EMPTY"
msgid "Blueprint would have been empty!"
msgstr "蓝图是空的!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_CREATED"
msgid "Created blueprint!"
msgstr "蓝图已创建!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_CANCELLED"
msgid "Cancelled blueprint!"
msgstr "蓝图已取消!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_TOOLTIP_TITLE"
msgid "CREATE BLUEPRINT TOOL"
msgstr "新建蓝图工具"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_ACTION_DRAG"
msgid "DRAG"
msgstr "拖动"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_ACTION_BACK"
msgid "BACK"
msgstr "返回"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NAME"
msgid "Use Blueprint"
msgstr "放置"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_TOOLTIP"
msgid "Use blueprint {0}"
msgstr "放置蓝图 {0}"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS"
msgid "Loaded {0} blueprints! ({1} total)"
msgstr "已加载 {0} (共 {1} ) 个蓝图!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS_ADDITIONAL"
msgid "additional"
msgstr "更多"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS_FEWER"
msgid "fewer"
msgstr "更少"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_TOOLTIP_TITLE"
msgid "USE BLUEPRINT TOOL"
msgstr "放置蓝图工具"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ACTION_CLICK"
msgid "CLICK"
msgstr "点击"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ACTION_BACK"
msgid "BACK"
msgstr "返回"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_CYCLEFOLDERS"
msgid "Use {0} and {1} to cycle folders."
msgstr "使用 {0} 和 {1} 切换文件夹。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_CYCLEBLUEPRINTS"
msgid "Use {0} and {1} to cycle blueprints."
msgstr "使用 {0} 和 {1} 切换蓝图。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDERBLUEPRINT"
msgid "Press {0} to assign folder."
msgstr "按 {0} 以放入文件夹。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDERBLUEPRINT_NA"
msgid "Same folder provided - no change made."
msgstr "放入了相同的文件夹 - 未进行任何更改。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_MOVEDBLUEPRINT"
msgid "Moved \"{0}\" to \"{1}\""
msgstr "移动 \"{0}\" 到 \"{1}\""
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NAMEBLUEPRINT"
msgid "Press {0} to rename blueprint."
msgstr "按 {0} 以重命名蓝图。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_DELETEBLUEPRINT"
msgid "Press {0} to delete blueprint."
msgstr "按 {0} 以删除蓝图。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ERRORMESSAGE"
msgid "This blueprint contained {0} misconfigured or missing prefabs which have been omitted!"
msgstr "该蓝图包含 {0} 个配置不当或已丢失的预设,已忽略此部分内容!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_SELECTEDBLUEPRINT"
msgid "Selected \"{0}\" ({1}/{2}) from \"{3}\" ({4}/{5})"
msgstr "已从 \"{3}\" ({4}/{5})文件夹选择 \"{0}\" ({1}/{2}) 蓝图"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDEREMPTY"
msgid "Selected folder \"{0}\" is empty!"
msgstr "所选文件夹 \"{0}\" 为空!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NOBLUEPRINTS"
msgid "No blueprints loaded!"
msgstr "未加载蓝图!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_NAME"
msgid "Take Snapshot"
msgstr "拍摄快照"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TOOLTIP"
msgid "Take snapshot {0} \n\nCreate a blueprint and quickly place it elsewhere while not cluttering your blueprint collection! \nSnapshots do not persist between games or worlds."
msgstr "拍摄快照 {0} \n\n新建一个蓝图并立即放置到别处,而不会弄乱你的蓝图集!\n快照不能跨游戏或跨殖民地使用。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_EMPTY"
msgid "Snapshot would have been empty!"
msgstr "快照是空的!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TAKEN"
msgid "Snapshot taken!"
msgstr "已拍摄快照!"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TOOLTIP_TITLE"
msgid "SNAPSHOT TOOL"
msgstr "快照工具"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_CLICK"
msgid "CLICK"
msgstr "点击"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_DRAG"
msgid "DRAG"
msgstr "拖动"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_BACK"
msgid "BACK"
msgstr "返回"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_NEWSNAPSHOT"
msgid "Press {0} to take new snapshot."
msgstr "按 {0} 以拍摄新快照。"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_NAMEBLUEPRINT_TITLE"
msgid "NAME BLUEPRINT"
msgstr "命名蓝图"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_FOLDERBLUEPRINT_TITLE"
msgid "ASSIGN FOLDER"
msgstr "放入文件夹"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_GASTILES"
msgid "Gas Tiles"
msgstr "气体砖块"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_ALL"
msgid "All"
msgstr "全部"
msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_NONE"
msgid "None"
msgstr "无"
DragTool.OnLeftClickUp (UnityEngine.Vector3 cursor_pos) (at <d3a376420e78430e89fc189ee049a6ac>:0)
PlayerController.OnKeyUp (KButtonEvent e) (at <d3a376420e78430e89fc189ee049a6ac>:0)
KInputHandler.HandleKeyUp (KButtonEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputHandler.HandleKeyUp (KButtonEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputController.Dispatch () (at <d35824e72985464e85149179dd14d71e>:0)
KInputManager.Dispatch () (at <d35824e72985464e85149179dd14d71e>:0)
KInputManager.Update () (at <d35824e72985464e85149179dd14d71e>:0)
GameInputManager.Update () (at <d35824e72985464e85149179dd14d71e>:0)
Global.Update () (at <d3a376420e78430e89fc189ee049a6ac>:0)
Build: U46-551176-SD