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模块:I18n/Buildings
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return { zh = { ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.NAME"] = "禁用消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.TOOLTIP"] = "不对这个建筑进行自动消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.NAME"] = "启用消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.TOOLTIP"] = "当这个建筑被沾染病菌时,复制人会自动地来对其消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.NO_DISEASE.TOOLTIP"] = "这个建筑已经很干净了", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.NAME"] = "启用人力操作", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.TOOLTIP"] = "这个建筑的库存可由复制人和自动清扫器存取", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.NAME"] = "禁用人力操作", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.TOOLTIP"] = "这个建筑的库存只能由自动清扫器存取<br/>不允许复制人向这个建筑存取材料", ["STRINGS.BUILDINGS.DAMAGESOURCES.BAD_INPUT_ELEMENT"] = "收到了错误的物质", ["STRINGS.BUILDINGS.DAMAGESOURCES.BUILDING_OVERHEATED"] = "过热", ["STRINGS.BUILDINGS.DAMAGESOURCES.CIRCUIT_OVERLOADED"] = "电路过载", ["STRINGS.BUILDINGS.DAMAGESOURCES.COMET"] = "坠落的陨石", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_BOILED"] = "管道内容物变得过热", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_FROZE"] = "管道内容物变得过冷", ["STRINGS.BUILDINGS.DAMAGESOURCES.CORROSIVE_ELEMENT"] = "腐蚀性元素", ["STRINGS.BUILDINGS.DAMAGESOURCES.LIQUID_PRESSURE"] = "附近液压", ["STRINGS.BUILDINGS.DAMAGESOURCES.LOGIC_CIRCUIT_OVERLOADED"] = "信号线过载", ["STRINGS.BUILDINGS.DAMAGESOURCES.MICROMETEORITE"] = "微小陨石", ["STRINGS.BUILDINGS.DAMAGESOURCES.MINION_DESTRUCTION"] = "愤怒的复制人,真粗鲁!", ["STRINGS.BUILDINGS.DAMAGESOURCES.NOTIFICATION_TOOLTIP"] = "{0}受到了损坏,由于{1}", ["STRINGS.BUILDINGS.DAMAGESOURCES.ROCKET"] = "火箭引擎", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.NAME"] = "取消消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.TOOLTIP"] = "取消这条消毒命令", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.NAME"] = "消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.TOOLTIP"] = "标记这个建筑以消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.NO_DISEASE.TOOLTIP"] = "这个建筑已经很干净了", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.DESC"] = "有些药物有助于预防疾病,有些则用于缓解现有的疾病。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.EFFECT"] = "生产药物以治疗大多数基本[[疾病]]。<br/>复制人必须具有药物配制[[复制人技能|技能]]才能制作药物。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.NAME"] = "核能配药桌", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.DESC"] = "病诊站需要电力,但能治疗比医务站更严重的疾病。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.EFFECT"] = "允许复制人向生病的复制人施用强力药物。<br/>复制人必须具有高级医疗护理[[复制人技能|技能]]才能治疗同伴。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.NAME"] = "病诊站", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.DESC"] = "超级计算机可解锁比研究站更高级的技术。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.EFFECT"] = "执行[[研究|高级研究]]以解锁新技术。<br/>消耗[[水]]。<br/>分配的复制人必须具有[[高级研究]]技能。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.NAME"] = "超级计算机", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.DESC"] = "诱惑器可以将喷浮飞鱼或发光虫移至我的基地的特定位置。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.EFFECT"] = "一次吸引一种类型的飞行小动物。<br/>必须以[[菌泥]]或[[磷矿]]为诱饵。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.NAME"] = "飞行小动物诱惑器", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.DESC"] = "能触发天然的筑巢本能,改善小动物的心情。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.EFFECT"] = "一个悬挂的休息区,用于成年的[[喷浮飞鱼]]、[[:Category:释气海牛|释气海牛]]和[[发光虫]]。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.NAME"] = "飞行小动物公寓", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.DESC"] = "温度调节器不能减少热量,只能把热量转到其他地方。", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.EFFECT"] = "冷却通入的[[:Category:气体|气体]],但会向周围环境散发[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.NAME"] = "温度调节器", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.DESC"] = "哦!是清新的柑橘香!", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.EFFECT"] = "使用[[沙子]]以过滤空气中的[[污染氧]],降低[[疾病]]传播风险。", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.NAME"] = "空气净化器", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.DESC"] = "藻类蒸馏器将容易致病的菌泥变成藻类,以供氧气生产。", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.EFFECT"] = "将[[菌泥]]提炼为[[藻类]]。", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.NAME"] = "藻类蒸馏器", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.DESC"] = "藻类群体,复制群体……我们只是,大同小异。", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.EFFECT"] = "消耗[[藻类]]以产生[[氧气]]并去除一些[[二氧化碳]]。<br/>在[[照明|光照]]下可提升10%的效率。", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.NAME"] = "藻类箱", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.SIDESCREEN_TITLE"] = "[[污染水]]清空阈值", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.DESC"] = "有些药物有助于预防疾病,有些则用于缓解现有的疾病。", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.EFFECT"] = "生产药物以治疗大多数基本[[疾病]]。<br/>复制人必须具有药物配制[[复制人技能|技能]]才能制作药物。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.NAME"] = "配药桌", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.DESC"] = "彗星碰撞大冒险!<br/>可供最多两名玩家使用。", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.EFFECT"] = "允许复制人在休息时间能够玩电子游戏。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.NAME"] = "游戏机台", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.DESC"] = "查明过去的秘密。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.EFFECT"] = "分析遗迹工艺品,并除去其表面的[[中子质]]。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.NAME"] = "工艺品分析站", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE"] = "振荡仪充能器掉落几率:{chance}", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE_TOOLTIP"] = "工艺品在[[工艺品分析站]]分析后有{chance}几率掉落一个振荡仪充能器", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.DESC"] = "保存太空中发现的工艺品。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.EFFECT"] = "允许复制人储存在太空任务中找到的任何工艺品。<br/>火箭返回后,工艺品便可供殖民地取用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.NAME"] = "工艺品运输舱", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.DESC"] = "复制人必须完成宇航员训练才能驾驶太空火箭。", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.EFFECT"] = "训练复制人成为[[火箭驾驶|宇航员]]。<br/>复制人必须具有[[火箭驾驶|宇航员]]特质才能接受训练。", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.NAME"] = "太空学员离心机", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.DESC"] = "选择建筑即可随时查看自动采矿机的工作范围。", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.EFFECT"] = "自动挖掘一定范围内的所有材料。", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.NAME"] = "自动采矿机", ["STRINGS.BUILDINGS.PREFABS.BATTERY.CHARGE_LOSS"] = "{Battery}电力流失", ["STRINGS.BUILDINGS.PREFABS.BATTERY.DESC"] = "电池可以将发电机产生的电量储存起来供以后使用。", ["STRINGS.BUILDINGS.PREFABS.BATTERY.EFFECT"] = "储存发电机产生的[[电力]],然后向建筑提供电力。<br/>电量会随着时间流失。", ["STRINGS.BUILDINGS.PREFABS.BATTERY.NAME"] = "电池", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.DESC"] = "更大的电池可以保存更多电量,并且供电时间更长。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.EFFECT"] = "储存发电机产生的[[电力]],然后向建筑提供电力。<br/>电量会随着时间少量流失。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.NAME"] = "巨型电池", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.DESC"] = "在起飞前为电池舱充电,在飞行过程中就更容易为建筑供电了。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.EFFECT"] = "储存由火箭引擎生成的或来自[[火箭平台]]的额外[[电力]]。<br/>将储存的电力提供给[[电源插座配件|内部火箭插座]]。<br/>电量会随着时间流失。<br/>必须通过火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.NAME"] = "电池舱", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.ACTIVATE_TOOLTIP"] = "当电池储电低于<b>{0}%</b>时输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,直到再次到达<b>{1}%(上限阈值)</b>为止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DEACTIVATE_TOOLTIP"] = "当电池储电为<b>{0}%</b>时输出<b><span class=\"ingame-logic_off\">红色信号</span></b>,直到低于<b>{1}%(下限阈值)</b>为止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DESC"] = "需要充电时,智能电池会输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.EFFECT"] = "储存发电机产生的[[电力]],然后向建筑提供电力。<br/>根据逻辑激活参数的设定,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。<br/>电量会随着时间极少量流失。", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT"] = "充电参数", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_ACTIVE"] = "当电池储电低于<b>下限阈值</b>时输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,直到再次到达<b>上限阈值</b>为止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_INACTIVE"] = "当电池储电超过<b>上限阈值</b>时输出<b><span class=\"ingame-logic_off\">红色信号</span></b>,直到再次到达<b>下限阈值</b>为止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.NAME"] = "智能电池", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_ACTIVATE"] = "下限阈值:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_DEACTIVATE"] = "上限阈值:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_TITLE"] = "逻辑激活参数", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.DESC"] = "沉浸在令人放松的日光中。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.EFFECT"] = "复制人可以通过躺在[[照明|阳光]]下得以放松。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH"] = "{attrib}:{amount}(明亮)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH_TOOLTIP"] = "如果这个建筑处于至少{lux}光的地方,复制人会获得{amount}{attrib}。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW"] = "{attrib}:{amount}(阴暗)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW_TOOLTIP"] = "如果这个建筑处于少于{lux}光的地方,复制人会获得{amount}{attrib}。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.NAME"] = "沙滩椅", ["STRINGS.BUILDINGS.PREFABS.BED.DESC"] = "如果没有床,复制人会因为睡在地面上而腰酸背痛。", ["STRINGS.BUILDINGS.PREFABS.BED.EFFECT"] = "为复制人提供的睡觉之处。<br/>到了晚上,复制人会自动返回到床铺上睡觉。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.DESC"] = "实际比看上去要坚固得多。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.NAME"] = "露营床铺", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.DESC"] = "一个安全的睡觉之地。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.NAME"] = "床铺", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.DESC"] = "为做梦都想研究出新科学发现的复制人准备的。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.NAME"] = "实验室床铺", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.DESC"] = "现在复制人不用穿气压服就可以在星空下睡觉了。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.NAME"] = "观星者床铺", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.DESC"] = "就像过周末一样……尽管现在不是。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.NAME"] = "宅家床铺", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.DESC"] = "闪闪发光的金星,能让疲惫的复制人有成就感。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.NAME"] = "好运床铺", ["STRINGS.BUILDINGS.PREFABS.BED.NAME"] = "床铺", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.DESC"] = "由[[辐射蜂]]制成的巢,有适中的[[辐射|放射性]]。<br/>当被辐射蜂使用时,将[[铀矿]]转化为[[浓缩铀]]。<br/>如果地面被摧毁则无法工作。", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.EFFECT"] = "辐射蜂的舒适的家。", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.NAME"] = "辐射蜂巢", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.DESC"] = "使用空瓶器的元素筛选项,可在特定区域存储指定液体。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.EFFECT"] = "将瓶装[[:Category:液体|液体]]倒回世界中。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.NAME"] = "空瓶器", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.DESC"] = "使用空罐器的元素筛选项,可在特定区域存储指定气体。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.EFFECT"] = "将储气罐中的[[:Category:气体|气体]]倒回世界中。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.NAME"] = "空罐器", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.DESC"] = "一扇移动缓慢但相当结实的大门,几乎坚不可摧。", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.EFFECT"] = "阻挡[[:Category:液体|液体]]和[[:Category:气体|气体]]流动,维持各区域间的压力。<br/>可承受极高的压力和冲击。", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.NAME"] = "地堡门", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.DESC"] = "地堡砖可用于在原本危险环境中建造坚固的庇护所。", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>可承受极高的压力和冲击。", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.NAME"] = "地堡砖", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.DESC"] = "柴火炉能烘干湿透的双脚,并帮助复制人暂时忘掉自己有多冷。", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.EFFECT"] = "消耗[[木材]]以[[热量|加热]]寒冷的环境。", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.NAME"] = "柴火炉", ["STRINGS.BUILDINGS.PREFABS.CANVAS.AVERAGEQUALITYNAME"] = "普通画作", ["STRINGS.BUILDINGS.PREFABS.CANVAS.DESC"] = "建好后,复制人可以在空白画布上绘制装饰画。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EFFECT"] = "提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人绘制。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME"] = "杰出画作", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.DESC"] = "对复制人形态的阐释,业余但可爱。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.NAME"] = "《复制人的涂鸦》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.DESC"] = "快餐相当于高级艺术。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.NAME"] = "《夜宵》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.DESC"] = "一些观看者发誓说他们看到了它眨了眼。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.NAME"] = "《复娜丽莎》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.DESC"] = "如果艺术能说话,那这件作品就远不如现在受欢迎了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.NAME"] = "《尖叫》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.DESC"] = "这上面的花没有芳香涂层,别刮了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.NAME"] = "《复里达·卡罗》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.DESC"] = "描绘了一位领导者跨在其强壮的坐骑上的画像。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.NAME"] = "《哞破仑·波拿噗》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.DESC"] = "画里传达的原始情感常常让观看者一时语塞。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.NAME"] = "《表情丰富的天才》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.DESC"] = "两个有机体坦诚相待的瞬间。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.NAME"] = "《吻》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.DESC"] = "以艺术家作为主题的多层次探索。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.NAME"] = "《我对我自我的自画像》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.DESC"] = "一幅捕捉饥饿本质的画作。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.NAME"] = "《尼古拉吞噬其软泥膏》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.DESC"] = "适合于漆黑阴暗空间的完美画作。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.NAME"] = "《真菌素描》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.DESC"] = "毛茸茸的帽子有助于将艺术家的绷带固定住。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.NAME"] = "《耳后时代》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.DESC"] = "她没有生气,只是失望。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.NAME"] = "《母亲的凝视》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.DESC"] = "大多数复制人相信这幅画中的气球就要被抓到了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.NAME"] = "《希望永存》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.DESC"] = "这只是有关合作的画,真的。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.NAME"] = "《亲手实践》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.DESC"] = "这是一位从来不回信的冷漠客人。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.NAME"] = "《倾倒灵魂》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.DESC"] = "这是调皮复制人能得到的唯一礼物。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.NAME"] = "《不燃的画》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.DESC"] = "其结合了两个大家都喜欢的东西:树鼠和激光。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.NAME"] = "《激光树鼠》", ["STRINGS.BUILDINGS.PREFABS.CANVAS.NAME"] = "空白画布", ["STRINGS.BUILDINGS.PREFABS.CANVAS.POORQUALITYNAME"] = "信手涂鸦", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.AVERAGEQUALITYNAME"] = "普通画作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.DESC"] = "建好后,复制人可以在空白画布上绘制装饰画。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EFFECT"] = "适中地提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人绘制。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EXCELLENTQUALITYNAME"] = "杰出画作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.DESC"] = "即使是业余艺术,对生活也是必不可少的。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.NAME"] = "《氧气颂歌》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.DESC"] = "它无疑很生动。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.NAME"] = "《冰凉的气息》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.DESC"] = "混乱,但引人注目。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.NAME"] = "《优雅的溅污》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.DESC"] = "它不必多么好吃,因为这是艺术。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.NAME"] = "《腌制米虱,第2作》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.DESC"] = "有传言说,模特对其不均匀的眉毛很难为情。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.NAME"] = "《水果脸》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.DESC"] = "耳环也很好看。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.NAME"] = "《戴蓝头巾的少女》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.DESC"] = "一幅充满诗意的水墨画,描绘了一次结束的开始。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.NAME"] = "《日出辞行》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.DESC"] = "这是一种能吸引有雄心的复制人的绘画。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.NAME"] = "《星群征服者》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.DESC"] = "当未来呼唤时,复制人会回应。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.NAME"] = "《裴聊电话》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.DESC"] = "一部大片的海报,但从未拍摄过。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.NAME"] = "《银河复制队》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.DESC"] = "这种玻璃和框架都是疏水的,易于清洁。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.NAME"] = "《立体主义厕所》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.DESC"] = "就在附近,一只伴友动物正等待这个物体抛出。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.NAME"] = "《反射球》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.DESC"] = "没人喜欢在等待灵感突现时被打扰。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.NAME"] = "《请勿打扰》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.DESC"] = "在颜料还没干之前,画布上就有指印油污了。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.NAME"] = "《盛宴》", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.NAME"] = "肖像画布", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.POORQUALITYNAME"] = "信手涂鸦", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.AVERAGEQUALITYNAME"] = "普通画作", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.DESC"] = "建好后,复制人可以在空白画布上绘制装饰画。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EFFECT"] = "适中地提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人绘制。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EXCELLENTQUALITYNAME"] = "杰出画作", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.DESC"] = "这种努力是值得钦佩的,尽管在绘制时并非如此。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.NAME"] = "《双胞胎》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.DESC"] = "每个故事都有自己的起源。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.NAME"] = "《爆炸的起点》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.DESC"] = "这种好吃的食物值得永垂不朽。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.NAME"] = "《烤肉串与冰霜面包的静物画》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.DESC"] = "艺术家的调色板上的其他颜料都干了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.NAME"] = "《三种颜色的构成》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.DESC"] = "每一个齿都代表着科学的一个分支。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.NAME"] = "《看,一把叉子》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.DESC"] = "其姊妹篇《工作中的天文学家》在流星雨中丢失了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.NAME"] = "《无拘束的天文学家》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.DESC"] = "为那些不介意有一些重复内容的艺术收藏家准备的。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.NAME"] = "《标志性的迭代》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.DESC"] = "一个大胆的作品,保证能引起轰动。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.NAME"] = "《美人米珀》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.DESC"] = "一次对众所周知的隧道工的情绪研究。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.NAME"] = "《光荣的田鼠》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.DESC"] = "就目前的海浪主题艺术来说,这很不错。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.NAME"] = "《激流的急流》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.DESC"] = "表达对象脸上的喜悦是有感染力的。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.NAME"] = "《飞翔的浮油生物》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.DESC"] = "大量梦幻般的漩涡、旋涡,以及涡旋。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.NAME"] = "《发光夜》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.DESC"] = "要是把东西忘在太阳底下,他们就有点要融化了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.NAME"] = "《炎热的午后》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.DESC"] = "即使是在附近呼气,都能损坏这件历史著作。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.NAME"] = "《超古老壁画》", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.NAME"] = "风景画布", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.POORQUALITYNAME"] = "信手涂鸦", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.EFFECT"] = "允许复制人储存在太空任务中找到的任何[[:Category:固体|固体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.NAME"] = "货舱", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.DESC"] = "比常规的货舱能携带更多东西。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.EFFECT"] = "允许复制人储存在太空任务中找到的大部分[[:Category:固体|固体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.NAME"] = "大型货舱", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.DESC"] = "复制人走在上面软软的。", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>提高[[装饰度]],从而提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.NAME"] = "地毯砖", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.DESC"] = "光照可以减少复制人的压力,并且是某些植物生长的必备条件。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.EFFECT"] = "[[电力|通电]]时提供[[照明|光照]]。<br/>在光线范围内复制人工作速度加快。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.DESC"] = "为那些养不活真植物的复制人准备的。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.NAME"] = "花朵吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.DESC"] = "它不会落到地上。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.NAME"] = "吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.DESC"] = "受管道高度启发的室内设计。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.NAME"] = "仿制管道吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.DESC"] = "为获得最佳效果,请勿向其中添加液体。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.NAME"] = "实验室烧瓶吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.DESC"] = "为其安装防护性外罩是进行地下派对时的最安全选择。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.NAME"] = "矿井吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.DESC"] = "用于趣味空间的趣味灯罩。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.NAME"] = "波点吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.DESC"] = "首字母E.R.被缝在灯罩上。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.NAME"] = "魔方吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.NAME"] = "吸顶灯", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.DESC"] = "检查站可连接自动化传感器,从而确定何时可以安全进入。", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.EFFECT"] = "当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时,允许复制人通过。<br/>当接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>时,阻止复制人通过。", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT"] = "复制人停下/前进", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:允许复制人通行", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:阻止复制人通行", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.NAME"] = "复制人检查站", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.DESC"] = "漂白石可用于卫生和地质调谐。", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.EFFECT"] = "使用[[盐]]和[[金]]生产[[漂白石]]。", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.NAME"] = "漂白石料斗", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.DESC"] = "允许熟练的复制人为自己的衣柜加一些个性化风格。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.EFFECT"] = "将[[新潮时装]]升级为[[精致装束]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.NAME"] = "时装翻新器", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.DESC"] = "纺织机可以将芦苇纤维织成复制人的服装。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.EFFECT"] = "为复制人裁剪[[站台|服装]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.NAME"] = "纺织机", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH"] = "发射火箭", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:发射火箭", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:等待发射指令", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY"] = "火箭检查表", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "当发射检查表完成时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.NAME"] = "指挥舱", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.DESC"] = "一个用于进入和离开火箭的舱口。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.EFFECT"] = "警告:请勿在飞行中打开。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.NAME"] = "内部舱门", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.DESC"] = "望远镜是研究太空的必要工具,允许火箭探索其他星球。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.EFFECT"] = "揭示太空中可前往的小行星。<br/>分配的复制人必须具有[[天文学]]技能。<br/>建筑必须暴露在太空中才能运作。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.NAME"] = "望远镜", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.REQUIREMENT_TOOLTIP"] = "需要稳定供应的{0}以维持工作中的复制人呼吸。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.DESC"] = "望远镜是研究太空的必要工具,允许火箭探索其他星球。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.EFFECT"] = "揭示太空中可前往的小行星……以更舒服的方式!<br/>分配的复制人必须具有[[天文学]]技能。<br/>优良晒伤保护(100%),部分[[辐射]]保护(50%)。<br/>建筑必须暴露在太空中才能运作。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.NAME"] = "隔绝式望远镜", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.REQUIREMENT_TOOLTIP"] = "需要稳定供应的{0}以维持工作中的复制人呼吸。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.DESC"] = "火箭可用来将复制人送入太空,以便获取稀有资源。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.EFFECT"] = "使用加压的[[二氧化碳]]以推动火箭进行太空探索。<br/>二氧化碳引擎由于不大所以速度较快,但高度很受限。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.NAME"] = "二氧化碳引擎", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.DESC"] = "脱离器可以移除大量的二氧化碳,但不会产生可呼吸的空气。", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.EFFECT"] = "使用[[水]]来过滤空气中的[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.NAME"] = "碳素脱离器", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.DESC"] = "相比单独一台扫描仪,许多扫描仪组成的网络可以更有效地进行扫描。", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.EFFECT"] = "当探测到太空来袭的物体时向自动化电路输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>可以用于探测来袭的流星雨或返回的太空火箭。", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.NAME"] = "太空扫描仪", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.DESC"] = "必须分配至少一名宇航员到指挥舱去驾驶火箭。", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.EFFECT"] = "包括供复制人[[火箭驾驶|宇航员]]使用的乘员座位。<br/>指挥舱必须是安装在火箭顶部的最后一个舱块。", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH"] = "发射火箭", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:发射火箭", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:等待发射指令", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY"] = "火箭检查表", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "当发射检查表完成时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.NAME"] = "指挥舱", ["STRINGS.BUILDINGS.PREFABS.COMPOST.DESC"] = "堆肥堆可以安全地处理生物废物,产生新鲜泥土。", ["STRINGS.BUILDINGS.PREFABS.COMPOST.EFFECT"] = "将[[污染土]]和其他可堆肥物降解成[[泥土]]。", ["STRINGS.BUILDINGS.PREFABS.COMPOST.NAME"] = "堆肥堆", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.NAME"] = "标记待清空", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.TOOLTIP"] = "正在等待一名[[管路工作|管道工]]来清空这段管道", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.DESC"] = "即使没有液体通过,导热板也能有效地传导热量。", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.EFFECT"] = "输送[[:Category:液体|液体]],允许对与之重叠的建筑进行大幅[[热量]]交换。<br/>可在真空中生效。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.NAME"] = "导热板", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.DESC"] = "适当的烹饪可以消除通过食物传播的疾病,并带来减压的美味食物。", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.EFFECT"] = "烹饪种类繁多的改良[[食物]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.NAME"] = "电动烤炉", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.DESC"] = "边角饰件是天花板角落的纯装饰性增添物。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.EFFECT"] = "用来装饰房间的天花板角落。<br/>提高[[装饰度]],从而提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.DESC"] = "真的能让天花板角落优雅起来。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.NAME"] = "边角饰件", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "当你能<i>张灯结彩</i>时,为什么还要布置大厅呢?", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "花哨虫边角花环", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.NAME"] = "边角饰件", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.DESC"] = "天象仪可以模拟望远镜发现的地点。", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.EFFECT"] = "执行[[研究|星际研究]]以解锁新技术。<br/>消耗来自[[研究舱]]的数据。<br/>分配的复制人必须具有[[天文学]]技能。", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.NAME"] = "虚拟天象仪", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.DESC"] = "工作台可以让复制人制作在低氧区域穿戴的氧气面罩。", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.EFFECT"] = "为复制人生产可供使用的物品和装备。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.NAME"] = "工作台", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.DESC"] = "陷阱使用前需要布置。", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.EFFECT"] = "吸引并捕捉飞行[[:Category:小动物|小动物]]。<br/>只有具有[[小动物养殖 I]]技能的复制人才能布置陷阱。可重复使用!", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.NAME"] = "飞行小动物陷阱", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.DESC"] = "复制人会自动将捕获的小动物带到这些放生点放生。", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.EFFECT"] = "将捕捉的[[:Category:小动物|小动物]]放回到世界中。<br/>可重复使用。", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.NAME"] = "小动物放生点", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.DESC"] = "小动物倾向于靠近食物源,提供喂食器后小动物不容易乱跑。", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.EFFECT"] = "自动为饥饿的[[:Category:小动物|小动物]]提供食物。", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.NAME"] = "小动物喂食器", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.DESC"] = "这是为陆地小动物设计的,但有时挣扎的鱼也会误入其中。", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.EFFECT"] = "活捉一只[[:Category:小动物|小动物]]以便运输。<br/>只有具有[[小动物养殖 I]]技能的复制人才能布置陷阱。可重复使用!", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.NAME"] = "小动物陷阱", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.DESC"] = "小动物陷阱无法捕捉水中或空中的小动物。", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.EFFECT"] = "活捉一只[[:Category:小动物|小动物]]以便运输。<br/>一次性使用。", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.NAME"] = "小动物陷阱", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.DESC"] = "拥有美好的东西真不错。", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.EFFECT"] = "提供放松的休息区以提升[[:Category:小动物|小动物]]的幸福度。", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.NAME"] = "小动物公寓", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.DESC"] = "复制人会自动将捕获的小动物带到这些放生点放生。", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.EFFECT"] = "将捕捉的[[:Category:小动物|小动物]]放回到世界中。<br/>仅监测与放生指定物种。", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.DESC"] = "启用/禁用", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:启用小动物放生", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:禁用小动物放生", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.NAME"] = "小动物放生点", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.DESC"] = "复制人会自动地捕捉过量的小动物。", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.EFFECT"] = "确保及时地移走超过设定数量的[[:Category:小动物|小动物]]。<br/>仅监测与移取指定物种。", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.DESC"] = "启用/禁用", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:捕捉过量小动物", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:忽略过量小动物", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.NAME"] = "小动物移取点", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.DESC"] = "天花板饰件是头顶区域的纯装饰性增添物。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.EFFECT"] = "用来装饰房间的天花板。<br/>提高[[装饰度]],从而提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.DESC"] = "天花板饰件是头顶区域的纯装饰性增添物。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.NAME"] = "天花板饰件", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "有人花了整整一周将丝带粘在发光虫剪纸上,这就是证据。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "花哨虫天花板花环", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.NAME"] = "天花板饰件", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTON"] = "解冻同伴", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTONTOOLTIP"] = "新的朋友犹如开来的破冰船一样", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DESC"] = "这个低温箱看起来非常旧,但闻起来很清爽,像是新的一样。<br/>通过玻璃上的霜,能隐约看到一个轮廓。", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.NAME"] = "低温箱3000", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.DESC"] = "别忘了清理耳朵后面。", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.EFFECT"] = "使用[[水]]移除[[疾病|病菌]]和[[辐射]]。<br/>复制人和其[[站台|衣物]]都会被净化。", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.NAME"] = "除污淋浴隔间", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.DESC"] = "油炸的东西味道更好。", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.EFFECT"] = "使用[[动物油脂]]烹饪种类繁多的改良[[食物]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.NAME"] = "油炸锅", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.NAME"] = "处于厨房之外", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.TOOLTIP"] = "这个建筑必须在厨房中才能使用", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.DESC"] = "盐可以提炼为食盐,用于在进餐时提升士气。", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.EFFECT"] = "从[[浓盐水]]或[[盐水]]中移除[[盐]],产生[[水]]。", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.NAME"] = "脱盐器", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.DESC"] = "来杯咖啡就能用。", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.EFFECT"] = "全天生成用于测试的电力。", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.NAME"] = "开发者发电机", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.DESC"] = "有人摸了恒温器了吗?", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.EFFECT"] = "按需生成热量,以测试温暖度。", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.NAME"] = "开发者加热器", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.DESC"] = "辐射粒子对于材料科学研究是十分必要的。", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.EFFECT"] = "生成辐射粒子。", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT"] = "不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.NAME"] = "开发者辐射粒子生成器", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.DESC"] = "保持复制人呼吸顺畅。", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.EFFECT"] = "生成温和富氧的空气。", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.NAME"] = "开发者维生器", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.BRIGHTNESS_LABEL"] = "亮度", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.DESC"] = "照亮开发者最黑暗的时刻。", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.EFFECT"] = "按需产生可调光。", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.FALLOFF_LABEL"] = "衰减率", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.NAME"] = "开发者光源", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.RANGE_LABEL"] = "范围", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.DESC"] = "用管道将泵的输出口和另一个建筑的输入口连接,气体就会被送到那个建筑中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.EFFECT"] = "抽取[[:Category:气体|气体]]并通过[[通风|管道]]输送。<br/>必须浸没在[[:Category:气体|气体]]中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.NAME"] = "开发者气泵", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.DESC"] = "用管道将泵的输出口和另一个建筑的输入口连接,液体就会被送到那个建筑中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.EFFECT"] = "抽取[[:Category:液体|液体]]并通过[[水管|管道]]输送。<br/>必须浸没在[[:Category:液体|液体]]中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.NAME"] = "开发者液泵", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.DESC"] = "用轨道将泵的输出口和另一个建筑的输入口连接,固体就会被送到那个建筑中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.EFFECT"] = "生成选定的[[:Category:固体|固体材料]]并将其送入[[运输轨道]]", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.NAME"] = "开发者固体泵", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.DESC"] = "这种咖啡,<i>浓</i>。", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.EFFECT"] = "按需生成辐射,非常轻松。", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.NAME"] = "开发者辐射释放器", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.DESC"] = "将精炼碳挤压成钻石。", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.EFFECT"] = "使用[[电力]]和[[辐射|辐射粒子]]将[[精炼碳]]挤压成[[钻石]]。<br/>只有在队列中安排配方且已发现[[精炼碳]],复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.NAME"] = "钻石压机", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.REFINED_CARBON_RECIPE_DESCRIPTION"] = "将{1}转化为{0}", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.DESC"] = "复制人更喜欢坐在餐桌旁吃饭,而不是坐在地上吃饭。", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.EFFECT"] = "为复制人提供吃饭的地方。<br/>饿了的复制人会自动来到分配给他们的餐桌旁吃饭。", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.NAME"] = "餐桌", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.DESC"] = "相比泵,液渠输送的量更多,而且不需要电力,但需要足够的压力才能运作。", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.EFFECT"] = "通过液渠定向输送大量[[:Category:液体|液体]]。<br/>可用作地砖,建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.NAME"] = "液渠", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.DESC"] = "热气腾腾。", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.EFFECT"] = "将通过其中的所有[[污染水]]分离成[[蒸汽]]和[[污染土]]。", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.NAME"] = "蒸馏塔", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.DESC"] = "天象仪可以模拟数据磁盘中记录的探索地点。", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.EFFECT"] = "进行[[研究|数据分析研究]]以解锁新技术。<br/>消耗探索产生的数据磁盘。", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.NAME"] = "虚拟天象仪", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.DESC"] = "一个运作的研究用解密器,还剩一次传输。<br/>旨在援助殖民地生存。", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.NAME"] = "研究信息传送通道", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.DESC"] = "医务站可以放置于医院中以降低疾病传播的可能性。", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.EFFECT"] = "允许复制人向生病的复制人施用基础药物。<br/>复制人必须具有病床礼仪[[复制人技能|技能]]才能治疗同伴。", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.NAME"] = "医务站", ["STRINGS.BUILDINGS.PREFABS.DOOR.ABOVE"] = "上方", ["STRINGS.BUILDINGS.PREFABS.DOOR.BELOW"] = "下方", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.NAME"] = "自动", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.TOOLTIP"] = "复制人可根据需要开启或关闭这扇门", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.NAME"] = "锁定", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.TOOLTIP"] = "任何人均不得进出", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.NAME"] = "开启", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.TOOLTIP"] = "这扇门将保持敞开状态", ["STRINGS.BUILDINGS.PREFABS.DOOR.DESC"] = "门控系统可以用于阻止复制人进入受限区域。", ["STRINGS.BUILDINGS.PREFABS.DOOR.EFFECT"] = "封闭区域,但不能阻挡[[:Category:液体|液体]]或[[:Category:气体|气体]]流动。<br/>野生[[:Category:小动物|小动物]]无法通过门。", ["STRINGS.BUILDINGS.PREFABS.DOOR.LEFT"] = "左侧", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN"] = "开启/关闭", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:开启", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:关闭并锁定", ["STRINGS.BUILDINGS.PREFABS.DOOR.NAME"] = "气动门", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_NOT_REQUIRED"] = "不需要[[气压服]]{0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_REQUIRED"] = "需要[[气压服]]{0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.RIGHT"] = "右侧", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.DESC"] = "生蛋是某些高品质食品配方中的原料。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.EFFECT"] = "将可孵化的[[:Category:小动物|小动物]]蛋转化为烹饪原料。<br/>破裂的蛋无法孵化。<br/>只有在队列中安排配方复制人才会进行打蛋。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.DESC"] = "一项物理学的实践练习。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.NAME"] = "烧杯敲蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.DESC"] = "能将蛋打裂。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.NAME"] = "敲蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.DESC"] = "现在花瓣都高度清洁了。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.NAME"] = "花朵敲蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.DESC"] = "就像咪玛曾经那样。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.NAME"] = "手持敲蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.NAME"] = "敲蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RECIPE_DESCRIPTION"] = "将{0}变成{1}。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RESULT_DESCRIPTION"] = "破裂的{0}", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.DESC"] = "孵化器可以为几种小动物蛋提供理想的孵化环境。", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.EFFECT"] = "温育[[:Category:小动物|小动物]]蛋直至孵化。<br/>分配的复制人必须具有[[小动物养殖 I|小动物养殖]]特质。", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.NAME"] = "孵化器", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.DESC"] = "一端进水,另一端出来维持生命的氧气。", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.EFFECT"] = "将[[水]]转化为[[氧气]]和[[氢气]]。<br/>当区域的气压达到最大时将会闲置。", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.NAME"] = "电解器", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.DESC"] = "将一名复制人从滞留的火箭送到最近的小行星上。", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.NAME"] = "逃生舱", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.DESC"] = "一杯浓缩咖啡可以帮助复制人在度过漫长的一天后放松下来。", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.EFFECT"] = "在休息时间为复制人提神。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.NAME"] = "浓缩咖啡机", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.DESC"] = "乙醇蒸馏器将[[木材]]转化为可燃的[[乙醇]]燃料。", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.EFFECT"] = "将[[木材]]提炼为[[乙醇]]。", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.NAME"] = "乙醇蒸馏器", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.DESC"] = "一个快速且简易的替代品,然而它从未达到过原品水准。", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.EFFECT"] = "一种便携式的生物打印机,能生产新复制人或包含资源的补给包裹。<br/>每颗小行星只允许有一个打印舱或迷你舱。", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.NAME"] = "迷你舱", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.DESC"] = "干板墙可以与砖块一同使用,用于在地表建造密闭空间。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.EFFECT"] = "防止空间中的[[:Category:气体|气体]]和[[:Category:液体|液体]]流失。<br/>在建筑后面建造隔离背景墙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.DESC"] = "一种多色调的蓝色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.NAME"] = "泳池拼花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.DESC"] = "一种由柔和花卉图案的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.NAME"] = "芳香百合印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.DESC"] = "它不能治愈忧郁,而是强调。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.NAME"] = "纯蓝壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.DESC"] = "比拥有一个花园便宜多了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.NAME"] = "绿意壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.DESC"] = "对“灰色”的高度理解。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.NAME"] = "木炭壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.DESC"] = "没那么水果风,但还是很新鲜。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.NAME"] = "蜜橘壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.DESC"] = "一个大胆的声明,用于大胆的复制人。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.NAME"] = "纯粉壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.DESC"] = "它真的能让沉闷的墙壁火辣起来。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.NAME"] = "辣椒壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.DESC"] = "如此清新,如此整洁。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.NAME"] = "洁白壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.DESC"] = "原汁原味的煤矿时尚。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.NAME"] = "金丝雀黄壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.DESC"] = "它可会把手指弄脏了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.NAME"] = "多汁蓝莓壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.DESC"] = "可将其排列成巨大的蓝色波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.NAME"] = "氧化氢扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.DESC"] = "可将其排列成巨大的绿色波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.NAME"] = "藻类扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.DESC"] = "可将其排列成巨大的幽暗波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.NAME"] = "木炭扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.DESC"] = "可将其排列成巨大的橙色波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.NAME"] = "明亮扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.DESC"] = "可将其排列成巨大的粉色波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.NAME"] = "花瓣扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.DESC"] = "可将其排列成巨大的红色波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.NAME"] = "岩浆扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.DESC"] = "一种无辐射的样式,可将其排列成巨大的波点。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.NAME"] = "黄饼扇形壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.DESC"] = "一种看起来柔软蓬松的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.NAME"] = "云朵印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.DESC"] = "一种咖啡因主题的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.NAME"] = "咖啡印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.DESC"] = "它完成了它该完成的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.NAME"] = "干板墙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.DESC"] = "一种有着对角条纹的潮湿壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.NAME"] = "氧化氢对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.DESC"] = "一种有着对角条纹的油滑壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.NAME"] = "藻类对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.DESC"] = "一种有着对角条纹的光亮壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.NAME"] = "木炭对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.DESC"] = "一种有着对角条纹的橙色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.NAME"] = "明亮对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.DESC"] = "一种有着对角条纹的粉色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.NAME"] = "花瓣对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.DESC"] = "一种有着对角条纹的红色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.NAME"] = "岩浆对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.DESC"] = "一种有着对角条纹的无辐射壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.NAME"] = "黄饼对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.NAME"] = "一点骰子壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.NAME"] = "两点骰子壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.NAME"] = "三点骰子壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.NAME"] = "四点骰子壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.NAME"] = "五点骰子壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.DESC"] = "灵感来自经典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.NAME"] = "豪赌壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.DESC"] = "一种纪念信息存储的有趣蓝色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.NAME"] = "水涝数据库壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.DESC"] = "一种纪念信息存储的别致黑白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.NAME"] = "黑白数据库壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.DESC"] = "一种纪念信息存储的有趣红色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.NAME"] = "浮华数据库壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.DESC"] = "一种纪念信息存储的有趣绿色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.NAME"] = "葱郁数据库壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.DESC"] = "一种纪念信息存储的有趣橙色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.NAME"] = "高能见度数据库壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.DESC"] = "如果非要知道的话,这是无籽的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.NAME"] = "葡萄逍遥壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.DESC"] = "一些用餐者对此感觉很怀念。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.NAME"] = "餐厅趣味壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.DESC"] = "苦涩而清爽的风格。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.NAME"] = "柠檬壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.DESC"] = "不含实际的维生素C。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.NAME"] = "多汁酸橙壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.DESC"] = "一种能引起呕吐的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.NAME"] = "软泥膏印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.DESC"] = "如果液体没落到地面上,那还能叫溢出吗?", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.NAME"] = "无限溢出壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.DESC"] = "这里没有错误,只有欢快的小污渍。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.NAME"] = "快乐事故壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.DESC"] = "一种舒缓的蓝色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.NAME"] = "淡蓝壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.DESC"] = "一种舒缓的绿色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.NAME"] = "淡绿壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.DESC"] = "一种舒缓的粉色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.NAME"] = "淡粉壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.DESC"] = "一种舒缓的波点壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.NAME"] = "波点印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.DESC"] = "一种舒缓的紫色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.NAME"] = "淡紫壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.DESC"] = "一种舒缓的黄色壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.NAME"] = "淡黄壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.DESC"] = "一种舒适的法兰绒壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.NAME"] = "蓝绿格纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.DESC"] = "疏通一个人的创作冲动。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.NAME"] = "搋子印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.DESC"] = "一种像素化的蓝白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.NAME"] = "纯蓝数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.DESC"] = "一种像素化的绿白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.NAME"] = "草地数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.DESC"] = "这是未来主义的,所以一定是好的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.NAME"] = "木炭数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.DESC"] = "一种像素化的橙白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.NAME"] = "蜜橘数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.DESC"] = "一种像素化的粉白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.NAME"] = "淡粉数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.DESC"] = "一种像素化的红白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.NAME"] = "辣椒数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.DESC"] = "一种像素化的黄白壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.NAME"] = "柠檬数码壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.DESC"] = "一种降雨主题的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.NAME"] = "雨滴印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.DESC"] = "拥有<i>所有</i>颜色的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.NAME"] = "彩虹条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.DESC"] = "添加了一些房间急需的橘味。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.NAME"] = "蜜橘切片壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.DESC"] = "一种与我的殖民地一样独特的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.NAME"] = "雪花印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.DESC"] = "一饮而尽!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.NAME"] = "氧化氢方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.DESC"] = "现在具有真正的模拟藻类的颜色!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.NAME"] = "藻类方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.DESC"] = "太复古了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.NAME"] = "木炭方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.DESC"] = "每格都像四格一样!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.NAME"] = "明亮方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.DESC"] = "以亮荧光花为灵感的粉色!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.NAME"] = "花瓣方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.DESC"] = "现在还太烫了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.NAME"] = "岩浆方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.DESC"] = "再亮一点,它们就该有放射性了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.NAME"] = "黄饼方格壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.DESC"] = "果味斑点,用于自然而温馨的空间。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.NAME"] = "草莓斑点壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.DESC"] = "深浅蓝色交替而成的粗条纹。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.NAME"] = "蓝色直条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.DESC"] = "向右弯曲的条纹。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.NAME"] = "蓝色圆条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.DESC"] = "这张壁纸,就像殖民地一样,充满了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.NAME"] = "软泥曲线壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.DESC"] = "这张壁纸,就像殖民地一样,充满了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.NAME"] = "昏迷曲线壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.DESC"] = "其颜色的发音“peeyoo-ss”,是复制人似乎无法发出的一种声音。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.NAME"] = "亮红曲线壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.DESC"] = "这张壁纸,就像殖民地一样,充满了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.NAME"] = "呕吐曲线壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.DESC"] = "灵感来自办公室活动时戴的领带。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.NAME"] = "蓝色斜条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.DESC"] = "由深浅交替的软泥膏构成的斜条纹。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.NAME"] = "软泥对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.DESC"] = "由深浅交替的紫色构成的斜条纹。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.NAME"] = "昏迷对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.DESC"] = "有人将这种颜色描述为“被压扁的虫子”。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.NAME"] = "亮红对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.DESC"] = "由深浅交替的黄色构成的斜条纹。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.NAME"] = "呕吐对角壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.DESC"] = "让人略微感到恶心的那种绿色。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.NAME"] = "软泥条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.DESC"] = "有了直条纹,如果周围物体倾斜了,立即就能看出来。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.NAME"] = "昏迷条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.DESC"] = "有了直条纹,如果周围物体倾斜了,立即就能看出来。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.NAME"] = "亮红条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.DESC"] = "有了直条纹,如果周围物体倾斜了,立即就能看出来。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.NAME"] = "呕吐条纹壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.DESC"] = "一种无紫外光的壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.NAME"] = "阳光印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.DESC"] = "观星者的完美壁纸。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.NAME"] = "望远镜印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.DESC"] = "干净的白色背景上有着清爽的黑色“O”。非常适合玩黑白游戏的房间。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.NAME"] = "井字棋O壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.DESC"] = "干净的白色背景上有着清爽的黑色“X”。非常适合玩黑白游戏的房间。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.NAME"] = "井字棋X壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.DESC"] = "柔和起伏的线条营造出一种不可否认的豪厕气息。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.NAME"] = "豪厕壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.DESC"] = "最初的芳香涂层版本当时立即就被驳回了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.NAME"] = "孢子兰印花壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.DESC"] = "远比真正将水果粘在墙上实用得多。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.NAME"] = "多汁西瓜壁纸", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.NAME"] = "干板墙", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.EFFECT"] = "一扇高而薄的窗户。", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.NAME"] = "窗户", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.DESC"] = "这个站只对种在同一个房间里的农作物有影响。", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.EFFECT"] = "生产微肥以提升[[植物]]生长速度。<br/>分配的复制人必须具有[[作物照料]]特质。<br/>这个建筑是温室的必要组成部分。", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.NAME"] = "农业站", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.DESC"] = "复制人可以搬运养料和液体到土培砖,加速植物生长。", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.EFFECT"] = "将[[植物|种子]]培育成[[植物]]。<br/>可用作地砖,建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.NAME"] = "土培砖", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.DESC"] = "肥料合成器可将污染水变成肥料以便培育植物。", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.EFFECT"] = "使用[[污染水]]和[[磷矿]]生产[[肥料]]。", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.NAME"] = "肥料合成器", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.DESC"] = "将其与梯子造在一起以便更高效地上下移动。", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.EFFECT"] = "供复制人快速向下滑行。<br/>会显著降低向上爬行的速度。", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.NAME"] = "消防滑杆", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.DESC"] = "鱼类放生点必须建在液体上方,以防止鱼类窒息。", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.EFFECT"] = "将陷阱捉到的的[[帕库鱼]]放回世界中。<br/>可重复使用。", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.NAME"] = "鱼类放生点", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.DESC"] = "在水上搭建喂食器,以喂养水中的鱼类。", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.EFFECT"] = "自动将储存的[[:Category:小动物|小动物]]食物投入下方。<br/>食物消耗后会持续投放。", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.NAME"] = "喂鱼器", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.DESC"] = "自动打包捕获的鱼类,以便运输。", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.EFFECT"] = "吸引并捕获游动的[[帕库鱼]]。<br/>一次性使用。", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.NAME"] = "捕鱼陷阱", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.DESC"] = "任何建筑的光照范围可在光照概览中查看。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.EFFECT"] = "[[电力|通电]]时提供[[照明|光照]]。<br/>在光线范围内复制人工作速度加快。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.DESC"] = "有点刺人,但确实发出了节日的光芒。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.NAME"] = "节日电灯", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.DESC"] = "任何建筑的光照范围可在光照概览中查看。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.NAME"] = "电灯", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.DESC"] = "这盏灯闪耀着无与伦比的光辉。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.NAME"] = "腿灯", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.NAME"] = "电灯", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.DESC"] = "压力板可以用于只有复制人通过的时候才开启的设备。", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.EFFECT"] = "当上面有物体或复制人时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>不能由[[:Category:气体|气体]]或[[:Category:液体|液体]]触发。", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.LOGIC_PORT_DESC"] = "激活</link>/<link=\"LOGIC\">失效", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.NAME"] = "压力板", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.DESC"] = "可用花盆将装饰性植物移植到新的位置。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.EFFECT"] = "播下[[植物|种子]]后,容纳单株[[植物]]生长。<br/>可增加[[装饰度]],提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.DESC"] = "用于植物移植的原始容器。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.NAME"] = "花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.DESC"] = "一种独特的红色花盆,用于植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.NAME"] = "醒目复古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.DESC"] = "一种独特的绿色花盆,用于植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.NAME"] = "明亮复古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.DESC"] = "一种独特的蓝色花盆,用于植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.NAME"] = "梦幻复古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.DESC"] = "一种独特的白色花盆,用于植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.NAME"] = "优雅复古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.DESC"] = "一种独特的黄色花盆,用于植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.NAME"] = "阳光复古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.NAME"] = "花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.DESC"] = "垂吊花盆可以给房间增加一些装饰度,而不会挡着地面上的建筑。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.EFFECT"] = "播下[[植物|种子]]后,容纳单株[[植物]]生长。<br/>提高[[装饰度]],从而提升[[士气]]。<br/>必须垂吊在天花板上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.DESC"] = "一种测量室内植物装饰的方法。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.NAME"] = "烧杯垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.DESC"] = "悬挂的花盆确实提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.NAME"] = "梦幻垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.DESC"] = "悬挂的花盆确实提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.NAME"] = "明亮垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.DESC"] = "悬挂的花盆确实提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.NAME"] = "醒目垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.DESC"] = "悬挂的花盆确实提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.NAME"] = "优雅垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.DESC"] = "悬挂的花盆确实提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.NAME"] = "阳光垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.DESC"] = "真正的难题在于如何保持室内植物存活。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.NAME"] = "魔方垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.NAME"] = "垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.DESC"] = "透明花盆可垂吊在天花板上,具有极高的装饰度。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.EFFECT"] = "播下[[植物|种子]]后,容纳单株[[植物]]生长。<br/>提高[[装饰度]],从而提升[[士气]]。<br/>必须垂吊在天花板上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.NAME"] = "透明花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.DESC"] = "将植物放在挂盆中可为光秃秃的墙体增加一点装饰。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.EFFECT"] = "播下[[植物|种子]]后,容纳单株[[植物]]生长。<br/>提高[[装饰度]],从而提升[[士气]]。<br/>必须挂在墙体上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.DESC"] = "便于垂直地展示植物。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.NAME"] = "墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.DESC"] = "垂直的花园非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.NAME"] = "梦幻复古墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.DESC"] = "垂直的花园非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.NAME"] = "明亮复古墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.DESC"] = "垂直的花园非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.NAME"] = "醒目复古墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.DESC"] = "垂直的花园非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.NAME"] = "优雅复古墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.DESC"] = "垂直的花园非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.NAME"] = "阳光复古墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.NAME"] = "墙壁花盆", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.DESC"] = "抽水马桶可以减少复制人通过皮肤接触到的病菌量,而且不用手动清空。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.EFFECT"] = "给予复制人一个解手的地方。<br/>传播非常少的[[疾病|病菌]]。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.DESC"] = "一个感受强烈情感的隐私之地。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.DESC"] = "抽水马桶可以减少复制人通过皮肤接触到的病菌量,而且不用手动清空。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.NAME"] = "抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.DESC"] = "软泥进,软泥出。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.NAME"] = "软泥绿抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "在这里,舞步动作很平稳。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚会波点抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "为那些真的要跳摇摆舞的人准备的。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波点抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.DESC"] = "就像在六角根果实里大便一样!", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.DESC"] = "散发香味的粉色卫生纸闻起来就像污水处理厂中的玫瑰花丛。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.NAME"] = "亮红粉抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.DESC"] = "有人认为表里一致是个好主意。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.NAME"] = "抽水马桶", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.DESC"] = "小动物诱饵吸引小动物的类型取决于建造的材料。", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.EFFECT"] = "吸引一种飞行小动物。<br/>一次性使用。", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.NAME"] = "飞行小动物诱饵", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.DESC"] = "一些脱除的液体不可避免地会洒在地上。", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.EFFECT"] = "使用少量、均匀的热量除去符合条件的[[食物]]中的水分,并使其能稳定储存。<br/>脱水的食物必须在[[充水机]]中处理才能食用。", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.NAME"] = "脱水机", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RECIPE_NAME"] = "干燥的{0}", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RESULT_DESCRIPTION"] = "{0}脱水后不需要冷藏。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.DESC"] = "再次充水的食物仍然营养丰富,但味道略差一点。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.EFFECT"] = "恢复包装食品的水分,使其转化为可食用的[[食物]]。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.NAME"] = "充水机", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.DESC"] = "它不是来自这里的。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.EFFECT"] = "含有一只巨型动物留下的[[化石]]。<br/>研究完整骨架可以产生获得新有用资源的方法信息。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.NAME"] = "远古标本", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.DESC"] = "这片区域一定有很多老骨头。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.EFFECT"] = "含有可获取的深层[[化石]]矿藏。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.NAME"] = "化石采集场", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.DESCRIPTION"] = "破除繁文缛节而言,比一把剑更有效。", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.LORE_DLC2"] = "手工制作的金笔尖刻有三角形标志,里面写着V和I两个字母。<br/>其拥有者过于为此自豪而不敢报告其被偷了,要是知道了它的所在之处估计会很震惊。", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.NAME"] = "自来水笔", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.DESC"] = "“嘭”饪你的食物。", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.EFFECT"] = "烹饪各种[[食物]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.NAME"] = "伽马射线烤炉", ["STRINGS.BUILDINGS.PREFABS.GANTRY.DESC"] = "通行支架可以建造在无法使用梯子和砖块的火箭舱块之间。", ["STRINGS.BUILDINGS.PREFABS.GANTRY.EFFECT"] = "提供跨越火箭舱块的脚手架,从而允许复制人通过。", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT"] = "伸展/缩回", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_ACTIVE"] = "当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时,<b>伸展通行支架</b>", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_INACTIVE"] = "当接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>时,<b>缩回通行支架</b>", ["STRINGS.BUILDINGS.PREFABS.GANTRY.NAME"] = "通行支架", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.DESC"] = "气罐可以让复制人手动地运送气体。", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.EFFECT"] = "将管道中的[[:Category:气体|气体]]自动地灌入储气罐,以便人工运输。", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.NAME"] = "气体罐装器", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.EFFECT"] = "允许复制人储存在太空任务中找到的任何[[:Category:气体|气体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.NAME"] = "气罐货舱", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.DESC"] = "比常规的气罐货舱能携带更多东西。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.EFFECT"] = "允许复制人储存在太空任务中找到的大部分[[:Category:气体|气体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.NAME"] = "大型气罐货舱", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.EFFECT"] = "允许复制人储存在太空任务中找到的一些[[:Category:气体|气体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.NAME"] = "气罐货舱", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.DESC"] = "气体管道可用来连接通风建筑的输入口和输出口。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.EFFECT"] = "在[[通风|输出口]]和[[通风|输入口]]之间输送[[:Category:气体|气体]]。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.NAME"] = "气体管道", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.DESC"] = "分离管道系统可以防止建筑被混杂的内容物损坏。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.EFFECT"] = "让一条[[通风|气体管道]]可以越过另一条气体管道,而不会连到一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.NAME"] = "气体管桥", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.DESC"] = "病菌传感器有助于检测病菌存在以控制自动化行为。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.EFFECT"] = "根据管内气体[[疾病|病菌]]数量,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT"] = "管内气体[[疾病|病菌]]数量", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "若管内气体病菌数量处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.NAME"] = "气体管道病菌传感器", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.DESC"] = "元素传感器可用于探测管道内是否有特定气体存在。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.EFFECT"] = "当检测到管内有所选[[:Category:气体|气体]]时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT"] = "管内[[:Category:气体|气体]]出现", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "若检测到管内有所选气体,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.NAME"] = "气体管道元素传感器", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.DESC"] = "溢流阀可以用来选择优先让哪些建筑获得宝贵的资源。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.EFFECT"] = "仅当主输出口堵塞时,才用[[:Category:气体|气体]]填充备用输出口。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.NAME"] = "气体溢流阀", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.DESC"] = "优先气流阀可确保先填充建筑群中的重要建筑。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.EFFECT"] = "当主输入口溢流时,将[[:Category:气体|气体]]转向备用输入口。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.NAME"] = "优先气流阀", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.DESC"] = "泵入冷气体的导热管道可穿过炎热区域以帮助降温。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.EFFECT"] = "输送[[:Category:气体|气体]],允许与周围环境进行大幅[[热量]]交换。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.NAME"] = "导热气体管道", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.DESC"] = "温度传感器可在管道内容物达到特定温度时禁用某些建筑。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.EFFECT"] = "当管内气体温度达到选定范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "管内[[:Category:气体|气体]][[热量|温度]]", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "若管内气体处于选定温度范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.NAME"] = "气体管道温度传感器", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.DESC"] = "除所选的气体外,其他所有气体都会被送入输出管道。", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.EFFECT"] = "从多种[[:Category:气体|气体]]中分离出一种气体,将其送入专用[[通风|管道]]。", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.ELEMENT_NOT_SPECIFIED"] = "未指定", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.NAME"] = "气体筛选器", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.STATUS_ITEM"] = "筛选项:{0}", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.DESC"] = "计量阀可以在通过精确量的气体后关闭。", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.EFFECT"] = "连至[[自动化]]电路中,当特定量的[[:Category:气体|气体]]通过后自动地阻断气体流通。", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_OUTPUT"] = "达到限制", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_RESET"] = "重置计量值", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.NAME"] = "气体计量阀", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "当达到限制时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:重置数量", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.DESC"] = "自动化管道免去了复制人的参与,从而可以节省电力和时间。", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.EFFECT"] = "连至[[自动化]]电路中以自动地使[[:Category:气体|气体]]流通或阻断。", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT"] = "流通/阻断", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:允许气体流通", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:阻止气体流通", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.NAME"] = "气体截断阀", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.DESC"] = "小型气泵可以最少电力来抽取少量气体。", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.EFFECT"] = "抽取少量[[:Category:气体|气体]]并通过[[通风|管道]]输送。<br/>必须浸没在[[:Category:气体|气体]]中。", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.NAME"] = "小型气泵", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.DESC"] = "建造透气砖可以为殖民地提供更好的空气流通性。", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.EFFECT"] = "用来建造房间的墙体和地面。<br/>阻挡[[:Category:液体|液体]]流动而不阻挡[[:Category:气体|气体]]流动。", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.NAME"] = "透气砖", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.DESC"] = "用管道将泵的输出口和另一个建筑的输入口连接,气体就会被送到那个建筑中。", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.EFFECT"] = "抽取[[:Category:气体|气体]]并通过[[通风|管道]]输送。<br/>必须浸没在[[:Category:气体|气体]]中。", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.NAME"] = "气泵", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.DESC"] = "储气库无法接收手动运送的资源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.EFFECT"] = "储存任何经管道输送的[[:Category:气体|气体]]资源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.DESC"] = "储气库无法接收手动运送的资源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.NAME"] = "储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.NAME"] = "软泥绿储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.NAME"] = "蓝月储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.NAME"] = "金色储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.NAME"] = "豌豆储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "安全的气体存储并不一定是沉闷的。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚会波点储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "它炫耀了最欢乐的涂漆工作。好“气”啊!", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波点储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.NAME"] = "亮红粉储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.DESC"] = "一种覆有颜色的储气库,使气体井井有条。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄储气库", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.NAME"] = "储气库", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.DESC"] = "阀门可以控制通过管道的气体量,避免浪费。", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.EFFECT"] = "控制通过[[通风|管道]]的[[:Category:气体|气体]]量。", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.NAME"] = "气体调节阀", ["STRINGS.BUILDINGS.PREFABS.GASVENT.DESC"] = "排气口是通风系统的气体排出口。", ["STRINGS.BUILDINGS.PREFABS.GASVENT.EFFECT"] = "排放[[通风|气体管道]]中的[[:Category:气体|气体]]。", ["STRINGS.BUILDINGS.PREFABS.GASVENT.NAME"] = "排气口", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.DESC"] = "高压排气口可以在气压更高的环境下排出气体。", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.EFFECT"] = "将[[通风|气体管道]]中的[[:Category:气体|气体]]排放到气压更高的位置。", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.NAME"] = "高压排气口", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.DESC"] = "燃煤能产生比人力发电机更多的电能,但会排放热量和废气。", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.EFFECT"] = "将[[煤炭]]转化为[[电力]]。<br/>产生[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.NAME"] = "煤炭发电机", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.OVERPRODUCTION"] = "{Generator}发电过剩", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.DESC"] = "全能打印机没有打印有机物的能力。", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.EFFECT"] = "将矿物原料转化为独特的材料和物品。", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.NAME"] = "全能打印机", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.DESC"] = "一个大型合成大脑,保存在生理盐水中。<br/>有一把椅子连接到这台设备,可以容下一人。", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.NAME"] = "神经振荡仪", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.DESC"] = "变异的玫瑰还会芳香依旧吗?", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.EFFECT"] = "鉴定新的[[植物|种子]]亚种。", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.NAME"] = "植物分析仪", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.DESC"] = "出来什么东西很大程度取决于输入的初始温度。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.EFFECT"] = "使用来自行星核心的[[热量]]显著提升输入[[:Category:液体|液体]]温度。<br/>材料可以从相连的地热排气口释放。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.NAME"] = "地热热泵", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.BLOCKED_DESC"] = "堵塞的地热排气口可以使用足够热的[[:Category:液体|液体]]将[[铅]]熔化从而清理。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.DESC"] = "地热排气口必须完成当前排放,才能接收新材料。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.EFFECT"] = "排放从地热热泵接收的[[热量|高温]]材料。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT"] = "材料内容监测器", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_ACTIVE"] = "当地热排气口有物质要喷出时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME"] = "地热排气口", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME_FMT"] = "地热排气口 C-{ID}", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.DESC"] = "目标间歇泉在喷发时会收到储存的放大数据。", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.EFFECT"] = "提高已分析[[间歇泉]]的产出及其[[热量|温度]]。<br/>多个地质调谐仪可以指向小行星上的同一个[[间歇泉]]。", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT"] = "间歇泉喷发监测器", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_ACTIVE"] = "当间歇泉喷发时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.NAME"] = "地质调谐仪", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.DESC"] = "玻璃可用于建造窗户砖。", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.EFFECT"] = "使用[[沙子]]原料生产[[熔融玻璃]]。<br/>输出[[热量|高温]][[:Category:液体|液体]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.NAME"] = "玻璃熔炉", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.RECIPE_DESCRIPTION"] = "从{1}中提取出纯{0}。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.DESC"] = "窗户砖可阻挡液体和气体,并且是完全透明的。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>可透过[[照明|光线]]和[[装饰度]]。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.NAME"] = "窗户砖", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.DESC"] = "奢侈的菜肴能提升复制人的士气并降低他们的压力。", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.EFFECT"] = "烹饪种类繁多的高品质[[食物]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.NAME"] = "燃气灶", ["STRINGS.BUILDINGS.PREFABS.GRAVE.DESC"] = "埋葬死去的复制人可降低殖民地的健康风险和压力。", ["STRINGS.BUILDINGS.PREFABS.GRAVE.EFFECT"] = "为去世的复制人提供安息之所。<br/>活着的复制人会自动将未埋葬的尸体置入其中。", ["STRINGS.BUILDINGS.PREFABS.GRAVE.NAME"] = "雅致的纪念碑", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.EFFECT"] = "一个储衣单元。<br/>其中含有超柔软的睡衣。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.NAME"] = "睡衣储柜", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.EFFECT"] = "一台实验性的DNA操纵器。<br/>分析[[:Category:小动物|小动物]]以将其原始形态转化为随机的变种。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.NAME"] = "小动物衍变器", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.EFFECT"] = "一扇门,通往已经不存在的办公室。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.NAME"] = "庄严科技门", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.EFFECT"] = "一盏用于舒缓头脑的光疗灯。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.NAME"] = "LED灯", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DESC"] = "一点体贴周到的展示就能彻底改变人们的看法。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DISPLAYED_ITEM_FMT"] = "受展示的{0}", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.EFFECT"] = "展示单个物体,使[[装饰度]]加倍。<br/>负装饰度的物体在展示时会获得一些正装饰度。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.NAME"] = "基座", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.DESC"] = "能够让复制人在太空旅行中生存下来……希望吧。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.EFFECT"] = "与指挥舱的作用一致。<br/>能容纳最多十名复制人。<br/>每个火箭可安装一个指挥舱。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.NAME"] = "太空员舱", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.DESC"] = "一个幸运的复制人能够得到整个火箭最好的视野。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.EFFECT"] = "与指挥舱和前锥的作用一致。<br/>能容纳一名复制人。<br/>每个火箭可安装一个指挥舱。<br/>必须通过[[火箭平台]]建造。<br/>必须建在火箭的最顶端。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.NAME"] = "单太空员前锥", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.DESC"] = "手部消毒站能比洗手盆更高效地杀死病菌。", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.EFFECT"] = "移除复制人身上的大部分[[疾病|病菌]]。<br/>当携带病菌的复制人通过选定方向时才会使用手部消毒站。", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.NAME"] = "手部消毒站", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.DESC"] = "新复制人会从这里出来,但谢天谢地,他们永远都不会回去。", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.EFFECT"] = "一种起源未知、超级先进的生物打印机。<br/>它会定期产生新复制人或包含资源的补给包裹。", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.NAME"] = "打印舱", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.NAME"] = "打印舱", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.UNIQUE_POPTEXT"] = "克隆机器的克隆体?多么新颖的想法啊。<br/>唉,但这行不通。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.DESC"] = "“室温”是相对的,真的。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.EFFECT"] = "根据环境的[[热量|空气温度]]相应地将[[:Category:液体|液体]]加热或冷却。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.NAME"] = "液体均热器", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.DESC"] = "粒子就绪,准备发射。", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.EFFECT"] = "储存高能量状态的辐射粒子以便传输。<br/>当达到辐射粒子阈值时,需要<b><span class=\"ingame-logic_on\">绿色信号</span></b>释放存储中的辐射粒子。<br/>储存的辐射粒子在建筑禁用时会快速衰减。", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT"] = "不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE"] = "辐射粒子库存", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_ACTIVE"] = "当库存充满辐射粒子时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.NAME"] = "辐射粒子蓄存器", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.DESC"] = "允许辐射粒子穿墙而过。", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.EFFECT"] = "接收来自[[辐射粒子发生器]]的[[辐射|辐射粒子]]并使其穿墙而过。其他材料和元素会被挡住。", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.NAME"] = "辐射粒子接合板", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.DESC"] = "辐射粒子燃料火箭能支撑的舱块很少,但可以前往极远的地方。", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.EFFECT"] = "向反应室注入[[辐射|辐射粒子]]以推动火箭进行太空探索。<br/>辐射粒子引擎比[[液氢引擎]]更快,但高度较受限。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE"] = "辐射粒子库存", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_ACTIVE"] = "当库存充满辐射粒子时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.NAME"] = "辐射粒子引擎", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.DESC"] = "我们没有反射镜了。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.EFFECT"] = "将[[辐射粒子发生器]]产生的辐射粒子接收并变向。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT"] = "忽略来临的辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:接收来临的辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:忽略来临的辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.NAME"] = "辐射粒子变向器", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.DESC"] = "辐射粒子对于材料科学研究是十分必要的。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.EFFECT"] = "吸收附近的[[辐射]]以生成辐射粒子。<br/>向你选择的方向释放生成的辐射粒子。<br/>储存的辐射粒子在建筑禁用时会快速衰减。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT"] = "不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:不发射辐射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.NAME"] = "辐射粒子发生器", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.DESC"] = "高负荷电线可以避免电路过载,特别是对于大功率发电机。", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.EFFECT"] = "可以运载比普通[[电线]]更高的[[电力|功率]]而不会过载。<br/>无法穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.NAME"] = "高负荷电线", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.DESC"] = "用热水来让复制人放松一下。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.EFFECT"] = "需要[[水管|管道]]连入与连出浴缸,需要[[电力]]使水流动。<br/>水必须处于一个舒适的温度,而且会很快冷下来。<br/>提升复制人的[[士气]],并提供持续存留的微暖感。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.NAME"] = "热水浴缸", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT"] = "{element}的最低温度:{temperature}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT_TOOLTIP"] = "热水浴缸只有在提供了{temperature}的{element}后才能使用。如果{element}太冷,浴缸会排干,需要再次充入{element}。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT"] = "{element}:{amount}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT_TOOLTIP"] = "这个建筑需要补充{amount}{element}才能运作。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.DESC"] = "相比蒸汽或石油引擎,液氢引擎能推动火箭到达更远的地方。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.EFFECT"] = "燃烧[[液态氢]]以推动火箭进行太空探索。<br/>液氢引擎与[[石油引擎]]的高度限制一样,但要稍微快一点。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.NAME"] = "液氢引擎", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.DESC"] = "相比蒸汽或石油引擎,液氢引擎能推动火箭到达更远的地方。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.EFFECT"] = "燃烧[[液态氢]]以推动火箭进行太空探索。<br/>液氢引擎与[[石油引擎]]的高度限制一样,但要稍微快一点。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.NAME"] = "液氢引擎", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.DESC"] = "氢气发电机极其高效,而且几乎不产生任何废物。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.EFFECT"] = "将[[氢气]]转化为[[电力]]。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.NAME"] = "氢气发电机", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.DESC"] = "液培砖能自动灌溉作物从而减少复制人的工作量。", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.EFFECT"] = "将[[植物|种子]]培育成[[植物]]。<br/>可用作地砖,建造前可旋转。<br/>必须通过[[水管|液体管道]]灌溉。", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.NAME"] = "液培砖", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.DESC"] = "复制人可以操作冰冷风扇暂时使一小片所需区域降温。", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.EFFECT"] = "使用[[冰]]驱散少量[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.NAME"] = "冰冷风扇", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.DESC"] = "水永远不会热到烫伤舌头。", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.EFFECT"] = "消耗[[木材]]将[[冰]]熔化成[[水]],并将其瓶装以便运输。", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.NAME"] = "熔冰壶", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.DESC"] = "制冰机可用作冰和雪的小型再生源。", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.EFFECT"] = "将[[水]]转化为[[冰]]或[[雪]]。", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.NAME"] = "制冰机", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME"] = "普通冰雕塑", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.DESC"] = "易融化。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EFFECT"] = "大幅增加[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EXCELLENTQUALITYNAME"] = "天才冰雕塑", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.DESC"] = "这些门牙是牙齿传说里的东西。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.NAME"] = "《精致的咀嚼者》", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.DESC"] = "对横冲直撞的抛壳蟹的精美描绘。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.NAME"] = "《冰冻的甲壳动物》", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.DESC"] = "一些水族学家认为帕库鱼最早创立了“抓人”游戏。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.NAME"] = "《追逐》", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.DESC"] = "它在结构上不太合理,但其他方面并不糟糕。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.NAME"] = "《立方体,第1作》", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.NAME"] = "冰雕塑块", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.POORQUALITYNAME"] = "“抽象”冰雕塑", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.DESC"] = "管道隔热可以防止气体在运送过程中遭受剧烈的温度变化。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.EFFECT"] = "以极小的[[热量|温度]]变化输送[[:Category:气体|气体]]。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.NAME"] = "隔热气体管道", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.DESC"] = "管道隔热可以防止液体在运送过程中遭受剧烈的温度变化。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.EFFECT"] = "以极小的[[热量|温度]]变化输送[[:Category:液体|液体]]。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.NAME"] = "隔热液体管道", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.DESC"] = "温度过高时也不会熔化。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.EFFECT"] = "在极端[[热量|高温]]的环境下将建筑与[[电力|电源]]连接。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.NAME"] = "隔热电线", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.DESC"] = "隔热砖的热导率更低,可以减慢热量传递。", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>减少墙体之间的[[热量]]传递,保持区域内的环境热量。", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.NAME"] = "隔热砖", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DESC"] = "一点体贴周到的展示就能彻底改变人们的看法。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DISPLAYED_ITEM_FMT"] = "受展示的{0}", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.EFFECT"] = "展示单个物体,使[[装饰度]]加倍。<br/>负装饰度的物体在展示时会获得一些正装饰度。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.DESC"] = "一点体贴周到的展示就能彻底改变人们的看法。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.NAME"] = "基座", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.DESC"] = "这个底座把珍贵的物品放在手掌之上。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.NAME"] = "复制人之手基座", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.NAME"] = "基座", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.DESC"] = "喷气服存放柜可为喷气服补充资源,或清空喷气服中的废物。", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.EFFECT"] = "存放[[喷气服]]并为其补充[[氧气]]和[[石油]]。<br/>清空喷气服中的[[污染水]]。<br/>建造在[[喷气服检查站]]旁,使复制人在路过时换上喷气服。", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.NAME"] = "喷气服存放柜", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.DESC"] = "每个检查站都必须配备至少一个建在箭头指向后面的相关存放柜。", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.EFFECT"] = "标记复制人必须换上或换下[[喷气服]]的起点。<br/>必须建在[[喷气服存放柜]]旁。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.NAME"] = "喷气服检查站", ["STRINGS.BUILDINGS.PREFABS.JUICER.DESC"] = "水果汁可以点亮复制人的休息时间", ["STRINGS.BUILDINGS.PREFABS.JUICER.EFFECT"] = "在休息时间为复制人提神。<br/>喝果汁可以提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.JUICER.NAME"] = "榨汁机", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.DESC"] = "火箭可用来将复制人送入太空,以便获取稀有资源。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.EFFECT"] = "燃烧[[石油]]以推动火箭进行太空探索。<br/>石油引擎的高度限制较为宽松,可以带有很多舱块。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.NAME"] = "石油引擎", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.DESC"] = "更强大的火箭引擎能推动更重的负担。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.EFFECT"] = "燃烧[[石油]]以推动火箭进行太空探索。<br/>石油引擎的高度限制较为宽松,可以带有很多舱块。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.NAME"] = "石油引擎", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.DESC"] = "火箭可用来将复制人送入太空,以便获取稀有资源。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.EFFECT"] = "燃烧[[石油]]以推动火箭进行太空探索。<br/>小型石油引擎与[[石油引擎]]速度一样,但高度限制更苛刻。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.NAME"] = "小型石油引擎", ["STRINGS.BUILDINGS.PREFABS.KILN.DESC"] = "窑炉还可用于将煤炭精炼为纯碳。", ["STRINGS.BUILDINGS.PREFABS.KILN.EFFECT"] = "烧制[[粘土]]以生产[[陶瓷]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.KILN.NAME"] = "窑炉", ["STRINGS.BUILDINGS.PREFABS.LADDER.DESC"] = "(那意味着他们能在上面攀爬。)", ["STRINGS.BUILDINGS.PREFABS.LADDER.EFFECT"] = "可使复制人上下移动。", ["STRINGS.BUILDINGS.PREFABS.LADDER.NAME"] = "梯子", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.DESC"] = "复制人在睡觉时,如果有另一个复制人使用梯子则睡眠会被打断。", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.EFFECT"] = "为一名复制人提供睡眠区,同时充当梯子。<br/>复制人晚上会自动在指定的床位上睡觉。", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.NAME"] = "梯床", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.DESC"] = "塑料梯子具有轻度的抗菌性,有助于限制病菌在殖民地的传播。", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.EFFECT"] = "可提高复制人的攀爬速度。", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.NAME"] = "塑料梯子", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.DESC"] = "杰罗尼莫!", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.EFFECT"] = "容纳一名来自轨道上的已部署的复制人。<br/>舱体在到达后就会破碎。", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.NAME"] = "太空员部署舱", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.DESC"] = "作为[[星际载货]]在小行星表面着陆的小型信标。", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.EFFECT"] = "引导[[星际载货]]和[[环轨货舱]]在附近着陆。<br/>[[星际载货]]必须在[[星际发射器]]发射。", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.NAME"] = "定位信标", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.DESC"] = "一个平台,火箭能够在上面发射和着陆。", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.EFFECT"] = "建造所有火箭舱块的前置建筑。<br/>允许火箭在小行星上发射或着陆。<br/>将建造的[[火箭端口固体装载器|火箭端口]]与火箭平台的一侧自动相连。", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET"] = "火箭着陆", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_ACTIVE"] = "当火箭在[[火箭平台]]上时,输出绿色信号", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_INACTIVE"] = "否则,输出红色信号", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH"] = "发射火箭", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_ACTIVE"] = "绿色信号:发射火箭", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_INACTIVE"] = "红色信号:取消启动", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY"] = "火箭检查表", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_ACTIVE"] = "当火箭准备好飞行时,输出绿色信号", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_INACTIVE"] = "否则,输出红色信号", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.NAME"] = "火箭平台", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.DESC"] = "铅服存放柜可为铅服补充资源,或清空铅服中的废物。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.EFFECT"] = "存放[[铅服]]并为其补充[[氧气]]。<br/>清空铅服中的[[污染水]]。<br/>建造在[[铅服检查站]]旁,使复制人在路过时换上铅服。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.NAME"] = "铅服存放柜", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.DESC"] = "每个检查站都必须配备至少一个建在箭头指向后面的相关存放柜。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.EFFECT"] = "标记复制人必须换上或换下[[铅服]]的起点。<br/>必须建在[[铅服存放柜]]旁。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.NAME"] = "铅服检查站", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.EFFECT"] = "允许复制人储存在太空任务中找到的任何[[:Category:液体|液体]]资源。<br/>待火箭返回后,所储存的资源便可供殖民地使用。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.NAME"] = "液缸货舱", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.DESC"] = "比常规的液缸货舱能携带更多东西。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.EFFECT"] = "允许复制人储存在太空任务中找到的大部分[[:Category:液体|液体]]资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.NAME"] = "大型液缸货舱", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.EFFECT"] = "允许复制人储存在太空任务中找到的一些[[:Category:液体|液体]]资源。<br/>待火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.NAME"] = "液缸货舱", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.DESC"] = "液温调节器可以冷却液体并把热量排放到其他地方。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.EFFECT"] = "冷却输入的[[:Category:液体|液体]],但向周围环境放出[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.NAME"] = "液温调节器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.DESC"] = "液体管道可用来连接建筑的输入口和输出口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.EFFECT"] = "在[[水管|输出口]]和[[水管|输入口]]之间输送[[:Category:液体|液体]]。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.NAME"] = "液体管道", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.DESC"] = "分离管道系统可以防止建筑被混杂的内容物损坏。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.EFFECT"] = "让一条[[水管|液体管道]]可以越过另一条液体管道,而不会连到一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.NAME"] = "液体管桥", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.DESC"] = "病菌传感器有助于检测病菌存在以控制自动化行为。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.EFFECT"] = "根据管内液体[[疾病|病菌]]数量,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "管内液体[[疾病|病菌]]数量", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "若管内液体病菌数量处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.NAME"] = "液体管道病菌传感器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.DESC"] = "元素传感器可用于探测管道内是否有特定液体存在。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.EFFECT"] = "当检测到管内有所选[[:Category:液体|液体]]时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "管内[[:Category:液体|液体]]出现", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "若检测到管内有所选液体,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.NAME"] = "液体管道元素传感器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.DESC"] = "溢流阀可以用来选择优先让哪些建筑获得宝贵的资源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.EFFECT"] = "仅当主输出口堵塞时,才用[[:Category:液体|液体]]填充备用输出口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.NAME"] = "液体溢流阀", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.DESC"] = "优先气流阀可确保先填充建筑群中的重要建筑。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.EFFECT"] = "当主输入口溢流时,将[[:Category:液体|液体]]转向备用输入口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.NAME"] = "优先液流阀", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.DESC"] = "泵入冷液体的导热管道可穿过炎热区域以帮助降温。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.EFFECT"] = "输送[[:Category:液体|液体]],允许与周围环境进行大幅[[热量]]交换。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.NAME"] = "导热液体管道", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.DESC"] = "温度传感器可在管道内容物达到特定温度时禁用某些建筑。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.EFFECT"] = "当管内液体温度达到选定范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "管内[[:Category:液体|液体]][[热量|温度]]", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "若管内液体处于选定温度范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.NAME"] = "液体管道温度传感器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.DESC"] = "复制人可以根据需要操作水冷风扇,临时给小片区域降温。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.EFFECT"] = "驱散少量[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.NAME"] = "水冷风扇", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.DESC"] = "除所选的液体外,其他所有液体都会被送入输出管道。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.EFFECT"] = "从多种[[:Category:液体|液体]]中分离出一种液体,将其送入专用[[水管|管道]]。<br/>一次只能分离出一种液体。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.NAME"] = "液体筛选器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.DESC"] = "储存更多燃料可让火箭在返回之前探索的距离更远。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.EFFECT"] = "储存经管道输送的[[:Category:液体|液体]]燃料,为火箭引擎提供能源。<br/>所储存的燃料类型取决于火箭引擎。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.NAME"] = "液缸燃料舱", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.DESC"] = "储存更多燃料可让火箭在返回之前探索的距离更远。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.EFFECT"] = "储存经管道输送的[[:Category:液体|液体]]燃料,为火箭引擎提供能源。<br/>所储存的燃料类型取决于火箭引擎。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.NAME"] = "大型液缸燃料舱", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.DESC"] = "加热器将液体加热以至可杀死其中的病菌。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.EFFECT"] = "加热大量的[[:Category:液体|液体]]。<br/>必须完全浸没。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.NAME"] = "液体加热器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.DESC"] = "计量阀可以在通过精确量的液体后关闭。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.EFFECT"] = "连至[[自动化]]电路中,当特定量的[[:Category:液体|液体]]通过后自动地阻断液体流通。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "达到限制", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_RESET"] = "重置计量值", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.NAME"] = "液体计量阀", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "当达到限制时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:重置数量", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.DESC"] = "自动化管道免去了复制人的参与,从而可以节省电力和时间。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.EFFECT"] = "连至[[自动化]]电路中以自动地使[[:Category:液体|液体]]流通或阻断。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT"] = "流通/阻断", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:允许液体流通", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:阻止液体流通", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.NAME"] = "液体截断阀", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.DESC"] = "小型液泵可以最少电力来抽取少量液体。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.EFFECT"] = "抽取少量[[:Category:液体|液体]]并通过[[水管|管道]]输送。<br/>必须浸没在[[:Category:液体|液体]]中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.NAME"] = "小型液泵", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.DESC"] = "用管道将泵的输出口和另一个建筑的输入口连接,液体就会被送到那个建筑中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.EFFECT"] = "抽取[[:Category:液体|液体]]并通过[[水管|管道]]输送。<br/>必须浸没在[[:Category:液体|液体]]中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.NAME"] = "液泵", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.DESC"] = "手压泵允许复制人将液体装瓶并运送到其他地方。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.EFFECT"] = "用泵手动将[[:Category:液体|液体]]抽入瓶中进行运输。<br/>复制人只能携带瓶装液体。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.NAME"] = "手压泵", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.DESC"] = "储液库无法接收手动运送的资源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.EFFECT"] = "储存任何经管道输送的[[:Category:液体|液体]]资源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.NAME"] = "储液库", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.DESC"] = "阀门可以控制通过管道的液体量,避免浪费。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.EFFECT"] = "控制通过[[水管|管道]]的[[:Category:液体|液体]]量。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.NAME"] = "液体调节阀", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.DESC"] = "排液口是管道系统的液体排出口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.EFFECT"] = "排放[[水管|液体管道]]中的[[:Category:液体|液体]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.NAME"] = "排液口", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.DESC"] = "当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时弹出一条通知。", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.EFFECT"] = "与传感器一起使用,当满足特定条件时,弹出一条通知。<br/>通知可自定义内容。", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_NAME"] = "输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:弹出通知", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.LOGIC_PORT"] = "通知", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.NAME"] = "自动化通知器", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.DESC"] = "星图位置传感器能在火箭处于某个位置时发出信号", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.EFFECT"] = "在选择的星图位置时输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,在其他位置时输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT"] = "星图位置传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_ACTIVE"] = "当处于选定的星图位置时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.NAME"] = "星图位置传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.DESC"] = "对于高于十的数字,可将多个计数器连在一起实现。", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.EFFECT"] = "记录接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>的次数,直到达到选定的数字。<br/>当达到选定数字后,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,直到接收到另一个<b><span class=\"ingame-logic_on\">绿色信号</span></b>,它将自动重置并重新开始计数。", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:计数器加1", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT"] = "计数器值", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_OUTPUT"] = "达到设定值", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_RESET"] = "重置计数器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.NAME"] = "信号计数器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_ACTIVE"] = "当计数器达到选定值时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:重置计数器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_CRITTER_LABEL"] = "计小动物数量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_EGG_LABEL"] = "计蛋数量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.DESC"] = "检测小动物数量有助于调整它们的自动喂养和照料方案。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.EFFECT"] = "根据房间内蛋和小动物数量,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT"] = "小动物数量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_ACTIVE"] = "若房间内小动物和蛋的数量大于选定阈值,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.NAME"] = "小动物传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.SIDESCREEN_TITLE"] = "小动物传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.DESC"] = "检测病菌数量有助于封锁或清理危险区域。", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.EFFECT"] = "根据环境[[疾病|病菌]]数量,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT"] = "[[疾病|病菌]]数量", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "若病菌数量处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.NAME"] = "病菌传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.DESC"] = "运动传感器只有复制人在附近时才会启用建筑,从而节省电力。", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.EFFECT"] = "根据复制人是否在传感器范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT"] = "复制人运动传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_ACTIVE"] = "当复制人处于传感器范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.NAME"] = "复制人运动传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.DESC"] = "这些传感器能探测是否有特定气体存在,并据此调整系统。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.EFFECT"] = "当传感器所在方格中探测到所选[[:Category:气体|气体]]时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>当未探测到选定[[:Category:气体|气体]]时,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT"] = "特定[[:Category:气体|气体]]出现", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_ACTIVE"] = "若检测到有所选气体,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.NAME"] = "气体元素传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.DESC"] = "这些传感器能探测是否有特定液体存在,并据此调整系统。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.EFFECT"] = "当传感器所在方格中探测到所选[[:Category:液体|液体]]时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>当未探测到选定[[:Category:液体|液体]]时,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT"] = "特定[[:Category:液体|液体]]出现", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_ACTIVE"] = "若检测到有所选液体,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.NAME"] = "液体元素传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.DESC"] = "这种逻辑门在输入端同时接收到绿色信号时才输出绿色信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.EFFECT"] = "若输入端A<b>与</b>输入端B都接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>若至少有一个输入端接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.NAME"] = "与门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_ACTIVE"] = "若所有输入端都接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_INACTIVE"] = "若有任何一个输入端接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.DESC"] = "这种逻辑门在停止接收绿色信号后仍会在一段时间内继续输出绿色信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.EFFECT"] = "若输入端接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>在输入端接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>后,在一定缓冲时间内继续输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.NAME"] = "缓冲门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_ACTIVE"] = "当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。在接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>后,继续输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>直到计时器终止", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.DESC"] = "信号分配器可以用于选择哪条电路能接收到给定的自动化信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.EFFECT"] = "由控制输入端选择,使输入的信号从四个可能的输出端中的其中一个进行输出。<br/>将<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>输出到两个控制输入端来决定选择哪个输出端。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.NAME"] = "信号分配器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_ACTIVE"] = "从选择的输出端输出<b><span class=\"ingame-logic_off\">红色信号</span></b>或<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_INACTIVE"] = "无", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.DESC"] = "这种逻辑门仅会输出持续时间长于选定过滤时间的绿色信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.EFFECT"] = "仅当输入端接收到持续时间长于选定过滤时间的<b><span class=\"ingame-logic_on\">绿色信号</span></b>时才使其通过。<br/>若<b><span class=\"ingame-logic_on\">绿色信号</span></b>的持续时间不够,继续输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.NAME"] = "过滤门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_ACTIVE"] = "当接收到持续时间长于选定过滤时间的<b><span class=\"ingame-logic_on\">绿色信号</span></b>后,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.DESC"] = "信号选择器可以用于选择哪个自动化信号可以通过给定的电路", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.EFFECT"] = "由控制输入端选择,使输入的四个信号中的其中一个输出到输出端。<br/>将<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>输出到两个控制输入端以决定选择哪个输入端。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.NAME"] = "信号选择器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_ACTIVE"] = "从选择的输入端接收<b><span class=\"ingame-logic_off\">红色信号</span></b>或<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_INACTIVE"] = "无", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.DESC"] = "这种逻辑门会反转自动化信号,将绿色信号变成红色信号,反之亦然。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.EFFECT"] = "若输入端接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>若输入端接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.NAME"] = "非门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_ACTIVE"] = "若接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_INACTIVE"] = "若接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.DESC"] = "这种逻辑门在接收到至少一个绿色信号时会输出绿色信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.EFFECT"] = "若输入端A<b>或</b>输入端B至少有一个接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>若输入端A和输入端B都没接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.NAME"] = "或门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_ACTIVE"] = "若有任何一个输入端接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_INACTIVE"] = "若所有输入端都接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.DESC"] = "这种逻辑门在只有一个输入端接收到绿色信号时才会输出绿色信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.EFFECT"] = "若输入端仅有一个接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>若输入端全都或全没接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.NAME"] = "异或门", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_ACTIVE"] = "若输入端仅有一个接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_INACTIVE"] = "若输入端的信号一致(任意颜色),输出<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.DESC"] = "音槌敲击建筑时会发出悦耳的声音。", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.EFFECT"] = "在默认方向下,当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时,敲击左侧建筑。<br/>敲击不同建筑会有各自独特的声音。<br/>音槌敲击时不会对建筑造成伤害。", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_NAME"] = "输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:音槌敲击一次", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.LOGIC_PORT"] = "共鸣建筑", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.NAME"] = "音槌", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.DESC"] = "当辐射粒子经过时,辐射粒子传感器可以输出信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.EFFECT"] = "当检测到辐射粒子处于选定范围时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT"] = "检测辐射粒子", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_ACTIVE"] = "若检测到辐射粒子处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.NAME"] = "辐射粒子传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.DESC"] = "接收来自太空的自动化信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.EFFECT"] = "在太空远距离接收来自[[信号播报器]]的<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。<br/>信号接收器和信号播报器必须暴露在太空中才能运作。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT"] = "接收信号", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_ACTIVE"] = "接收:<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_INACTIVE"] = "接收:<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.NAME"] = "信号接收器", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DEFAULTNAME"] = "未命名播报器", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DESC"] = "将自动化信号发送到太空。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.EFFECT"] = "在太空远距离发送<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>至[[信号接收器]]。<br/>信号接收器和信号播报器必须暴露在太空中才能运作。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT"] = "播报信号", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_ACTIVE"] = "播报:<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_INACTIVE"] = "播报:<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.NAME"] = "信号播报器", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.DESC"] = "光线传感器可以根据阳光等级告知地表太阳能板上方的地堡门开启或关闭。", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.EFFECT"] = "当环境[[照明|亮度]]达到选定范围时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT"] = "环境[[照明|亮度]]", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_ACTIVE"] = "若环境[[照明|亮度]]处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.NAME"] = "光线传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.DESC"] = "内存可在置位端 (S) 接收到绿色信号后储存绿色信号,直到复位端 (R) 接收到绿色信号为止。", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.EFFECT"] = "含有一个内存,输出任何储存在内存中的信号。<br/>输入的信号<i>只会</i>影响到内存,不会通过输出传递。<br/>发送<b><span class=\"ingame-logic_on\">绿色信号</span></b>到置位端 (S) 会将内存设置为<b><span class=\"ingame-logic_on\">绿色信号</span></b>。<br/>发送<b><span class=\"ingame-logic_on\">绿色信号</span></b>到复位端 (R) 会将内存重置为<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.NAME"] = "锁存器", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT"] = "内存输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_ACTIVE"] = "若内存设置为<b><span class=\"ingame-logic_on\">绿色信号</span></b>,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_INACTIVE"] = "若内存设置为<b><span class=\"ingame-logic_off\">红色信号</span></b>,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT"] = "复位端 (R)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:重置内存为<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT"] = "置位端 (S)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:设置内存为<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.STATUS_ITEM_VALUE"] = "当前值:{0}", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.DESC"] = "自动化系统免去了复制人的管理工作,从而可节省电力和时间。", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.EFFECT"] = "连至[[自动化]]电路中以自动地接通或断开电力。<br/>不会影响前于开关的电路。", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT"] = "断电", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:允许[[电力]]通过电路", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:阻止[[电力]]通过电路", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.NAME"] = "电力截断器", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.DESC"] = "气压传感器可用于防止氧气过量生产和超压。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.EFFECT"] = "当[[:Category:气体|气压]]处于选定范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT"] = "气压", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_ACTIVE"] = "若气压处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.NAME"] = "气压传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.DESC"] = "液体不多时,液压传感器就可以告知液泵补充液体。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.EFFECT"] = "当[[:Category:液体|液压]]处于选定范围时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。<br/>必须浸没在[[:Category:液体|液体]]中。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT"] = "液压", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_ACTIVE"] = "若液压处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.NAME"] = "液压传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.DESC"] = "辐射传感器检测到危险等级的辐射时可以禁用建筑。", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.EFFECT"] = "当环境[[辐射]]达到选定范围时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT"] = "环境[[辐射]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_ACTIVE"] = "若环境[[辐射]]处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.NAME"] = "辐射传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.DESC"] = "信号线组可以运载多个自动化信号同时占地明显减少。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.EFFECT"] = "一条四位的[[信号线]],可以运载至多四个自动化信号。<br/>使用[[线组写入器]]输入多个位,[[线组读取器]]输出多个位。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.NAME"] = "信号线组", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.DESC"] = "线桥可以让多个自动化电路存在于小面积的区域,而不会相互连接。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.EFFECT"] = "让一组[[信号线|信号线组]]可以越过另一组信号线组,而不会连到一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT"] = "传递信号", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:传递<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:传递<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.NAME"] = "信号线组桥", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.DESC"] = "将[[信号线组]]单个位的信号输出到[[信号线]]。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.EFFECT"] = "读取来自[[信号线组]]特定位的<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>并输出到[[信号线]]。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_NAME"] = "线组输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:从选定位读取<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:从选定位读取<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT"] = "四位输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT_OUTPUT"] = "位读取", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.NAME"] = "线组读取器", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_NAME"] = "输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:对与之相连的[[信号线]]输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:对与之相连的[[信号线]]输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.DESC"] = "将[[信号线]]的信号转变到[[信号线组]]单个位上", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.EFFECT"] = "将<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>写入至[[信号线组]]的特定位。<br/>输出必须用[[信号线组]]以免过载。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_NAME"] = "输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:接收要写至选定位的<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:接收要写至选定位的<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT"] = "一位输入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT_OUTPUT"] = "位写入", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.NAME"] = "线组写入器", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_NAME"] = "线组输出端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:将<b><span class=\"ingame-logic_on\">绿色信号</span></b>写至[[信号线组]]的选定位", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:将<b><span class=\"ingame-logic_off\">红色信号</span></b>写至[[信号线组]]的选定位", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.DESC"] = "信号开关不会像电闸那样闭合和断开电路,而是添加额外的信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.EFFECT"] = "在[[自动化]]电路中输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT"] = "信号开关", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_ACTIVE"] = "若开启,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_INACTIVE"] = "若关闭,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.NAME"] = "信号开关", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.SIDESCREEN_TITLE"] = "信号开关", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.DESC"] = "温度传感器可以在建筑接近危险的温度时停用建筑。", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.EFFECT"] = "当环境[[热量|温度]]达到选定范围时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT"] = "环境[[热量|温度]]", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "若环境[[热量|温度]]处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.NAME"] = "温度传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.DESC"] = "周期传感器可确保在每个周期,系统总会在白天或晚上的同一时间开启。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.EFFECT"] = "设置一个在早晚一周期中<b><span class=\"ingame-logic_on\">绿色信号</span></b>和<b><span class=\"ingame-logic_off\">红色信号</span></b>的自动化安排。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT"] = "周期时间", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_ACTIVE"] = "若当前时间处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.NAME"] = "周期传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.DESC"] = "时间传感器可以创造非常短时间或长时间的自动化安排。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.EFFECT"] = "创造一个计时器,输出特定时长的<b><span class=\"ingame-logic_on\">绿色信号</span></b>和<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT"] = "时间安排", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_ACTIVE"] = "输出选定绿色时长的<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_INACTIVE"] = "然后,输出选定红色时长的<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.NAME"] = "时间传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.DESC"] = "当建筑开启或关闭时,功率传感器可以输出信号。", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.EFFECT"] = "当耗电[[电力|功率]]处于选定范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT"] = "耗电[[电力|功率]]", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_ACTIVE"] = "若[[电力|功率]]处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.NAME"] = "功率传感器", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.DESC"] = "信号线用于将建筑的端口与逻辑门相连接。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.EFFECT"] = "将建筑与[[自动化|传感器]]相连。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.NAME"] = "信号线", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.DESC"] = "线桥可以让多个自动化电路存在于小面积的区域,而不会相互连接。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.EFFECT"] = "让一条[[信号线]]可以越过另一条信号线,而不会连在一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT"] = "传递信号", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:传递<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:传递<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.NAME"] = "信号线桥", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.DESC"] = "没有什么比在邮箱中收到自制礼品更棒的了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.EFFECT"] = "展示一个可食用物品。", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.NAME"] = "邮箱", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.DESC"] = "其中的居住者独居太久了,他已经忘了友谊是什么感觉了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.EFFECT"] = "一种来自设施地下三层的大型运输单元。<br/>它被改造成了一个简陋但实用的临时避难所。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.NAME"] = "庄严科技运输集装箱", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.DESC"] = "有人在里面住了一段时间了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.EFFECT"] = "一种超宽敞的集装箱,用于储存你所选的[[:Category:固体|固体材料]]。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.NAME"] = "庄严科技运输集装箱", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.DESC"] = "比起床铺,复制人更喜欢睡在舒适的床上,且睡醒后会感到更舒适。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.EFFECT"] = "为一名复制人提供睡眠区并恢复额外的体力。<br/>复制人晚上会自动在指定的床位上睡觉。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.DESC"] = "啊嗬!启航前往梦乡喽。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.NAME"] = "梦船床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.DESC"] = "一种充气的派对道具,能让人睡得出奇地好。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.NAME"] = "充气城堡床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.DESC"] = "比床铺舒适多了。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.NAME"] = "舒适的床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.DESC"] = "每个在此醒来的复制人都是赢家。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.NAME"] = "赛车床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.DESC"] = "床垫太软了,想从里面爬出来几乎不可能。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.NAME"] = "舒适的软泥床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.DESC"] = "被拥抱的感觉真好。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.NAME"] = "抱抱床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.DESC"] = "一个舒适又有点“香气”的睡觉之处。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.NAME"] = "飞鱼床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.DESC"] = "一个昏迷者的柔软着陆点。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.NAME"] = "舒适的昏迷床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.DESC"] = "一种粉红色的床,适合做玫瑰之梦。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.NAME"] = "舒适的亮红床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.DESC"] = "将昏昏欲睡的复制人发射到遥远的梦境中。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.NAME"] = "征梦号床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.DESC"] = "睡前来点模式识别可以舒缓精神。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.NAME"] = "魔方床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.DESC"] = "当生活令人厌恶时,卧床休息是唯一的答案。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.NAME"] = "舒适的呕吐床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.NAME"] = "舒适的床", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.DESC"] = "复制人只会为那些和这个站在同一个房间里的建筑提高效率。", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.EFFECT"] = "让分配的工程师能够提高建筑生产效率。<br/>这个建筑是机械车间的必要组成部分。", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.NAME"] = "机械站", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.DESC"] = "看复制人在上面跑步很好玩……电力只是额外的好处而已。", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.EFFECT"] = "将人力转化为[[电力]]。", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.NAME"] = "人力发电机", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.DESC"] = "辐射粒子对于材料科学研究是十分必要的。", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.EFFECT"] = "将放射性矿石提炼以生成辐射粒子。<br/>向选中方向释放生成的辐射粒子。", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.NAME"] = "人力辐射粒子发生器", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.RECIPE_DESCRIPTION"] = "处理{0}以产生[[辐射|辐射粒子]]。同时产生{1}作为副产物。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.DESC"] = "气闸可以隔绝危险区域并防止气体渗入殖民地。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.EFFECT"] = "阻挡[[:Category:液体|液体]]和[[:Category:气体|气体]]流动,维持各区域间的压力。<br/>野生[[:Category:小动物|小动物]]无法通过门。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.NAME"] = "手动气闸", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.AVERAGEQUALITYNAME"] = "普通大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.DESC"] = "习得艺术技能的复制人能制作出更有装饰性的艺术品。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EFFECT"] = "大幅增加[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EXCELLENTQUALITYNAME"] = "天才大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.DESC"] = "她不怕占地方。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.NAME"] = "《大美人鱼》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.DESC"] = "艺术家非常高兴地表达了他们的不高兴。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.NAME"] = "《暴躁的野兽》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.DESC"] = "它可不能陪你玩捡球。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.NAME"] = "《守护者》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.DESC"] = "对宇宙中最神秘的,也是最胀气的,生物的精湛刻画。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.NAME"] = "《真正的神奇海牛》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.DESC"] = "对园艺家与她的奖品毛刺花之间深厚纽带的精湛刻画。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.NAME"] = "《绿色女神》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.DESC"] = "这个艺术家一定非常真菌。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.NAME"] = "《成块的真菌》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.DESC"] = "它具有真正的“鬃毛”特性能量。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.NAME"] = "《独角兽半身像》", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.NAME"] = "大理石雕塑块", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.POORQUALITYNAME"] = "“抽象”大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.ACTIVATE_TOOLTIP"] = "当[[压力]]升到{0}%时复制人开始休息", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DEACTIVATE_TOOLTIP"] = "当[[压力]]降到{0}%时复制人结束休息", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DESC"] = "按摩床可以快速降低压力,但会消耗一些电力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.EFFECT"] = "快速降低复制人的[[压力]]。<br/>当[[压力]]到达需要休息的范围时,复制人将自动寻找按摩床。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.DESC"] = "按摩床可以快速降低压力,但会消耗一些电力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.NAME"] = "按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.DESC"] = "幸福膨胀,压力飞走。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.NAME"] = "充气按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.DESC"] = "用强烈的压力解决强烈的压力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.NAME"] = "指压按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.NAME"] = "按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.EFFECT"] = "一种自我维持的机器,似乎是由精炼的[[中子质]]供能的。<br/>用管道提供[[氢气]]可吸收并中和[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.NAME"] = "反熵热量中和器", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.DESC"] = "用机械海浪带来全新娱乐体验。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.EFFECT"] = "提升复制人的[[士气]]<br/>使用的时候一些[[水]]会溅到地上。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT"] = "溢出量:{amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT_TOOLTIP"] = "这个建筑在使用时会溢出内容物{amount},这一部分必须重新补充。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.NAME"] = "机械冲浪板", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT"] = "{element}:{amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT_TOOLTIP"] = "这个建筑需要补充{amount}{element}才能运作。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.DESC"] = "复制人使用分诊床来从受伤中恢复,并接受同伴的医疗救助。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.EFFECT"] = "加速[[生命值]]恢复并治疗身体上的伤口。<br/>使丧失行动能力的复制人苏醒。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.NAME"] = "分诊床", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.EFFECT"] = "一种由[[氧气]]供能的有机多皮层的知识储库与处理系统。<br/>可以分析由穿着[[睡衣]]的复制人产生的[[梦境日志]]。<br/>能够为整个殖民地的复制人提供可持续的技能和能力强化。", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.NAME"] = "梦境合成仪", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.DESC"] = "汞吸顶灯需要一会才能达到最大亮度,但一旦完成……倍儿棒!", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.EFFECT"] = "使用[[汞]]和[[电力]]产生[[照明|光]]。<br/>光可以降低复制人压力,并且是某些植物生长所需的。", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.NAME"] = "汞吸顶灯", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.DESC"] = "网格砖可以用来在液体流动的区域建造道路。", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>不会阻挡[[:Category:液体|液体]]或[[:Category:气体|气体]]流动。", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.NAME"] = "网格砖", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.DESC"] = "精炼金属是制作先进的电子产品和技术产品所必需的材料。", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.EFFECT"] = "使用[[:Category:金属矿石|金属矿石]]原料生产[[精炼金属]]。<br/>将输入的[[:Category:液体|液体]]大幅[[热量|加热]]并将其输出。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.NAME"] = "金属精炼器", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.RECIPE_DESCRIPTION"] = "从{1}中提取出纯{0}。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.AVERAGEQUALITYNAME"] = "普通金属雕塑", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.DESC"] = "习得艺术技能的复制人能制作出更有装饰性的艺术品。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EFFECT"] = "大幅增加[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME"] = "天才金属雕塑", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.DESC"] = "非常可爱,但要是有人摸黑碰到了脚指头就不好说了。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.NAME"] = "《贪得无厌的胃口》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.DESC"] = "不太符合表现主义,但不可否认地,表现力很强。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.NAME"] = "《目瞪口呆》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.DESC"] = "它不发光,但确实照亮了整个房间。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.NAME"] = "《友善的飞虫》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.DESC"] = "对复制人喜欢喜欢的淘气小动物的精湛雕塑。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.NAME"] = "《好一只树鼠》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.DESC"] = "如果当整个头部就是一大块凸起怎么样?", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.NAME"] = "《颅相学家的梦想》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.DESC"] = "实际上,这个塑像非常不错。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.NAME"] = "《不自然的美》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.DESC"] = "疫病章鱼的眼睛按在了一个旋转装置上,在随机一段时间后会激活一下。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.NAME"] = "《美丽的生物危害》", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.NAME"] = "金属雕塑块", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.POORQUALITYNAME"] = "“抽象”金属雕塑", ["STRINGS.BUILDINGS.PREFABS.METALTILE.DESC"] = "比起其他类型的砖块,金属砖传递热量的速度要快得多。", ["STRINGS.BUILDINGS.PREFABS.METALTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>显著提高复制人的行走速度。", ["STRINGS.BUILDINGS.PREFABS.METALTILE.NAME"] = "金属砖", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.DESC"] = "天然气发电机会排放污染水,最好建在废水池上方。", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.EFFECT"] = "将[[天然气]]转化为[[电力]]。<br/>产生[[二氧化碳]]和[[污染水]]。", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.NAME"] = "天然气发电机", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.DESC"] = "压制器的食谱能让复制人吃饱,但随着时间可能会影响健康和士气。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.EFFECT"] = "使用常见原料生产低质量[[食物]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.DESC"] = "优先考虑的是营养价值,而不是味道。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.DESC"] = "压制器的食谱能让复制人吃饱,但随着时间可能会影响健康和士气。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.NAME"] = "食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.DESC"] = "晚餐<i>又</i>吃可食用胶体?", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.NAME"] = "软泥绿食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.DESC"] = "因为有颜色的存在,食物品质的注意力也被分散了。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.DESC"] = "绝食不可行,但颜色协调可行。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.NAME"] = "亮红粉食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.DESC"] = "由于各种各样的错误,做出来的食物令人难忘。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄食物压制器", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.NAME"] = "食物压制器", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.DESC"] = "复制人可以涂上一层咸乳蜡,以提高他们在运载管道中的前进速度。", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.EFFECT"] = "将[[咸乳]]精炼为[[浓盐水]]和[[咸乳蜡]],并释放[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.NAME"] = "咸乳蜡收集器", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.DESC"] = "当所有人都抢着喝咸乳时,就没人在意拥挤了。", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.EFFECT"] = "为各种[[:Category:小动物|小动物]]分配[[咸乳]]。<br/>直饮器可以显著改善[[:Category:小动物|小动物]]的心情。", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.NAME"] = "小动物直饮器", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.DESC"] = "收获来的这种液体基本上相当于小动物的苏打水。", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.EFFECT"] = "允许具有[[小动物养殖 II]]技能的复制人为[[释气海牛]]挤奶以获取[[咸乳]]。<br/>[[咸乳]]可用于补充[[小动物直饮器]]。", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.NAME"] = "挤奶站", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.DESC"] = "为受不了给小动物挤奶的复制人准备的。", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.EFFECT"] = "将[[冰霜小麦|冰霜麦粒]]或[[火椒粒]]粉碎以提制[[咸乳]]。<br/>[[咸乳]]可用于补充[[小动物直饮器]]。", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NAME"] = "植物粉碎机", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NUT_MILK_RECIPE_DESCRIPTION"] = "将{0}转化为{1}", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.WHEAT_MILK_RECIPE_DESCRIPTION"] = "将{0}转化为{1}", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.DESC"] = "氧气扩散器效率不高,但输出的氧气也够维持殖民地呼吸。", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.EFFECT"] = "将大量的[[藻类]]转化为[[氧气]]。<br/>当区域达到最大气压时会闲置。", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.NAME"] = "氧气扩散器", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.DESC"] = "爆破弹能高效防御来袭的流星雨。", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.EFFECT"] = "将[[精炼金属]]与[[石油]]组合以生产[[流星爆破炮|爆破弹]]。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.NAME"] = "爆破弹组装机", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.RECIPE_DESCRIPTION"] = "由{1}和{2}生产{0}。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.BODY.CONTAINER1"] = "在流星雨期间发射[[流星爆破炮|爆破弹]]以免受殖民地遭受撞击损坏。<br/>范围:水平16格,垂直32格。<br/>炸成碎片的流星不会留下可获得的资源。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.DESC"] = "炸成碎片的流星会留下可获得的资源。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.EFFECT"] = "在流星雨期间发射[[流星爆破炮|爆破弹]]以免受殖民地遭受撞击损坏。<br/>范围:水平16格,垂直32格。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.NAME"] = "流星爆破炮", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.TARGET_SELECTION_HEADER"] = "目标选择", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.DESC"] = "当局者迷,旁观者清。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.EFFECT"] = "为火箭驾驶员提供引导数据,以提高火箭速度。<br/>进行操作的复制人必须具有[[天文学]]技能。<br/>需要清晰的视野才能运作。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.NAME"] = "航天指挥站", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.DESC"] = "就像局外者一样,他实际上知道的要更多。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.EFFECT"] = "为范围内的火箭驾驶员提供引导数据,以提高火箭的速度。<br/>进行操作的复制人必须具有[[天文学]]技能。<br/>需要清晰的视野才能运作。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.NAME"] = "航天指挥站", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.DESC"] = "一个可向其输入[[:Category:气体|气体]]的枢纽。", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.NAME"] = "气体输入枢纽", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME"] = "火箭端口", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME_PLURAL"] = "火箭端口", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.DESC"] = "允许火箭平台建在更远的地方。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.EFFECT"] = "自动地与相邻的[[火箭平台]]或任何[[火箭端口固体装载器|火箭端口]]相连。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.NAME"] = "火箭端口延伸桥", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.EFFECT"] = "向相连的火箭库存中装载[[:Category:气体|气体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在火箭的货舱上使用气体筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.NAME"] = "火箭端口气体装载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.EFFECT"] = "从相连的火箭库存中卸载[[:Category:气体|气体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在卸载器上使用气体筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.NAME"] = "火箭端口气体卸载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.EFFECT"] = "向相连的火箭库存中装载[[:Category:液体|液体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在火箭的货舱上使用液体筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.NAME"] = "火箭端口液体装载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.EFFECT"] = "从相连的火箭库存中卸载[[:Category:液体|液体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在卸载器上使用液体筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.NAME"] = "火箭端口液体卸载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.EFFECT"] = "向相连的火箭库存中装载[[:Category:固体|固体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在火箭的货舱上使用固体筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.NAME"] = "火箭端口固体装载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.DESC"] = "火箭必须着陆才能装载或卸载资源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.EFFECT"] = "从相连的火箭库存中卸载[[:Category:固体|固体]]。<br/>自动地与相邻的[[火箭平台]]或另一个[[火箭端口固体装载器|火箭端口]]相连。<br/>可以在卸载器上使用固体材料筛选项设定。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.NAME"] = "火箭端口固体卸载器", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.DESC"] = "一个可向其输入[[:Category:液体|液体]]的枢纽。", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.NAME"] = "液体输入枢纽", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.DESC"] = "一个可向其输入[[:Category:固体|固体]]的枢纽。", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.NAME"] = "固体输入枢纽", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.DESC"] = "丰碑的底基必须最先建造。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.EFFECT"] = "建造丰碑的底部。<br/>可以自定义外观。<br/>实现殖民化使命必须建造丰碑。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.NAME"] = "丰碑底基", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.DESC"] = "丰碑的每部分外观自定义后可以随意组合。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.EFFECT"] = "建造丰碑的中部。<br/>可以自定义外观。<br/>实现殖民化使命必须建造丰碑。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.NAME"] = "丰碑中段", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.DESC"] = "建造丰碑表明你向宇宙宣布这块大岩石是你自己的。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.EFFECT"] = "建造丰碑的顶部。<br/>可以自定义外观。<br/>实现殖民化使命必须建造丰碑。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.NAME"] = "丰碑顶部", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.DESC"] = "允许有相应技能的复制人稳定供应粘糊糊但很有效的机器人。", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.EFFECT"] = "使用[[僵尸孢子]]和[[钢]]制造生物燃料机器,可以送至危险环境中。<br/>失效的生物机器人会掉落可收集的[[钢]]。", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.NAME"] = "生机组构仪", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.DESC"] = "镶边是用于墙体和建筑的纯装饰性衬垫。", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>提高[[装饰度]],从而提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.NAME"] = "镶边砖", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.DESC"] = "每个火箭都需要一个前锥才能飞起来。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.EFFECT"] = "在起飞和落地期间保护火箭,以实现太空旅行。<br/>必须通过[[火箭平台]]建造。<br/>必须建在火箭的最顶端。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.NAME"] = "基础前锥", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.DESC"] = "从宇宙中收集资源。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.EFFECT"] = "使火箭能够钻取太空中的星际碎片并收集[[:Category:气体|气体]]、[[:Category:液体|液体]]和[[:Category:固体|固体]]资源。<br/>必须通过[[火箭平台]]建造。<br/>必须建在火箭的最顶端,且含有能够储存相应资源的[[:Category:气体|气体]]、[[:Category:液体|液体]]或[[:Category:固体|固体]]货舱。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.NAME"] = "钻头前锥", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.DESC"] = "辐射粒子发生器和变向器可使辐射用于其他建筑。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.EFFECT"] = "使用[[浓缩铀]]产生[[辐射]]以生成辐射粒子。<br/>生成大量的[[热量|热]]。过热会导致爆炸性熔毁。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_ACTIVE"] = "燃料运送启用", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_INACTIVE"] = "燃料运送禁用", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.LOGIC_PORT"] = "燃料运送控制", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.NAME"] = "研究性反应堆", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.DESC"] = "里面免费附带一些离子。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.EFFECT"] = "执行应用科学研究以解锁新技术。<br/>消耗辐射粒子。<br/>分配的复制人必须具有[[应用科学研究]]技能。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.NAME"] = "材料研究终端", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.DESC"] = "自动卸物箱可以少量地储存或卸下资源。", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.EFFECT"] = "储存任何由复制人搬运的[[:Category:固体|固体材料]]。<br/>当接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>时,将所存的材料放回世界。", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT"] = "卸物触发器", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:卸下所有储存的材料", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:储存材料", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.NAME"] = "自动卸物箱", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.DESC"] = "石油只能从原油中提炼获得。", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.EFFECT"] = "将[[原油]]转化为[[石油]]和[[天然气]]。", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.NAME"] = "原油精炼器", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.DESC"] = "抽送到储油石的水无法回收。", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.EFFECT"] = "使用干净的[[水]]提取[[原油]]。<br/>必须建在[[储油石]]上。", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.NAME"] = "油井", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.DESC"] = "在探索未知星球时,打包一些补给通常是个好主意。", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.EFFECT"] = "把货物送到还没有[[火箭平台]]的小行星表面。<br/>必须通过火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.NAME"] = "环轨货舱", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.DESC"] = "在小行星轨道上时,轨道数据收集实验仪可以记录数据,并将其写入数据磁盘。", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.EFFECT"] = "产生可以在[[虚拟天象仪]]消耗的数据磁盘以解锁新技术。<br/>消耗[[塑料]]和[[电力]]。", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.NAME"] = "轨道数据收集实验仪", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.DESC"] = "洗涤器可以对新挖出来的材料在送到殖民地之前进行消毒。", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.EFFECT"] = "杀死矿石上存在的大量[[疾病|病菌]]。", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.NAME"] = "矿石洗涤器", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.DESC"] = "一个一起吃饭,一起排泄的殖民地。", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.EFFECT"] = "给复制人提供一个解手的地方。<br/>不需要[[水管|管道]]。<br/>必须定期清空[[污染土]]。", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.NAME"] = "户外厕所", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.DESC"] = "固体氧化剂使火箭燃料能够在真空中有效燃烧。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.EFFECT"] = "储存[[氧石]]或其他氧化剂供燃烧火箭燃料使用。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.NAME"] = "固体氧化剂舱", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.UI_FILTER_CATEGORY"] = "接受的氧化剂", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.DESC"] = "固体氧化剂使火箭燃料能够在真空中有效燃烧。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.EFFECT"] = "储存[[氧石]]或其他氧化剂供燃烧火箭燃料使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.NAME"] = "大型固体氧化剂舱", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.UI_FILTER_CATEGORY"] = "接受的氧化剂", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.DESC"] = "液态氧可提高火箭燃料的推重比。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.EFFECT"] = "储存[[液态氧]]供燃烧火箭燃料使用。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.NAME"] = "液体氧化剂舱", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.DESC"] = "液态氧可提高火箭燃料的推重比。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.EFFECT"] = "储存[[液态氧]]供燃烧火箭燃料使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.NAME"] = "液体氧化剂舱", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.DESC"] = "氧气面罩存放柜用于存放未使用的氧气面罩,并为其充氧。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.EFFECT"] = "存放[[氧气面罩]]并为其补充[[氧气]]。<br/>建造在[[氧气面罩检查站]]旁,使复制人在路过时戴上氧气面罩。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.NAME"] = "氧气面罩存放柜", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.DESC"] = "每个检查站都必须配备至少一个建在箭头指向后面的相关存放柜。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.EFFECT"] = "标记复制人必须戴上或摘下[[氧气面罩]]的起点。<br/>必须建在[[氧气面罩存放柜]]旁。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.NAME"] = "氧气面罩检查站", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.DESC"] = "如果没有足够的氧气填充面罩,复制人就不能通过。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.EFFECT"] = "使用筛选项设定中指定的[[金属矿石]]制作[[氧气面罩]]。<br/>自动从环境中抽取[[氧气]]以填充面罩。<br/>标记复制人需要带上或摘下面罩的起点。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.NAME"] = "氧气面罩站", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.DESC"] = "固体状的氧石是一种非常容易运输的氧气来源。", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.EFFECT"] = "使用[[氧气]]和少量的[[金]]合成[[氧石]]。", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.NAME"] = "氧石精炼炉", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.DESC"] = "烛台可避免可扩散的氧气浪费在存储箱中。", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.EFFECT"] = "储存少量[[氧石]],逐渐向环境释放[[氧气]]。", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.NAME"] = "氧石烛台", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.DESC"] = "经过公园会提升复制人的士气。", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.EFFECT"] = "把一片区域定为公园或自然保护区。", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.NAME"] = "公园标识", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.DESC"] = "不管你怎么切,都是一个好看的蛋糕。", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.EFFECT"] = "提高[[装饰度]],从而提升[[士气]]。<br/>对复制人的派对有额外的[[士气]]加成。", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.NAME"] = "三层蛋糕", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.DESC"] = "石油发电机发电量高,但会产生大量废物。", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.EFFECT"] = "将[[石油]]或[[乙醇]]转化为[[电力]]。<br/>产生[[二氧化碳]]和[[污染水]]。", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.NAME"] = "石油发电机", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.DESC"] = "跳舞有助于复制人释放内心深处的情绪。", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.EFFECT"] = "在复制人休息时播放音乐,让他们跟着音乐跳舞。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.NAME"] = "点唱机器人", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.DESC"] = "当[[先锋舱]]在小行星轨道上时,便可使复制人着陆。", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.NAME"] = "先锋着陆器", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.DESC"] = "复制人的一小步。", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.EFFECT"] = "能够前往还没有[[火箭平台]]的小行星。<br/>能容纳一名复制人。<br/>火箭在星图中小行星周围相邻一格时就可以部署。<br/>必须通过火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.NAME"] = "先锋舱", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.DESC"] = "四个像素块可分别设定成不同颜色。", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.EFFECT"] = "像素屏可设定接收到<b><span class=\"ingame-logic_on\">绿色信号</span></b>显示一组颜色,接收到<b><span class=\"ingame-logic_off\">红色信号</span></b>显示另外一组。<br/>从[[信号线]]接收的信号控制整排,从[[信号线组]]接收的信号控制单个像素块。", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_NAME"] = "线组输入端", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:显示设定的<b><span class=\"ingame-logic_on\">绿色信号</span></b>像素块", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:显示设定的<b><span class=\"ingame-logic_off\">红色信号</span></b>像素块", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.LOGIC_PORT"] = "颜色选择", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.NAME"] = "像素屏", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.SIDESCREEN_TITLE"] = "像素屏", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.DESC"] = "培育种植的种子比野生植物成熟得更快。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.EFFECT"] = "将[[植物|种子]]培育成[[植物]]。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.DESC"] = "内部饰有小倒钩。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.NAME"] = "毛刺花绿色种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.DESC"] = "培育种植的种子比野生植物成熟得更快。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.NAME"] = "种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.DESC"] = "灵感来自基因改良的植物。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.NAME"] = "米虱木蓝绿种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.DESC"] = "并不是一种很微妙的颜色。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.NAME"] = "俗艳种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.DESC"] = "厚厚的油漆液滴在远处就看不到了。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.NAME"] = "冰霜蓝色种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.DESC"] = "为梦幻的农学家准备的。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.NAME"] = "冰息螺纹种植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.NAME"] = "种植箱", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.DESCRIPTION"] = "不需维护的花比我们每个人都长寿。", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.LORE_DLC2"] = "受庄严科技委托,由住宅筹划英雄有限公司制造,以<i>“让太空更有家的感觉”</i>。<br/>这种花束闻起来就像新鲜出炉的饼干,是一个设计点。", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.NAME"] = "塑料花", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.DESC"] = "塑料砖具有轻度的抗菌性,有助于限制病菌在殖民地的传播。", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>显著提高复制人的行走速度。", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.NAME"] = "塑料砖", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.EFFECT"] = "一扇牢固的门,配有复杂的基因锁。", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.NAME"] = "安全门", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.EFFECT"] = "大型双开大门,与你在一个大型设施的主入口看到的门一样。", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.NAME"] = "展厅门", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.EFFECT"] = "一扇牢固的门,配有复杂的基因锁。", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.NAME"] = "安全门", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.EFFECT"] = "曾经是某个大型设施主入口的双开大门。", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.NAME"] = "大厅门", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.DESC"] = "塑料可用来建造特殊的建筑以及制作特殊的物品。", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.EFFECT"] = "将[[石油]]或[[花蜜]]转化为[[塑料]]。", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.NAME"] = "聚合物压塑器", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.DESC"] = "一次只能为一个电控站分配一名复制人。", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.EFFECT"] = "生产微芯片以增加发电机输出的[[电力]]。<br/>分配的复制人必须具有[[电气工程|发电机的调整]]特质。<br/>这个建筑是发电厂的必要组成部分。", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.NAME"] = "电控站", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.DESC"] = "这是一个变压器,但更大一点。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.EFFECT"] = "限制流过变压器的[[电力]]为4千瓦。<br/>在大的一端接上[[电池]]以作为一种调节阀,并防止[[电线]]获取电力超过4千瓦。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.NAME"] = "大型变压器", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.DESC"] = "限制电线的电力以防止发生过载损坏。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.EFFECT"] = "限制流过变压器的[[电力]]为1000瓦。<br/>在大的一端接上[[电池]]以作为一种调节阀,并防止[[电线]]获取电力超过1000瓦。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.NAME"] = "变压器", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.DESC"] = "机械气闸比其他种类的门开关更快。", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.EFFECT"] = "阻挡[[:Category:液体|液体]]和[[:Category:气体|气体]]流动,维持各区域间的压力。<br/>没有[[电力]]时作用与[[手动气闸]]一致。<br/>野生[[:Category:小动物|小动物]]无法通过门。", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.NAME"] = "机械气闸", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.DESC"] = "气压电闸在周围气压超过设定阈值时会断开。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.EFFECT"] = "根据周围[[:Category:环境压力|气压]]自动地接通或断开[[电力]]。<br/>不影响开关前端的电路。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.NAME"] = "气压电闸", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.DESC"] = "液压电闸在周围液压超过设定阈值时会断开。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.EFFECT"] = "根据周围[[:Category:环境压力|液压]]自动地接通或断开[[电力]]。<br/>不影响开关前端的电路。<br/>必须浸没在[[:Category:液体|液体]]中。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.NAME"] = "液压电闸", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.DESC"] = "宣传当地旅游景点的海报。<br/>实际风景可能会有所不同。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.NAME"] = "旅行海报", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.DESC"] = "宣传当地野生动物的海报。<br/>在未完成的系列作品中的第一部。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.NAME"] = "旅行海报", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.DESC"] = "一块吸声板,使得小空间生活更容易忍受。<br/>艺术作品以电源为主题。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.NAME"] = "声学艺术镶板", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.DESC"] = "一只简单的挂钟。<br/>已经停转了。", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.NAME"] = "时钟", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.DESC"] = "容纳一件[[保暖外套]]。<br/>不用就太愚蠢了。", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.NAME"] = "衣架", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.DESC"] = "一张完好的办公桌,摆放着几件个人物品和一台勉强能用的电脑。", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.NAME"] = "电脑桌", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.DESC"] = "一块电子显示屏,上面显示着一种工程项目的蓝图。<br/>它看起来像某种泵。", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.NAME"] = "电子显示屏", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.DESC"] = "曾经用于将杂物从复杂机构中冲出的维护设备。<br/>其中一个轮子在吱吱作响。", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.NAME"] = "服务推车", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.DESC"] = "已损坏。<br/>里面的按钮表明它曾在某个时刻下降了十几层。", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.NAME"] = "损坏的电梯", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.DESC"] = "一个由超轻纺织品制成的储物柜。<br/>里面存有各种私人物品。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.NAME"] = "场外储物柜", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.DESC"] = "一个由扁平包装件制成的架子,可以用各种方式组装。<br/>这种是以长条方式组装的。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.NAME"] = "预制长架子", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.DESC"] = "一个由扁平包装件制成的架子,可以用各种方式组装。<br/>实际上,看上去还不错。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.NAME"] = "预制架子", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.DESC"] = "一把椅子,访客可以舒适地坐在上面等待预约。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.NAME"] = "大厅椅子", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.DESC"] = "一个悬挂在天花板上的大型枝形吊灯。<br/>它看起来没用了。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.NAME"] = "枝形吊灯", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.DESC"] = "一张沙发,访客可以舒适地坐在上面等待预约。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.NAME"] = "大厅沙发", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.DESC"] = "一张一尘不染的桌子,上面井井有条地摆着各种办公用品。<br/>一张照片从桌垫下露出,上面是两个笑容满面的年轻女子,她们戴着帽子并穿着礼服。<br/>这张照片有些年头了。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.NAME"] = "主管的桌子", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.DESC"] = "一块电子显示屏,上面显示着一种熟悉的设备的蓝图。<br/>它看起来像一台打印舱。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.NAME"] = "电子显示屏", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.DESC"] = "一块电子显示屏,上面显示着一种熟悉的设备的蓝图。<br/>它看起来像一把采矿枪。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.NAME"] = "电子显示屏", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.DESC"] = "一块电子显示屏,上面显示着一种奇怪的设备的蓝图。<br/>也许这些显示屏是用来吸引游客的。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.NAME"] = "电子显示屏", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.DESC"] = "一个用于存放打印的员工记录的档案柜。<br/>内容已被销毁。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.NAME"] = "档案柜", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.DESC"] = "一个悬挂在天花板上的长灯具。<br/>它看起来没用了。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.NAME"] = "灯具", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.DESC"] = "一幅油画,画着一片冷杉树林和地平线处的壮观山脉。<br/>房间里的空气刺痛了我的知觉,总觉得我不该待在这。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.NAME"] = "风景画", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.DESC"] = "位于大厅中央的一个大型现代雕像。<br/>它的形状有点像沙漏,又有点像双螺旋。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.NAME"] = "庄严丰碑", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.DESC"] = "一张矮咖啡桌,上面可能一度放有旧的科学杂志。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.NAME"] = "咖啡桌", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.DESC"] = "塑料材质让它在宇宙真空中得以“存活”。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.NAME"] = "办公室植物", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.DESC"] = "应用物理学的证书,授予“杰奎琳A.斯特恩”。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.NAME"] = "博士学位证书", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.DESC"] = "曾用来协助实验室人员的机械臂,现在没用了。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.NAME"] = "天花板机器人", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.DESC"] = "有史以来第一只[[好吃哈奇]]的解剖插图。<br/>虽然卵囊与大脑的比例看起来可能比较奇怪,但实际上是符合比例的。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.NAME"] = "解剖海报", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.DESC"] = "一扇高而薄的窗户,曾经指向一个庭院。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.NAME"] = "窗户", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.DESC"] = "一个防乱的桌子,能最大程度减少干扰。<br/>在这台电脑中似乎保存着一些东西。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.NAME"] = "电脑讲台", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.DESC"] = "一块电子显示屏,上面显示着一种机器人设备。<br/>它看起来像一台天花板机器人。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.NAME"] = "电子显示屏", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.DESC"] = "必要的实验室设备。<br/>上面的检查标签表明它已经过期很久了。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.NAME"] = "损坏的灭火器", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.DESC"] = "看起来已经用过好多次了。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.NAME"] = "急救包", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.DESC"] = "用来协助实验室人员抓取用的机械爪。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.NAME"] = "机械臂", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.DESC"] = "一台精密的安全装置。<br/>似乎是使用指纹以外的方式来验证身份的。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.NAME"] = "手部扫描仪", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.DESC"] = "一个异常大的大脑,漂浮在防腐液中以防止腐烂。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.NAME"] = "大脑罐", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.DESC"] = "罐子里精心保存着原始哈奇生物的尸体。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.NAME"] = "样品罐", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.DESC"] = "一位已故实验室人员的奇特研究桌。<br/>可能电脑里存了一些有趣的东西。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.NAME"] = "实验室桌", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.EFFECT"] = "曾经存在于实验室的一面普通的墙。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.NAME"] = "实验室墙面", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.EFFECT"] = "一扇实验室窗户。以前是作为通往外部世界的通道。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.NAME"] = "实验室窗户", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.EFFECT"] = "一扇实验室窗户。<br/>有人曾盯着它,苦思实验结果。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.NAME"] = "实验室窗户", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.DESC"] = "一片由已经不在了的机器人工作人员管理的工作空间,只留下了一些未完成的原型体。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.NAME"] = "机械研究桌", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.DESC"] = "一个放罐子的架子,矮的人是够不着的。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.NAME"] = "架子", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.DESC"] = "一个小型玻璃柜。<br/>上面有一个生物危险标志。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.NAME"] = "壁橱", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.DESC"] = "用于安全设备的包装箱。<br/>它被重新用于工具存储了。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.NAME"] = "工具箱", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.DESC"] = "一个壁挂式架子,用于以没那么有用的高度储存并展示有用工具。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.NAME"] = "工具架", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.EFFECT"] = "一面墙,属于曾经伟大的科研机构。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.NAME"] = "墙面", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.EFFECT"] = "雄心勃勃的研究和开发部的墙面。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.NAME"] = "墙面", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.EFFECT"] = "雄心勃勃的研究和开发部的墙面。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.NAME"] = "墙面", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.DESC"] = "一把豪华椅子,子孙后代可以在上面舒适地坐着,梦见故乡。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.NAME"] = "展厅椅", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.DESC"] = "一张豪华沙发,潜在居民可以在上面舒适地打盹,梦见故乡。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.NAME"] = "展厅沙发", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.DESC"] = "一张可以折叠到墙上的床,适合小型生活/工作空间。<br/>这个是展示用模型。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.NAME"] = "折叠床", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.DESC"] = "一架硬质塑料梯子。", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.NAME"] = "梯子", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.DESC"] = "一盏雅致的顶灯,稍受磨损。", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.NAME"] = "灯具", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.DESC"] = "桌子后面是一个装满的咖啡杯和一张写了一半的便笺。<br/>它给我一种怪异的感觉,就像是接待员刚走开,随时会回来一样。", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.NAME"] = "接待前台", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.DESC"] = "一个细腻的解剖模型。<br/>似乎是树脂做的。", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.NAME"] = "骨骼模型", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.DESC"] = "曾经在轨道上平静运行的卫星残骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.NAME"] = "撞毁的卫星", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.DESC"] = "曾经在轨道上平静运行的卫星残骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.NAME"] = "失事的卫星", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.DESC"] = "曾经在轨道上平静运行的卫星残骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.NAME"] = "粉碎的卫星", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.DESC"] = "一张桌子和一些椅子。", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.NAME"] = "桌子", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.DESC"] = "仔细看的话,似乎是假的。", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.NAME"] = "盆栽植物", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.DESC"] = "如果在没有保护的情况下暴露在辐射中,复制人就会生病。", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.EFFECT"] = "[[电力|通电]]时释放可由[[辐射粒子发生器]]聚集的[[辐射]]。", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.NAME"] = "辐射灯", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.DESC"] = "尽管会很想爬进去,但相信我……别那么做。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.EFFECT"] = "将[[星际载货]]在小行星间发射。<br/>载货可包含[[:Category:固体|固体]]、[[:Category:液体|液体]]和[[:Category:气体|气体]]材料。<br/>不能传送复制人。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT"] = "发射开关", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:启用载货发射。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:禁用载货发射。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.NAME"] = "星际发射器", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.SIDESCREEN_HEP_REQUIRED"] = "发射消耗:{current}/{required}辐射粒子", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.DESC"] = "载货拆包器可以与运输系统,水管系统,通风系统相连以便分类。", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.EFFECT"] = "将由复制人运送来的[[星际载货]]拆包。<br/>自动分离[[:Category:固体|固体]]、[[:Category:液体|液体]]和[[:Category:气体|气体]]材料,并分配到相应的系统中。", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.NAME"] = "载货拆包器", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.DESC"] = "精心打扮的小动物是快乐、健康、多产的小动物。", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.EFFECT"] = "允许分配的[[小动物养殖 I|养殖员]]照顾[[:Category:小动物|小动物]]。<br/>分配的复制人必须具有[[小动物养殖 I|小动物养殖]]特质。", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.NAME"] = "照料站", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.DESC"] = "口粮箱可防止饥饿的小动物偷吃食物,但无法减缓食物变质。", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.EFFECT"] = "储存少量[[食物]]。<br/>食物必须由复制人送到箱里。", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.NAME"] = "口粮箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.DESC"] = "可以借助环境条件或者冰箱减慢食物变质的速度。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.EFFECT"] = "将[[食物]]储存在理想的[[热量|温度]]下以防变质。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.DESC"] = "面对如此冷的食物,真让人泪流满面。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.DESC"] = "可以借助环境条件或者冰箱减慢食物变质的速度。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.NAME"] = "冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.DESC"] = "老实说,这种色调尤其令人不寒而栗。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.NAME"] = "软泥绿冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.DESC"] = "这种冰箱使得颜色协调成为(寒)潮流。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.DESC"] = "灵感来自复制人诗歌《亮红佳人》。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.NAME"] = "亮红粉冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.DESC"] = "外表突出,内心冷酷!", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.NAME"] = "粗条纹冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.DESC"] = "有些复制人将其称为“明媚”黄,但只是因为他们从来没见过太阳。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT"] = "满/未满", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_ACTIVE"] = "当充满时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.NAME"] = "冰箱", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.DESC"] = "研究站对于解锁所有等级的研究是必不可少的。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.EFFECT"] = "进行[[研究|基础研究]]以解锁新技术。<br/>消耗[[泥土]]。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.NAME"] = "研究站", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.DESC"] = "数据磁盘可用于虚拟天象仪来进行额外的研究。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.EFFECT"] = "在每次太空任务中完成一项[[研究|研究任务]]。<br/>无论目的地在哪,都会产生少量数据磁盘。<br/>所生成的[[研究|研究点]]在火箭返回后可供使用。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.NAME"] = "研究舱", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.DESC"] = "抹除复制人头脑中的技能,将其恢复到只有初始能力的状态。", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.EFFECT"] = "退还复制人的技能点以供重新分配。<br/>这个过程中复制人会失去所有分配的技能。", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.NAME"] = "技能涤除器", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT"] = "陷阱布置器", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:布置陷阱", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:撤销布置并清空陷阱", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT"] = "陷阱占用", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_ACTIVE"] = "当捕捉到小动物时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.DESC"] = "碎石机可以使原矿松散成小块,能够处理许多不同的资源。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.EFFECT"] = "低效地从原材料中生产精炼材料。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.DESC"] = "哪里有原矿,哪里就潜藏着一台碎石机在附近。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.NAME"] = "气球碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.DESC"] = "把粗糙的矿石磨成光滑的圆块。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.NAME"] = "美甲碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.DESC"] = "碎石机可以使原矿松散成小块,能够处理许多不同的资源。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.NAME"] = "碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.DESC"] = "未粉碎的矿石确实会磨损齿轮。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.NAME"] = "超级机械碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.DESC"] = "砰砰砰!", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.NAME"] = "拳击碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.DESC"] = "灵感来自传统的研钵和研杵。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.NAME"] = "平滑碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.DESC"] = "把岩石碾碎。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.NAME"] = "尖刺碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.DESC"] = "不是用来处理煮糊的食物而设计的。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.NAME"] = "牙咬碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_FROM_LIMESTONE_RECIPE_DESCRIPTION"] = "将{0}粉碎为{1}和少量的纯{2}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_RECIPE_DESCRIPTION"] = "将{1}粉碎为{0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.METAL_RECIPE_DESCRIPTION"] = "将{1}粉碎为[[沙子]]和纯{0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.NAME"] = "碎石机", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION"] = "将{0}粉碎为{1}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION_TWO_OUTPUT"] = "将{0}粉碎为{1}和{2}", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.DESC"] = "看上去很好玩。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.EFFECT"] = "允许复制人驾驶火箭。<br/>所有货运火箭必须拥有一个火箭驾驶舱才能运作。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.NAME"] = "火箭驾驶舱", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.DESC"] = "当屏幕保护程序启动时,需要有人来晃动一下控制杆。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.EFFECT"] = "允许复制人操作火箭并控制内部建筑的使用许可。<br/>必须具有[[火箭驾驶]]技能的复制人才能使用。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT"] = "限制建筑使用", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:限制内部建筑的使用", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:不限制内部建筑的使用", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.NAME"] = "火箭控制台", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.DESC"] = "将太空隔在外面。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.EFFECT"] = "火箭的墙体。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.NAME"] = "火箭", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.DESC"] = "在这里我能看到我的小行星!", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.EFFECT"] = "火箭的窗户。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.NAME"] = "火箭窗户", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.DESC"] = "基本上就是个中央吸尘系统。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.EFFECT"] = "允许[[:Category:气体|气体]]通过[[气体管道|管道]]送入火箭库存。<br/>将气体送到第一个有可用空间的火箭舱块。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.NAME"] = "气体输入配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.DESC"] = "一个附加装置,能直接连到火箭外的输出端口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.EFFECT"] = "允许火箭内的管道直接连到[[太空员舱]]外。<br/>飞行时可以将[[:Category:气体|气体]]排入太空。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.NAME"] = "太空员舱气体输入端口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.DESC"] = "清爽微风,按需分配。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.EFFECT"] = "允许[[:Category:气体|气体]]通过[[气体管道|管道]]从火箭库存中取出。<br/>从第一个有需求材料的火箭舱块中将气体取出。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.NAME"] = "气体输出配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.DESC"] = "一个附加装置,能直接连到火箭外的输入端口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.EFFECT"] = "允许火箭外的管道直接连到[[太空员舱]]内。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.NAME"] = "太空员舱气体输出端口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.DESC"] = "脏水走开!", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.EFFECT"] = "允许[[:Category:液体|液体]]通过[[液体管道|管道]]送入火箭库存。<br/>将液体送入第一个有可用空间的火箭舱块。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.NAME"] = "液体输入配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.DESC"] = "一个附加装置,能直接连到火箭外的输出端口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.EFFECT"] = "允许火箭内的管道直接连到[[太空员舱]]外。<br/>飞行时可以将[[:Category:液体|液体]]排入太空。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.NAME"] = "太空员舱液体输入端口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.DESC"] = "要是我们有一些水气球就好了……", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.EFFECT"] = "允许[[:Category:液体|液体]]通过[[液体管道|管道]]从火箭库存中取出。<br/>从第一个有需求材料的火箭舱块中将液体取出。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.NAME"] = "液体输出配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.DESC"] = "一个附加装置,能直接连到火箭外的输入端口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.EFFECT"] = "允许火箭外的管道直接连到[[太空员舱]]内。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.NAME"] = "太空员舱液体输出端口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.DESC"] = "插座使用火箭储存的电力为指挥舱中的建筑提供方便的电力。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.EFFECT"] = "为相连的建筑提供[[电力]]。<br/>从[[电池舱]]和火箭引擎中获取电力。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.NAME"] = "电源插座配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.DESC"] = "当你能把所有东西都塞到里面时,为什么还要整理你的货架?", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.EFFECT"] = "允许[[:Category:固体|固体材料]]通过[[运输轨道]]送入火箭库存。<br/>将固体材料送入第一个有可用空间的火箭舱块。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.NAME"] = "运输存放配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.DESC"] = "飞行途中就可以拿出你的行李了。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.EFFECT"] = "允许[[:Category:固体|固体材料]]通过[[运输轨道]]从火箭库存中取出。<br/>从第一个有需求材料的火箭舱块中将固体材料取出。<br/>必须建在火箭舱块内部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.NAME"] = "运输装载配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.DESC"] = "其中的复制人又紧张又兴奋。", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.EFFECT"] = "容纳一名来自轨道上[[先锋舱|拓荒者舱]]中的已部署的复制人。<br/>舱体在到达后就会破碎。", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.NAME"] = "拓荒者部署舱", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.DESC"] = "将太空隔在外面。", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.EFFECT"] = "火箭的墙体。", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.NAME"] = "火箭墙体", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.DESC"] = "技能公示板可以教复制人他们没法自己学会的特殊技能。", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.EFFECT"] = "允许复制人花费技能点学习新[[职业管理|技能]]。", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.NAME"] = "技能公示板", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.DESC"] = "一端进入铁锈和盐,另一端出来氧气。", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.EFFECT"] = "将[[铁锈]]转化为[[氧气]]和[[液态氯|氯气]]。<br/>当区域的气压达到最大时将会闲置。", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.NAME"] = "铁锈脱氧机", ["STRINGS.BUILDINGS.PREFABS.SAUNA.DESC"] = "一次热气腾腾的桑拿可以缓解一切身体疼痛。", ["STRINGS.BUILDINGS.PREFABS.SAUNA.EFFECT"] = "使用[[蒸汽]]创造一个放松的氛围。<br/>提升复制人的[[士气]],并提供持续存留的微暖感。", ["STRINGS.BUILDINGS.PREFABS.SAUNA.NAME"] = "桑拿房", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.DESC"] = "允许复制人大胆地前往其他复制人还没去过的地方。", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.EFFECT"] = "前行时自动分析相邻空间。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.NAME"] = "制图舱", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.DESC"] = "当[[侦察舱]]在小行星轨道上时,便可使[[侦察者]]着陆。", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.NAME"] = "侦察着陆器", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.DESC"] = "侦察者可以在没有火箭平台的小行星上进行探索。", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.EFFECT"] = "部署一个[[侦察者]]以进行远程小行星探索。<br/>火箭在星图中小行星周围相邻一格时就可以部署。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.NAME"] = "侦察舱", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.DESC"] = "祝你在那好运,小家伙!", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.EFFECT"] = "容纳一个来自轨道上[[侦察舱]]中的已部署的[[侦察者]]。<br/>舱体在到达后就会破碎。", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.NAME"] = "侦察窝", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.AVERAGEQUALITYNAME"] = "普通雕塑", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.DESC"] = "习得艺术技能的复制人能制作出更有装饰性的艺术品。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EFFECT"] = "适度提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EXCELLENTQUALITYNAME"] = "天才雕塑", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.DESC"] = "对一位陷入沉思的科学家的精湛描绘。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.NAME"] = "《假设者》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.DESC"] = "对一位被禁止进入公共厨房的运动员的精湛描绘。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.NAME"] = "《飞盘投手》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.DESC"] = "对一位使用弹弓的英雄的精湛描绘。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.NAME"] = "《战斗之前》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.DESC"] = "对一种照料植物的温和小动物的精湛描绘。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.NAME"] = "《壮丽的虫果果虫》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.DESC"] = "它包含众多东西。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.NAME"] = "《垂直的宇宙》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.DESC"] = "再多的物质财富也填补不了内心的空虚。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.NAME"] = "《进入虚空》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.DESC"] = "一次对艺术的勇敢尝试。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.NAME"] = "《莫名其妙》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.DESC"] = "歌颂了弓与箭,爱情就像采矿枪……但目标是心。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.NAME"] = "《啊,丘比特,我的丘比特》", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.NAME"] = "大型雕塑块", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.POORQUALITYNAME"] = "“抽象”雕塑", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.DESC"] = "一个基本的金属储物柜。<br/>里面存有各种私人物品。", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.NAME"] = "储物柜", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.DESC"] = "那些小动物可不会自己修剪自己。", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.EFFECT"] = "修剪站可安全地对符合条件的[[:Category:小动物|小动物]]进行修剪,从而获得有用的原材料。<br/>在这个建筑修剪可以恢复[[:Category:小动物|小动物]]的身心健康。", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.NAME"] = "修剪站", ["STRINGS.BUILDINGS.PREFABS.SHOWER.DESC"] = "经常洗浴可以避免复制人将病菌传播到他们接触的东西上。", ["STRINGS.BUILDINGS.PREFABS.SHOWER.EFFECT"] = "提升复制人的[[士气]]并去除[[疾病|病菌]]。", ["STRINGS.BUILDINGS.PREFABS.SHOWER.NAME"] = "淋浴隔间", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.DESC"] = "太空斗士4!单人游戏。", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.EFFECT"] = "让复制人在休息时间能够独自玩电子游戏。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.NAME"] = "单人游戏机台", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.DESC"] = "哪个复制人不喜欢玩泥巴?", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.EFFECT"] = "将[[泥巴]]和其他泥浆分离成其基本的元素。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.NAME"] = "泥浆分离器", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.RECIPE_DESCRIPTION"] = "将{0}分离成其基本的元素。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.DESC"] = "固体氧化剂使火箭燃料能够在真空中有效燃烧。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.EFFECT"] = "储存[[肥料]]和[[氧石]]以供燃烧火箭燃料使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.NAME"] = "小型固体氧化剂舱", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.UI_FILTER_CATEGORY"] = "接受的氧化剂", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.AVERAGEQUALITYNAME"] = "普通雕塑", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.DESC"] = "习得艺术技能的复制人能制作出更有装饰性的艺术品。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EFFECT"] = "略微提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EXCELLENTQUALITYNAME"] = "天才雕塑", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.DESC"] = "<i>非漏斗也。</i>", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.NAME"] = "《不是漏斗》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.DESC"] = "这是均衡展览的一部分。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.NAME"] = "《平衡》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.DESC"] = "它缺乏透明度。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.NAME"] = "《不透明的球体》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.DESC"] = "对扫扫机无与伦比的职业道德和开朗、干净的态度的精湛刻画。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.NAME"] = "《本月最佳员工》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.DESC"] = "一次对欧几里得空间规则的立体反抗。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.NAME"] = "《有尖端的不可能物》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.DESC"] = "向这位艺术家的朋友致敬,他曾尝试徒手抓住一个流星。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.NAME"] = "《火球》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.DESC"] = "这颗心相当沉重。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.NAME"] = "《单相思》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.DESC"] = "这一定是个月亮,因为太空中可没有香蕉。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.NAME"] = "《新月》", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.NAME"] = "雕塑块", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.POORQUALITYNAME"] = "“抽象”雕塑", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.ACTIVATE_TOOLTIP"] = "当储量低于<b>{0}%</b>时输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,直到再次到达<b>{1}%(上限阈值)</b>为止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.DEACTIVATE_TOOLTIP"] = "当储量为<b>{0}%</b>时输出<b><span class=\"ingame-logic_off\">红色信号</span></b>,直到低于<b>{1}%(下限阈值)</b>为止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT"] = "补存参数", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_ACTIVE"] = "当储量低于<b>下限阈值</b>时输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>,直到再次到达<b>上限阈值</b>为止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_INACTIVE"] = "当储量超过<b>上限阈值</b>时输出<b><span class=\"ingame-logic_off\">红色信号</span></b>,直到再次到达<b>下限阈值</b>为止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_ACTIVATE"] = "下限阈值:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_DEACTIVATE"] = "上限阈值:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_TITLE"] = "逻辑激活参数", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.DESC"] = "雪砖热导率较低,但温度过高就会熔化。", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>将房间隔热,降低在寒冷环境中的[[热量]]散失。", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.NAME"] = "雪砖", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.DESC"] = "冒泡的水可以让复制人的眼睛闪闪发光。", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.EFFECT"] = "用[[水]]和[[二氧化碳]]制造汽水。<br/>饮用汽水可提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.NAME"] = "汽水机", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.DESC"] = "太阳能板可以将高强度阳光转化为可用的电力并且不产生任何废物。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.EFFECT"] = "将[[照明|阳光]]转化为[[电力]]。<br/>必须暴露在太空中。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.NAME"] = "太阳能板", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.DESC"] = "在火箭起飞前和飞行时收集太阳能。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.EFFECT"] = "将[[照明|阳光]]转化为[[电力]]供火箭使用。<br/>必须通过[[火箭平台]]建造。<br/>必须暴露在太空中。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.NAME"] = "太阳能舱", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.DESC"] = "额外的推进器使火箭能够到达更遥远的太空目的地。", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.EFFECT"] = "燃烧[[铁]]和[[氧石]]以增加火箭探索距离。", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.NAME"] = "固体燃料推进器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.DESC"] = "复制人会把他们在太空任务中找到的任何资源装入货舱。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.EFFECT"] = "允许复制人储存在太空任务中找到的一些[[:Category:固体|固体材料]]。<br/>火箭返回后,所储存的资源便可供殖民地使用。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.NAME"] = "货舱", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.DESC"] = "运输轨道可以将材料运输到最需要的地方,节省了复制人的行走时间。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.EFFECT"] = "在[[运输装载器]]和[[运输存放器]]之间的轨道上输送[[:Category:固体|固体材料]]。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.NAME"] = "运输轨道", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.DESC"] = "分开的轨道系统有助于确保材料到达预期地点。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.EFFECT"] = "让一段[[运输轨道]]可以越过另一段运输轨道,而不会连在一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.NAME"] = "运输轨桥", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.DESC"] = "病菌传感器有助于检测病菌存在以控制自动化行为。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.EFFECT"] = "根据轨上物品[[疾病|病菌]]数量,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "轨上物品[[疾病|病菌]]数量", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "若轨上物品病菌数量处于选定范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.NAME"] = "运输轨道病菌传感器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.DESC"] = "元素传感器可用于探测轨道上是否有特定物品存在。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.EFFECT"] = "若检测到轨上有所选物品,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "轨上[[:Category:液体|物品]]出现", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "若检测到轨上有所选物品,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.NAME"] = "运输轨道元素传感器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.DESC"] = "材料筛选项可用于决定哪些材料会被送到轨道上。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.EFFECT"] = "将[[:Category:固体|固体材料]]装载到[[运输轨道]]上进行运输。<br/>只装载所选资源。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.NAME"] = "运输装载器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.DESC"] = "材料在到达轨道的末端时会进入可由复制人使用的存放器中。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.EFFECT"] = "将[[运输轨道]]上的[[:Category:固体|固体材料]]卸载到库存中。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.NAME"] = "运输存放器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.DESC"] = "温度传感器可在轨道上的物品达到特定温度时禁用某些建筑。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.EFFECT"] = "当轨上物品[[热量|温度]]达到选定范围内时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>或<b><span class=\"ingame-logic_off\">红色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "轨上物品[[热量|温度]]", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "若轨上物品处于选定温度范围内,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.NAME"] = "运输轨道温度传感器", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.DESC"] = "除所选的固体外,其他所有固体都会被送入输出运输轨道。", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.EFFECT"] = "从运输轨道中分离出一种[[:Category:固体|固体材料]],将其送入专用[[运输轨道]]。", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.ELEMENT_NOT_SPECIFIED"] = "未指定", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.NAME"] = "固体筛选器", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.STATUS_ITEM"] = "筛选项:{0}", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.DESC"] = "轨道计量器可以在通过精确量的材料后关闭。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.EFFECT"] = "连至[[自动化]]电路中,当特定量的材料通过后会自动地阻断运输。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "达到限制", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_RESET"] = "重置计量值", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.NAME"] = "轨道计量器", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "当达到限制时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:重置数量", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:无效果", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.DESC"] = "自动化轨道免去了复制人的参与,从而可以节省电力和时间。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.EFFECT"] = "连至[[自动化]]电路中以自动地使[[:Category:固体|固体材料]]的运输进行或阻断。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT"] = "开启/关闭", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">绿色信号</span></b>:允许材料运输", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">红色信号</span></b>:阻止材料运输", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.NAME"] = "轨道截断器", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.DESC"] = "自动清扫器的范围可以通过点击建筑查看。", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.EFFECT"] = "通过抽吸附近所有的[[装饰度|杂物]]来自动完成清扫和供应任务。<br/>材料会自动地传送到范围内的任何[[运输装载器]]、[[运输存放器]]、存储点或建筑。", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.NAME"] = "自动清扫器", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.DESC"] = "材料在到达轨道的末端时会掉回世界。", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.EFFECT"] = "将[[运输轨道]]上的[[:Category:固体|固体材料]]卸载到地面上。", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.NAME"] = "轨道滑槽", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.DESC"] = "空间加热器是解决寒冷湿脚的好方法。", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.EFFECT"] = "放出适度的[[热量]]。<br/>需要[[电力]]才能运作。", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.NAME"] = "空间加热器", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.DESC"] = "生物货舱允许复制人从太空中获取外星植物和野生动物。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.EFFECT"] = "允许复制人储存在太空任务中找到的不寻常的资源或有机资源。<br/>火箭返回后,所储存的资源便可供殖民地使用。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.NAME"] = "生物货舱", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.DESC"] = "在运输时,小动物不需要喂食。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.EFFECT"] = "允许复制人在太空中运输[[:Category:小动物|小动物]]。<br/>火箭返回后,储存的样本可释放到殖民地中。<br/>必须通过[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.NAME"] = "小动物货舱", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN"] = "释放小动物", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN_TOOLTIP"] = "释放存在其中的小动物", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.DESC"] = "将种子和其他可食用物碾碎以制成强化菜肴的优良添加剂。", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.EFFECT"] = "生产能够加强由需要技能的烹饪台制备的[[食物]]的原料。", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.INGREDIENTHEADER"] = "每1000千卡所需原料:", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.NAME"] = "香料研磨器", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.DESC"] = "[[电弧蛞蝓]]的带电的蛋。", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.EFFECT"] = "蛞蝓蛋可连接到[[电力|电路]]中作为电源使用。", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.NAME"] = "蛞蝓蛋", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.HUNGRY"] = "饥饿!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.WILD"] = "野性!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.NAME"] = "电弧蛞蝓", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.DESC"] = "火箭可用来将复制人送入太空,并获取稀有资源。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.EFFECT"] = "利用[[蒸汽]]以推动火箭进行太空探索。<br/>必须首先建造火箭的引擎,然后才能安装更多火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.NAME"] = "蒸汽引擎", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.DESC"] = "火箭可用来将复制人送入太空,并获取稀有资源。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.EFFECT"] = "利用[[蒸汽]]以推动火箭进行太空探索。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.NAME"] = "蒸汽引擎", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.DESC"] = "用于将岩浆的地热能转化为可用的电力。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.EFFECT"] = "这个建筑已被弃用,无法建造。<br/>使用[[热量|滚烫]]的高压[[蒸汽]]以产生大量[[电力]]。<br/>输出温度大幅降低的[[蒸汽]]。<br/>建筑下方的气压要高于上方。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.NAME"] = "[弃用] 蒸汽涡轮机", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.DESC"] = "用于将地热能转化为可用的电力。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.EFFECT"] = "直接从机器地基的下方吸入[[蒸汽]]并产生[[电力]]。<br/>输出[[水]]。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.HEAT_SOURCE"] = "发电废热", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.NAME"] = "蒸汽涡轮机", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.DESC"] = "用令人惊喜的装饰品驱除复制人一天中的阴郁。", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.NAME"] = "贴纸炸弹", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.DESC"] = "地面上的资源若不及时移走,会变成“杂物”并降低装饰度。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.EFFECT"] = "储存你所选的[[:Category:固体|固体材料]]。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.DESC"] = "颜色编排的存储箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.DESC"] = "地面上的资源若不及时移走,会变成“杂物”并降低装饰度。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.NAME"] = "存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.DESC"] = "颜色编排的存储箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.NAME"] = "软泥绿存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "有趣的存储方案,用于稽础材料。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚会波点存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "由于杂乱殖民地的影响,这无疑是时髦的存储箱。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波点存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.DESC"] = "颜色编排的存储箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.DESC"] = "颜色编排的存储箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.NAME"] = "亮红粉存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.DESC"] = "这是最快乐的存储箱了。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.NAME"] = "粗条纹存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.DESC"] = "颜色编排的存储箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.NAME"] = "存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.DESC"] = "智能存储箱可以根据类型和质量使组织资源自动化。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.EFFECT"] = "储存你所选的[[:Category:固体|固体材料]]。<br/>当箱子充满时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT"] = "满/未满", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_ACTIVE"] = "当充满时,输出<b><span class=\"ingame-logic_on\">绿色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_INACTIVE"] = "否则,输出<b><span class=\"ingame-logic_off\">红色信号</span></b>", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.NAME"] = "智能存储箱", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.DESC"] = "存储砖可以让选择的不可食用固体不挡路。", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>为狭小空间提供内置存储区。", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.NAME"] = "存储砖", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.DESC"] = "升华是将固体直接转化为气体的过程。", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.EFFECT"] = "加快[[污染土]]转换成[[污染氧]]的速率。<br/>当区域的气压达到最大时将会闲置。", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.NAME"] = "升华站", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.DESC"] = "不是最时髦的太空旅行方式,但一定是最美味的。", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.EFFECT"] = "燃烧[[蔗糖]]以推动火箭进行太空探索。<br/>糖素引擎的高度限制比[[二氧化碳引擎]]更宽松,但移动更慢。<br/>引擎必须通过[[火箭平台]]建造。<br/>建好引擎后,可以添加更多的火箭舱块。", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.NAME"] = "糖素引擎", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.DESC"] = "复制人穿上充满氧气的太空服后可进入危险区域。", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.EFFECT"] = "为复制人制造可供穿戴的防护性太空服。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.NAME"] = "太空服锻造台", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.DESC"] = "气压服存放柜可为气压服排出废物,但是一次只能处理一件气压服。", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.EFFECT"] = "存放[[气压服]]并为其补充[[氧气]]。<br/>清空气压服中的[[污染水]]。<br/>建在[[气压服检查站]]旁,使复制人在路过时换上气压服。", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.NAME"] = "气压服存放柜", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.DESC"] = "每个检查站都必须配备至少一个建在箭头指向后面的相关存放柜。", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.EFFECT"] = "标记复制人必须换上或换下[[气压服]]的起点。<br/>必须建在[[气压服存放柜]]旁。<br/>建造前可旋转。", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.NAME"] = "气压服检查站", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.DESC"] = "一种人造阳光。", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.EFFECT"] = "发出[[照明|日光]]级的光。<br/>可以与[[沙滩椅]]配合使用。", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.NAME"] = "日光灯", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.DESC"] = "通过火箭执行太空任务可以获得稀有材料。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.EFFECT"] = "将[[:Category:稀有资源|稀有材料]]加工成高级工业产品。<br/>稀有材料可以通过太空任务获得。<br/>只有在队列中安排配方复制人才会进行制作。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.FULLERENE_RECIPE_DESCRIPTION"] = "富勒烯是一种[[:Category:固体|固体材料]],用于生产[[超级冷却剂]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.HARDPLASTIC_RECIPE_DESCRIPTION"] = "塑料质是一种具有很强的耐热性、用于太空建筑的塑料状[[:Category:固体|固体材料]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.NAME"] = "分子熔炉", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERCOOLANT_RECIPE_DESCRIPTION"] = "超级冷却剂是一种工业级[[富勒烯]]冷却剂。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERINSULATOR_RECIPE_DESCRIPTION"] = "隔热质由再结晶的[[深渊晶石]]构成,可减缓[[热量|热传导]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.TEMPCONDUCTORSOLID_RECIPE_DESCRIPTION"] = "导热质是一种工业合金,用于最大程度地加快[[热量|热传导]]和热分散。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.VISCOGEL_RECIPE_DESCRIPTION"] = "粘性凝胶流体是一种[[:Category:液体|液体]]聚合物,具有很高的表面张力。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.YELLOWCAKE_RECIPE_DESCRIPTION"] = "黄饼是一种[[:Category:固体|固体材料]],用于铀的浓缩。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.DESC"] = "这可爱的小脸是预先装好的。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.EFFECT"] = "部署一个[[扫扫机]]以自动清扫[[:Category:固体|固体]]杂物和洒出的[[:Category:液体|液体]]。<br/>基站可以储存扫扫机收集的[[:Category:液体|液体]]和[[:Category:固体|固体]]。<br/>使用[[电力]]为扫扫机充能。<br/>复制人会将基站库存清理到可用的存储箱中。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAME"] = "扫扫基站", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAMEDSTATION"] = "{0}的基站", ["STRINGS.BUILDINGS.PREFABS.SWITCH.DESC"] = "电闸只能影响电路中紧随其后的建筑。", ["STRINGS.BUILDINGS.PREFABS.SWITCH.EFFECT"] = "接通或断开[[电力]]。<br/>不会影响前于开关的电路。", ["STRINGS.BUILDINGS.PREFABS.SWITCH.NAME"] = "电闸", ["STRINGS.BUILDINGS.PREFABS.SWITCH.SIDESCREEN_TITLE"] = "电闸", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF"] = "关闭", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF_TOOLTIP"] = "关闭 {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON"] = "开启", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON_TOOLTIP"] = "开启 {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.DESC"] = "你永远不会知道对面会是谁来接电话。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT"] = "可以由复制人使用来与自己或不同地点的朋友聊天。<br/>聊天可以提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE"] = "{attrib}:{amount}(无人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE_TOOLTIP"] = "如果复制人只能和自己聊天,则会获得{amount}{attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT"] = "{attrib}:{amount}(至少一名复制人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT_TOOLTIP"] = "如果复制人至少和一名其他复制人聊天,则会获得{amount}{attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE"] = "{attrib}:{amount}(至少一名隔着太空的复制人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE_TOOLTIP"] = "如果复制人至少和其他一名复制人隔着太空聊天,则会获得{amount}{attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.NAME"] = "共线电话", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.DESC"] = "就传送台而言,复制人只是原子而已。", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.EFFECT"] = "将复制人和物品即时传送到传送代码相同的另一个传送台。", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT"] = "传送代码输入", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_ACTIVE"] = "1", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_INACTIVE"] = "0", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.NAME"] = "传送台", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.DESC"] = "望远镜是学习星图和执行火箭任务的必要工具。", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.EFFECT"] = "绘制星图目的地。<br/>分配的复制人必须具有[[实地研究]]技能。<br/>建筑必须暴露在太空中才能运作。", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.NAME"] = "望远镜", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.REQUIREMENT_TOOLTIP"] = "需要稳定供应的{0}以维持工作中的复制人呼吸。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.DESC"] = "自动化开关可以用来管理复制人无法进入的区域的电路。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.EFFECT"] = "根据周围[[热量|温度]]自动接通或断开[[电力]]。<br/>不影响开关前端的电路。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.NAME"] = "温控开关", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.DESC"] = "蕴含无限可能,附赠流星雨。", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.EFFECT"] = "一台强大的机械装置,能够撕裂现实的结构。", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.NAME"] = "时间裂口开放器", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TEXT"] = "开火!", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TOOLTIP"] = "巨大的红色按钮。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.DESC"] = "建造材料的热学性质决定了它们对热量的维持状况。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.EFFECT"] = "根据使用的建造材料,可加速或减缓[[热量]]散发。<br/>作用于小范围区域。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.NAME"] = "变温板", ["STRINGS.BUILDINGS.PREFABS.TILE.DESC"] = "砖块可用来连接缺口,到达无法到达的区域。", ["STRINGS.BUILDINGS.PREFABS.TILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>提高复制人的行走速度。", ["STRINGS.BUILDINGS.PREFABS.TILE.NAME"] = "砖块", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.EFFECT"] = "用来建造房间的墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.NAME"] = "砖块", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.DESC"] = "乘坐火箭的观光复制人必须要有宇航员陪同。", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.EFFECT"] = "允许一名非宇航员复制人进入太空。<br/>观光火箭飞行可降低[[压力]]。", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.NAME"] = "观光舱", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.DESC"] = "只有在运载管道下方有安全着陆区域时,复制人才会从运载管道中出来。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.EFFECT"] = "通过[[运载管道入口]]快速将复制人运输到运载管道末端。<br/>仅能运输复制人。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.NAME"] = "运载管道", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.DESC"] = "复制人需要入口来进入运载管道,但离开时不必要。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.EFFECT"] = "允许复制人进入相连的[[运载管道]]系统。<br/>充满电后就不再抽取[[电力]]。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.NAME"] = "运载管道入口", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.DESC"] = "运载管道渡口可以让运载管道穿墙而过,而不会泄漏气体和液体。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.EFFECT"] = "允许[[运载管道]]穿过墙体和地面。<br/>本身可作为常规砖块使用。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.NAME"] = "运载管道渡口", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.DESC"] = "总有一天这里会放上有用的东西的", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.EFFECT"] = "可以更改成不同的火箭舱", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.NAME"] = "空火箭舱", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.DESC"] = "即使是野生小动物,在短暂休息与娱乐后也会更开心。", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.EFFECT"] = "一个别致的休息区,用于成年的[[:Category:抛壳蟹|抛壳蟹]]和[[:Category:帕库鱼|帕库鱼]]。", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.NAME"] = "水中城堡", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.DESC"] = "浓缩铀是一种特殊的物质,可用作强大的研究性反应堆的燃料。", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.EFFECT"] = "从[[铀矿]]中提取[[浓缩铀]]。<br/>输出熔融的[[贫铀]]。", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.NAME"] = "铀素离心机", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.RECIPE_DESCRIPTION"] = "将铀矿转化为熔融铀和浓缩铀", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.DESC"] = "一台旧的[[营养棒]]自动贩卖机。", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.NAME"] = "自动贩卖机", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DESC"] = "复制人喜欢强风吹过他们的头发。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT"] = "气体置换:{amount}", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT_TOOLTIP"] = "这个建筑在使用时会置换{amount}气体。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.EFFECT"] = "必须置于开放空间上并连至[[电力|电源]]。为正常工作,这个建筑的下方区域必须留空。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.NAME"] = "垂直风洞", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.DESC"] = "墙排马桶可以减少复制人接触到的病菌量,而且不用手动清空。", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.EFFECT"] = "给予复制人一个解手的地方。直接将废物排到墙的另一侧。<br/>传播非常少的[[疾病|病菌]]。", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.NAME"] = "墙排马桶", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.DESC"] = "后面的管道不知去哪里了。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.EFFECT"] = "一台可以将[[:Category:液体|液体]]、[[:Category:固体|固体]]和[[:Category:气体|气体]]资源传送到其他小行星的机器。<br/>可以由具有实地研究技能的复制人激活。<br/>这个是接收端。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.NAME"] = "供给传送器输出端", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.DESC"] = "后面的管道不知去哪里了。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.EFFECT"] = "一台可以将[[:Category:液体|液体]]、[[:Category:固体|固体]]和[[:Category:气体|气体]]资源传送到其他小行星的机器。<br/>可以由具有[[实地研究]]技能的复制人激活。<br/>这个是发送端。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.NAME"] = "供给传送器输入端", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.DESC"] = "一个复杂的传送系统的仍可运作的残余物。<br/>这是传出端,并且有一个预编程的目的地。", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.NAME"] = "传送发射器", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.DESC"] = "一个复杂的传送系统的仍可运作的残余物。<br/>这是传入端。", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.NAME"] = "传送接收器", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.DESC"] = "在复制人可能会被弄脏的地方建造洗手盆可抑制病菌传播。", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.EFFECT"] = "除去复制人身上的一些[[疾病|病菌]]。<br/>带有病菌的复制人在按选定方向经过时会使用洗手盆。", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.NAME"] = "洗手盆", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.DESC"] = "洗手池已铺设水管,因此无需手动注水或放水。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.EFFECT"] = "除去复制人身上的[[疾病|病菌]]。<br/>带有病菌的复制人在按选定方向经过时会使用洗手池。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.DESC"] = "一种平静色彩的洗手池,适合心情沉重的复制人。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.DESC"] = "洗手池已铺设水管,因此无需手动注水或放水。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.NAME"] = "洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.DESC"] = "甚至肥皂都是软泥色的。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.NAME"] = "软泥绿洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.DESC"] = "为头晕目眩的人带来清新的色彩。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.DESC"] = "一些复制人说它就像吞噬病菌的大嘴。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.NAME"] = "亮红粉洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.DESC"] = "“呕吐”和“干净”并置可以说是相当令人满意了。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄洗手池", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.NAME"] = "洗手池", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.DESC"] = "跟朋友聊天可改善复制人的情绪并降低他们的压力。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.EFFECT"] = "为复制人提供休息时的聚集场所。<br/>提升复制人的[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.DESC"] = "回味无穷。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.NAME"] = "充气饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.DESC"] = "有点复制人眼泪的咸味。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.NAME"] = "泪泣蓝饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.DESC"] = "复制人喝水与社交的地方。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.NAME"] = "饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.DESC"] = "非常适合吃完软泥膏后重置一下味觉。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.NAME"] = "软泥绿饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.DESC"] = "大多数复制人一致认为这应该提供果汁才对。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.NAME"] = "昏迷紫饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.DESC"] = "玫瑰色纸杯:玫瑰色玻璃杯的防碎替代品。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.NAME"] = "亮红粉饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.DESC"] = "真的能让休息室优雅起来。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.NAME"] = "优雅饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.DESC"] = "有人在这水里煮鸡蛋了吗?", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.NAME"] = "呕吐黄饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.NAME"] = "饮水机", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.MILK"] = "[[咸乳]]<br/>一种绿色的咸味饮料", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.WATER"] = "[[水]]<br/>普通的饮用水", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.DESC"] = "净水器不能杀菌,所以全部病菌都会转至产生的废物和输出的水中。", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.EFFECT"] = "使用[[沙子]]将[[污染水]]过滤为干净的[[水]]。<br/>产生[[污染土]]。", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.NAME"] = "净水器", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.DESC"] = "自动打包捕获的鱼类,以便运输。", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.EFFECT"] = "吸引并捕捉游泳的[[帕库鱼]]。<br/>只有具有[[小动物养殖 I]]技能的复制人才能布置陷阱。可重复使用!", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.NAME"] = "捕鱼陷阱", ["STRINGS.BUILDINGS.PREFABS.WIRE.DESC"] = "电线可以用来连接发电机、电池和建筑。", ["STRINGS.BUILDINGS.PREFABS.WIRE.EFFECT"] = "连接建筑物和[[电力|电]]源。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIRE.NAME"] = "电线", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.DESC"] = "将发电机分散到不同的电路可以避免过载和电力浪费。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.EFFECT"] = "让一条电线可以越过另一条电线,而不会连在一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.NAME"] = "电线桥", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.DESC"] = "接合板可让高负荷电线穿墙而过,而不会泄露气体和液体。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.EFFECT"] = "可让[[高负荷电线]]穿过墙体和地面。<br/>可作为常规砖块使用。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.NAME"] = "高负荷电线接合板", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.DESC"] = "比起破破烂烂的普通电线,我的复制人更喜欢导线的外观。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.EFFECT"] = "连接建筑物和[[电力|电]]源。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.NAME"] = "导线", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.DESC"] = "将发电机分散到不同的系统可以避免过载和电力浪费。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.EFFECT"] = "可以运载比普通[[电线桥]]更高的[[电力|功率]]而不会过载。<br/>让一条电线可以越过另一条电线,而不会连在一起。<br/>可穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.NAME"] = "导线桥", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.DESC"] = "接合板可让高负荷电线穿墙而过,而不会泄露气体和液体。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.EFFECT"] = "可以运载比普通[[高负荷电线接合板|高负荷接合板]]更高的[[电力|功率]]而不会过载。<br/>允许[[高负荷电线]]通过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.NAME"] = "高负荷导线接合板", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.DESC"] = "高负荷电线可以避免电路过载,特别是对于大功率发电机。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.EFFECT"] = "可以运载比普通[[电线]]更高的[[电力|功率]]而不会过载。<br/>无法穿过墙体和地面。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.NAME"] = "高负荷导线", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.DESC"] = "木材燃烧器很小而且很容易维护,但会产生相当多的热量。", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.EFFECT"] = "燃烧[[木材]]以产生[[电力]]。<br/>产生[[二氧化碳]]和[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.NAME"] = "木材燃烧器", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.AVERAGEQUALITYNAME"] = "普通木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.DESC"] = "非常适合更小的空间。", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EFFECT"] = "适度提高[[装饰度]],从而提升[[士气]]。<br/>必须由复制人雕刻。", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EXCELLENTQUALITYNAME"] = "天才木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.NAME"] = "木雕塑块", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.POORQUALITYNAME"] = "“抽象”木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.DESC"] = "空了之后就没用了。", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.EFFECT"] = "储存有限的[[木材]]供应,可以用于建造或产生[[热量]]。", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.NAME"] = "柴堆", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.DESC"] = "用木砖建造的房间舒适宜人。", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.EFFECT"] = "用来建造房间的墙体和地面。<br/>提供良好的隔热并提高[[装饰度]],从而提升[[士气]]。", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.NAME"] = "木砖", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.NAME"] = "停用自动维修", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.TOOLTIP"] = "复制人只有在收到命令后才会维修这个建筑", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.NAME"] = "启用自动维修", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.TOOLTIP"] = "当这个建筑遭到损坏时,复制人会自动来维修", }, ["zh-hant"] = { ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.NAME"] = "停用自動消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.TOOLTIP"] = "不要自動消毒這個建築物", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.NAME"] = "啟用自動消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.TOOLTIP"] = "當這個建築被汙染時會自動消毒", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.NO_DISEASE.TOOLTIP"] = "這個建築物是乾淨的", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.NAME"] = "啟用手動", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.TOOLTIP"] = "這個建築物可被複製人與自動手臂存取", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.NAME"] = "停用手動", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.TOOLTIP"] = "這個建築的儲物箱只能被自動手臂存取<br/>複製人將不允許從這個建築物存放或取出材料", ["STRINGS.BUILDINGS.DAMAGESOURCES.BAD_INPUT_ELEMENT"] = "收到不正確的物質", ["STRINGS.BUILDINGS.DAMAGESOURCES.BUILDING_OVERHEATED"] = "過熱", ["STRINGS.BUILDINGS.DAMAGESOURCES.CIRCUIT_OVERLOADED"] = "一條已超載的電路", ["STRINGS.BUILDINGS.DAMAGESOURCES.COMET"] = "墜落中的太空隕石", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_BOILED"] = "管線內容物太熱", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_FROZE"] = "管線內容物太冷", ["STRINGS.BUILDINGS.DAMAGESOURCES.CORROSIVE_ELEMENT"] = "腐蝕元素", ["STRINGS.BUILDINGS.DAMAGESOURCES.LIQUID_PRESSURE"] = "附近液體壓力", ["STRINGS.BUILDINGS.DAMAGESOURCES.LOGIC_CIRCUIT_OVERLOADED"] = "一條已超載邏輯電路", ["STRINGS.BUILDINGS.DAMAGESOURCES.MICROMETEORITE"] = "微型隕石", ["STRINGS.BUILDINGS.DAMAGESOURCES.MINION_DESTRUCTION"] = "一位生氣的複製人。發狂!", ["STRINGS.BUILDINGS.DAMAGESOURCES.NOTIFICATION_TOOLTIP"] = "受到來自 {1} 的 {0} 持續傷害", ["STRINGS.BUILDINGS.DAMAGESOURCES.ROCKET"] = "火箭引擎", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.NAME"] = "取消消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.TOOLTIP"] = "取消這個消毒任務", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.NAME"] = "消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.TOOLTIP"] = "標記這個建築進行消毒", ["STRINGS.BUILDINGS.DISINFECTABLE.NO_DISEASE.TOOLTIP"] = "這個建築物目前很乾淨", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.DESC"] = "一些藥物幫助預防疾病,而其它藥物則用來減輕症狀。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.EFFECT"] = "生產藥物以治療大部分基本[[疾病]]。<br/>複製人必須有[[复制人技能|配藥]]技能,才能製作藥物。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.NAME"] = "核能製藥桌", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.DESC"] = "回復倉需要電力,但能治療比加護病房更嚴重的疾病。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.EFFECT"] = "允許複製人對生病的複製人進行高級治療。<br/>複製人必須學會高階醫療[[复制人技能|技能]]可才治療同伴。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.NAME"] = "回復倉", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.DESC"] = "超級電腦解鎖比研究站更高等級的科技。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.EFFECT"] = "[[研究|進階研究]]可解鎖新科技。<br/>消耗[[水]]。<br/>複製人必須具有進階研究技能。", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.NAME"] = "超級電腦", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.DESC"] = "誘餌可以將帕夫或發光蟲,吸引到殖民地內的指定地點。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.EFFECT"] = "一次吸引一種類型的飛行動物。<br/>使用[[菌泥|軟泥]]或[[磷矿|磷礦]]。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.NAME"] = "飛行動物引誘機", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.DESC"] = "能觸發天然的築巢本能,改善小動物的心情。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.EFFECT"] = "一個懸掛的休息區,用於成年的帕夫、[[:Category:瓦斯牛|瓦斯牛]]和[[發光蟲]]。", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.NAME"] = "飛行小動物公寓", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.DESC"] = "冷氣機無法消除熱量,但會將它重新釋放到新的區域。", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.EFFECT"] = "冷卻通過它的[[:Category:氣體|氣體]],但會在附近散發[[热量|熱]]。", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.NAME"] = "冷氣機", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.DESC"] = "哦! 柑橘香!", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.EFFECT"] = "使用[[沙子]]過濾空氣中的[[汙氧]],減少[[疾病]]傳播。", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.NAME"] = "空氣濾淨機", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.DESC"] = "藻類蒸餾機將會導致疾病的軟泥,轉換成為藻類供應氧氣生產。", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.EFFECT"] = "將[[菌泥|軟泥]]精煉成為[[藻类|藻類]]。", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.NAME"] = "藻類蒸餾機", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.DESC"] = "藻類殖民地,複製人殖民地…我們很相似但我們不同。", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.EFFECT"] = "消耗[[藻类|藻類]]產生[[氧气|氧氣]],並消除一些[[二氧化碳]]。<br/>在[[照明|燈光]]下,提升 10% 的效率。", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.NAME"] = "藻類盆栽", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.SIDESCREEN_TITLE"] = "清空[[污染水|汙水]]門檻", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.DESC"] = "一些藥物幫助預防疾病,而其它藥物則用來減輕症狀。", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.EFFECT"] = "生產藥物以治療大部分基本的[[疾病]]。<br/>複製人必須有[[复制人技能|配藥]]技能,才能製作藥物。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.NAME"] = "製藥桌", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.DESC"] = "Komet Kablam-O!<br/>最多兩名玩家。", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.EFFECT"] = "讓複製人在休息時間打電子遊戲。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.NAME"] = "街機", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.DESC"] = "探索過去的奧祕。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.EFFECT"] = "分析與抽取文物的[[中子质| 0 號元素]]。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.NAME"] = "文物分析站", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE"] = "振盪器能源掉落機率:{chance}", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE_TOOLTIP"] = "當使用[[工艺品分析站|文物分析站]]分析這個文物後,有 {chance} 掉落振盪器能源", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.DESC"] = "儲存太空中發現的文物。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.EFFECT"] = "允許複製人儲存他們在太空任務期間發現的任何文物。<br/>火箭返回後,殖民地就可以使用收集的文物。<br/>必須通過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.NAME"] = "文物運輸模組", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.DESC"] = "複製人必須完成太空人培訓才能駕駛火箭。", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.EFFECT"] = "訓練複製人成為[[火箭驾驶|太空人]]。<br/>複製人必須具備[[火箭驾驶|太空人]]特質,才能接受訓練。", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.NAME"] = "太空人培訓離心機", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.DESC"] = "隨時點擊建築物,觀看機械礦工的開採範圍。", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.EFFECT"] = "在設定的範圍內自動挖掘所有材料。", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.NAME"] = "機械礦工", ["STRINGS.BUILDINGS.PREFABS.BATTERY.CHARGE_LOSS"] = "{Battery}電量流失", ["STRINGS.BUILDINGS.PREFABS.BATTERY.DESC"] = "電池可儲存來自發電機的電力供以後使用。", ["STRINGS.BUILDINGS.PREFABS.BATTERY.EFFECT"] = "儲存來自發電機的[[电力|電力]],然後為建築供應電力<br/>隨著時間會流失電力。", ["STRINGS.BUILDINGS.PREFABS.BATTERY.NAME"] = "電池", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.DESC"] = "大電池儲存更多的電力,並在充電前維持系統運作更長的時間。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.EFFECT"] = "儲存來自發電機的[[电力|電力]],然後為建築供應電力。<br/>隨著時間會流失少量的電力。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.NAME"] = "大電池", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.DESC"] = "在升空前為電池模組充電,能方便在飛行期間為建築供電。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.EFFECT"] = "儲存火箭引擎或[[火箭平台]]多餘的[[电力|電力]]。<br/>為[[电源插座配件|火箭內部插座]]供應所儲存的電力。<br/>隨著時間流失電力。<br/>必須透過火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.NAME"] = "電池模組", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.ACTIVATE_TOOLTIP"] = "當電量低於 <b>{0}%</b> 時會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,並充電直到 <b>{1}%(高門檻)</b>為止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DEACTIVATE_TOOLTIP"] = "當電量高於 <b>{0}%</b> 時會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>,直到電量低於 <b>{1}%(低門檻)</b>為止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DESC"] = "當智慧電池需要充電時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.EFFECT"] = "儲存來自發電機的[[电力|電力]],然後為建築供應電力。<br/>基於所設定的邏輯啟動參數,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。<br/>隨著時間會流失很少量的電力。", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT"] = "充電參數", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_ACTIVE"] = "當電量少於<b>低門檻</b>時會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,並充電直到<b>高門檻</b>為止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_INACTIVE"] = "當電量大於<b>高門檻</b>時會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>,直到電量達到<b>低門檻</b>為止", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.NAME"] = "智慧電池", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_ACTIVATE"] = "低門檻:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_DEACTIVATE"] = "高門檻:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_TITLE"] = "邏輯啟動參數", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.DESC"] = "吸收一些令人放鬆的陽光。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.EFFECT"] = "複製人可悠閒的沐浴在[[照明|陽光]]下。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH"] = "{attrib}:{amount}(明亮)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH_TOOLTIP"] = "如果這個建築的照明度高於 {lux},複製人會獲得 {amount} {attrib}。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW"] = "{attrib}:{amount}(昏暗)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW_TOOLTIP"] = "如果這個建築的照明度低於 {lux},複製人會獲得 {amount} {attrib}。", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.NAME"] = "海灘椅", ["STRINGS.BUILDINGS.PREFABS.BED.DESC"] = "沒有床位的複製人將會睡在地板上,並感覺背部疼痛。", ["STRINGS.BUILDINGS.PREFABS.BED.EFFECT"] = "給複製人一個睡覺的地方。<br/>在晚上時複製人會自動到分配給他們的床上睡覺。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.DESC"] = "實際比看上去要堅固得多。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.NAME"] = "露營床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.DESC"] = "一個安全的睡覺之地。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.NAME"] = "床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.DESC"] = "為做夢都想研究出新科學發現的複製人準備的。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.NAME"] = "實驗室床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.DESC"] = "現在複製人不用穿太空衣就可以在星空下睡覺了。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.NAME"] = "觀星者床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.DESC"] = "就像過週末一樣…儘管現在不是。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.NAME"] = "宅家床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.DESC"] = "閃閃發光的金星,能讓疲憊的複製人有成就感。", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.NAME"] = "好運床鋪", ["STRINGS.BUILDINGS.PREFABS.BED.NAME"] = "簡易床", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.DESC"] = "[[輻射蜂]]築成有溫和[[辐射|輻射]]的蜂巢。<br/>輻射蜂工作時會將[[铀矿|鈾礦]]轉換成[[浓缩铀|濃縮鈾]]。<br/>如果地基被毀將會停止運作。", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.EFFECT"] = "輻射蜂舒適的家。", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.NAME"] = "輻射蜂巢", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.DESC"] = "一種清空瓶子的元素過濾器,可將特定液體排放到指定區域。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.EFFECT"] = "將瓶子中的[[:Category:液體|液體]]倒回到世界中。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.NAME"] = "清瓶器", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.DESC"] = "一種將罐子清空的元素過濾器,可將特定氣體排放到指定區域。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.EFFECT"] = "倒出罐子中的[[:Category:氣體|氣體]]回到世界中。", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.NAME"] = "清罐器", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.DESC"] = "一種巨大,開關緩慢幾乎不會壞的門。", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.EFFECT"] = "阻擋[[:Category:液體|液體]]與[[:Category:氣體|氣體]]流動,維持區域間的壓力。<br/>可承受非常高的壓力與撞擊力。", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.NAME"] = "防爆門", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.DESC"] = "防爆磚可用於在一些危險的環境中建造堅固的的避護所。", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.EFFECT"] = "用來建造房間的牆壁與地板。<br/>可承受極高的壓力與撞擊力。", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.NAME"] = "防爆磚", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.DESC"] = "柴火爐能烘乾溼透的雙腳,並幫助複製人暫時忘掉自己有多冷。", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.EFFECT"] = "消耗[[木材]]以[[热量|加熱]]寒冷的環境。", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.NAME"] = "柴火爐", ["STRINGS.BUILDINGS.PREFABS.CANVAS.AVERAGEQUALITYNAME"] = "平凡畫作", ["STRINGS.BUILDINGS.PREFABS.CANVAS.DESC"] = "一旦建成,複製人就可以在空白畫布上繪製裝飾畫。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EFFECT"] = "增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人繪製。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME"] = "傑作", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.DESC"] = "對複製人形態的闡釋,業餘但可愛。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.NAME"] = "複製人的塗鴉", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.DESC"] = "速食相當於高階藝術。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.NAME"] = "夜宵", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.DESC"] = "一些觀看者發誓說他們看到了它眨了眼。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.NAME"] = "複娜麗莎", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.DESC"] = "如果藝術能說話,那這件作品就遠不如現在受歡迎了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.NAME"] = "尖叫", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.DESC"] = "這上面的花沒有芳香塗層,別刮了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.NAME"] = "Fridup Kallo", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.DESC"] = "描繪了一位領導者跨在其強壯的坐騎上的畫像。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.NAME"] = "姆破崙·波拿巴", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.DESC"] = "畫裡傳達的原始情感常常讓觀看者一時語塞。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.NAME"] = "表情豐富的天才", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.DESC"] = "兩個有機體坦誠相待的瞬間。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.NAME"] = "接吻", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.DESC"] = "對藝術家作為主題的多層次探索。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.NAME"] = "我對我自我的自畫像", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.DESC"] = "一幅捕捉飢餓本質的畫作。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.NAME"] = "Nikola狼吞虎嚥他的泥糕", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.DESC"] = "適合漆黑陰暗空間的完美畫作。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.NAME"] = "真菌素描", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.DESC"] = "毛茸茸的帽子有助於將藝術家的繃帶固定住。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.NAME"] = "耳後時代", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.DESC"] = "她沒有生氣,只是失望。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.NAME"] = "母親的凝視", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.DESC"] = "大多數複製人相信這幅畫中的氣球就要被抓到了。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.NAME"] = "希望永存", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.DESC"] = "這只是有關合作的畫,真的。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.NAME"] = "親手實踐", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.DESC"] = "不回覆的客人真是殘酷。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.NAME"] = "傾倒靈魂", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.DESC"] = "這是行為不佳的複製人唯一能收到的禮物。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.NAME"] = "不燃的畫", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.DESC"] = "這結合了兩個大家都喜歡的東西:樹鼠和雷射。", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.NAME"] = "雷射樹鼠", ["STRINGS.BUILDINGS.PREFABS.CANVAS.NAME"] = "空白畫布", ["STRINGS.BUILDINGS.PREFABS.CANVAS.POORQUALITYNAME"] = "粗糙的畫作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.AVERAGEQUALITYNAME"] = "平凡畫作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.DESC"] = "一旦建成,複製人就可以在空白畫布上繪製裝飾畫。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EFFECT"] = "增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人繪製。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EXCELLENTQUALITYNAME"] = "傑作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.DESC"] = "即使是業餘藝術,對生活也是必不可少的。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.NAME"] = "讚頌氧氣", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.DESC"] = "它無疑很生動。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.NAME"] = "冰息", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.DESC"] = "混亂,但引人注目。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.NAME"] = "優雅的濺汙", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.DESC"] = "它不必多麼好吃,因為這是藝術。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.NAME"] = "醃製虱子,第2作", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.DESC"] = "有傳言說,模特兒對其不均勻的眉毛很難為情。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.NAME"] = "水果臉", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.DESC"] = "耳環也很好看。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.NAME"] = "戴藍髮巾的少女", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.DESC"] = "一幅充滿詩意的水墨畫,描繪了結束的開始。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.NAME"] = "日出辭行", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.DESC"] = "這是一種能吸引有雄心的複製人的繪畫。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.NAME"] = "星群征服者", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.DESC"] = "當未來進行召喚時,複製人會回應。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.NAME"] = "電話中的 Pei", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.DESC"] = "一部大片的海報,但從未拍攝過。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.NAME"] = "星際複製隊", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.DESC"] = "這種玻璃和框架都是疏水的,易於清潔。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.NAME"] = "立體主義廁所", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.DESC"] = "就在附近,一隻動物夥伴正在等待物體被扔出。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.NAME"] = "反射球", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.DESC"] = "沒人喜歡在等待靈感突現時被打擾。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.NAME"] = "請勿打擾", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.DESC"] = "在顏料還沒乾之前,畫布上就有指印油汙了。", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.NAME"] = "盛宴", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.NAME"] = "肖像畫", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.POORQUALITYNAME"] = "粗糙的畫作", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.AVERAGEQUALITYNAME"] = "平凡畫作", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.DESC"] = "一旦建成,複製人就可以在空白畫布上繪製裝飾畫。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EFFECT"] = "增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人繪製。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EXCELLENTQUALITYNAME"] = "傑作", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.DESC"] = "努力可嘉,但執行效果不佳。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.NAME"] = "雙胞胎", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.DESC"] = "每個故事都有自己的起源。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.NAME"] = "爆炸的起點", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.DESC"] = "這麼棒的食物值得永垂不朽。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.NAME"] = "烤肉與雪麥麵包的靜物畫", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.DESC"] = "藝術家的調色盤上的其他顏料都乾了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.NAME"] = "三種顏色的構成", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.DESC"] = "每一個齒都代表著科學的一個分支。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.NAME"] = "看吶,一把叉子", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.DESC"] = "其姊妹篇,《工作中的天文學家》在流星雨中丟失了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.NAME"] = "在家的天文學家", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.DESC"] = "為那些不介意有一些重複內容的藝術收藏家準備的。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.NAME"] = "標誌性的疊代", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.DESC"] = "一個大膽的作品,保證能引起轟動。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.NAME"] = "美人 Meep", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.DESC"] = "對著名隧道開拓者的情緒研究。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.NAME"] = "光榮的地鼠", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.DESC"] = "就目前的海浪主題藝術來說,這很不錯。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.NAME"] = "激流的急流", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.DESC"] = "拍攝對象臉上的喜悅是有感染力的。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.NAME"] = "飛翔的小滑頭", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.DESC"] = "大量夢幻般的漩渦、旋渦,以及渦旋。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.NAME"] = "發光夜", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.DESC"] = "要是把東西忘在太陽底下,它們就有點要融化了。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.NAME"] = "炎熱的午後", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.DESC"] = "即使是在附近呼氣,都能損壞這件歷史著作。", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.NAME"] = "超古老壁畫", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.NAME"] = "風景畫", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.POORQUALITYNAME"] = "粗糙的畫作", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿貨艙。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.EFFECT"] = "允許複製人儲存在太空任務期間發現的任何[[:Category:固體|固體]]資源。<br/>火箭回到殖民地時,將可以使用貨艙內的資源。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.NAME"] = "貨艙", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.DESC"] = "容量比一般貨艙多。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.EFFECT"] = "允許複製人儲存在太空任務期間發現的任何[[:Category:固體|固體資源]]。<br/>火箭回到殖民地時,將可以使用貨艙內的資源。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.NAME"] = "大型貨艙", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.DESC"] = "溫柔對待複製人的腳指。", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.NAME"] = "地毯磚", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.DESC"] = "燈光降低複製人的壓力,某些植物生長也需要。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.EFFECT"] = "[[电力|通電]]時提供[[照明]]。<br/>複製人在有燈光的地方工作速度會變快。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.DESC"] = "為那些養不活真植物的複製人準備的。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.NAME"] = "花朵吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.DESC"] = "它不會落到地上。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.NAME"] = "吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.DESC"] = "受管道高度啟發的室內設計。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.NAME"] = "仿製管道吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.DESC"] = "為獲得最佳效果,請勿向其中增添液體。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.NAME"] = "實驗室燒瓶吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.DESC"] = "為其安裝防護性外罩是進行地下派對時的最安全選擇。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.NAME"] = "礦井吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.DESC"] = "用於趣味空間的趣味燈罩。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.NAME"] = "波點吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.DESC"] = "燈罩上縫有縮寫 E. R.。", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.NAME"] = "魔方吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.NAME"] = "吸頂燈", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.DESC"] = "檢查點可以與自動感測器連接,以決定何時可以安全的進入。", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.EFFECT"] = "當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,允許複製人通過。<br/>當收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>時,禁止複製人通過。", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT"] = "複製人停下/通過", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:允許複製人通行", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:禁止複製人通行", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.NAME"] = "複製人檢查點", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.DESC"] = "漂白石可用於衛生和地理調諧。", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.EFFECT"] = "使用[[盐|鹽]]和[[金]]生產[[漂白石]]。", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.NAME"] = "漂白石料斗", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.DESC"] = "允許複製人為他們的衣服增添一點額外的魅力。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.EFFECT"] = "將[[新潮时装|時髦服裝]]升級為[[卓越服裝]]。<br/>如果佇列中沒有訂單,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.NAME"] = "服裝改造機", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.DESC"] = "紡織機可將蘆葦纖維製成複製人可穿的服裝。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.EFFECT"] = "裁縫複製人[[站臺|服裝]]。<br/>佇列中沒有設計圖,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.NAME"] = "紡織機", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH"] = "發射火箭", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發射火箭", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:等待發射指令", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY"] = "火箭檢查清單", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "當發射火箭的檢查清單完成時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.NAME"] = "駕駛艙", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.DESC"] = "進出火箭的艙門。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.EFFECT"] = "警告:不要在飛行中打開。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.NAME"] = "室內艙口", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.DESC"] = "望遠鏡是太空研究的必需品,可讓火箭可以飛到其它世界。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.EFFECT"] = "揭露太空中可拜訪的小行星。<br/>複製人必須具備[[天文学|天文學]]技能。<br/>建築必須暴露在太空中才能運作。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.NAME"] = "望遠鏡", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.REQUIREMENT_TOOLTIP"] = "需要穩定的{0}供應才能保持複製人工作。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.DESC"] = "望遠鏡是研究太空的必需品,可讓火箭飛向其它世界。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.EFFECT"] = "揭露太空中可拜訪的小行星…舒服地。<br/>分配的複製人必須具備[[天文学|天文學]]技能。<br/>出色的防曬保護 (100%),和部分[[辐射|輻射]]保護 (50%) 。<br/>建築必須暴露在太空中才能運作。", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.NAME"] = "天文望遠鏡", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.REQUIREMENT_TOOLTIP"] = "需要穩定的{0}供應才能保持複製人工作。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.DESC"] = "火箭可以載著複製人進入太空並帶回稀有的資源。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.EFFECT"] = "利用[[二氧化碳]]推動火箭進行太空探索。<br/>在高度受限的情況下,二氧化碳引擎是此尺寸中速度較快的。<br/>引擎必須透過[[火箭平台]]建造。<br/>引擎是火箭的基座,而其它火箭模組可加裝在上面。", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.NAME"] = "二氧化碳引擎", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.DESC"] = "除碳機消除大量的二氧化碳,但是不能製造氧氣。", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.EFFECT"] = "使用[[水]]過濾空氣中的[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.NAME"] = "除碳機", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.DESC"] = "在探測系統中使用多個雷達,會比只使用一個雷達更有效率。", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.EFFECT"] = "當探測到來自太空的物體時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>到自動化系統。<br/>可設定探測即將來臨的流星雨或返航的火箭。", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.NAME"] = "太空雷達", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.DESC"] = "駕駛艙最少需要一位太空人才能駕駛火箭。", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.EFFECT"] = "含有座位給[[火箭驾驶|太空人]]使用。<br/>駕駛艙必須安裝在火箭的最上層。", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH"] = "發射火箭", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發射火箭", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:等待發射指令", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY"] = "火箭檢查清單", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "當發射火箭的檢查清單完成時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.NAME"] = "駕駛艙", ["STRINGS.BUILDINGS.PREFABS.COMPOST.DESC"] = "堆肥安全地處理生物廢棄物,並生產泥土。", ["STRINGS.BUILDINGS.PREFABS.COMPOST.EFFECT"] = "將[[污染土|汙土]]與其它堆肥物製成[[泥土]]。", ["STRINGS.BUILDINGS.PREFABS.COMPOST.NAME"] = "堆肥", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.NAME"] = "標記為清空", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.TOOLTIP"] = "等待[[供水|水管工人]]清理水管", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.DESC"] = "即使沒有液體通過,導熱板也能有效的傳導熱量。", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.EFFECT"] = "輸送[[:Category:液體|液體]],允許對與之重疊的建築進行極端[[热量|溫度]]交換。<br/>可在真空中作用。<br/>可穿過牆和地板磚塊。", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.NAME"] = "導熱板", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.DESC"] = "適當的烹飪能避免腸胃炎,並做出美味、減輕壓力的食物。", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.EFFECT"] = "使用多種材料,改善[[食物]]。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.NAME"] = "電烤爐", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.DESC"] = "角落飾物是天花板角落的純裝飾性增添物。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.EFFECT"] = "用來裝飾房間天花板的角落。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.DESC"] = "真的能讓天花板角落優雅起來。", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.NAME"] = "邊角飾件", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "當你能<b>張燈結綵</b>時,為什麼還要佈置大廳呢?", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "花俏蟲邊角花環", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.NAME"] = "邊角飾件", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.DESC"] = "天文館可以模擬探索用望遠鏡發現的地點。", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.EFFECT"] = "進行[[研究|星際研究]]來解鎖新科技。<br/>消耗從[[研究舱|研究模組]]帶回來的資料。<br/>複製人必須具備[[天文学|天文學]]技能。", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.NAME"] = "虛擬天文館", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.DESC"] = "工藝台允許複製人製作氧氣面罩在低氧的區域中使用。", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.EFFECT"] = "生產物品與裝備給複製人使用。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.NAME"] = "工藝台", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.DESC"] = "使用前需要佈置。", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.EFFECT"] = "吸引並捕捉飛行[[:Category:小動物|小動物]]。<br/>只有具有[[小动物养殖 I|畜牧 I]] 技能的複製人才能佈置這個陷阱。可重複使用!", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.NAME"] = "飛行小動物陷阱", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.DESC"] = "複製人會自動的將捕捉的生物運送至這個安置地點釋放。", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.EFFECT"] = "將已捕獲的動物釋放回大自然<br/>可以多次使用。", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.NAME"] = "動物放置點", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.DESC"] = "提供餵食器,動物會靠近牠們的食物來源並減少到處漫遊。", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.EFFECT"] = "自動為飢餓的小動物分配食物。", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.NAME"] = "動物餵食器", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.DESC"] = "這是為陸地小動物設計的,但有時掙扎的魚也會誤入其中。", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.EFFECT"] = "捕捉一隻[[:Category:小動物|小動物]]以便運輸。<br/>只有具有[[小动物养殖 I|畜牧 I]] 技能的複製人才能佈置陷阱。可重複使用!", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.NAME"] = "小動物陷阱", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.DESC"] = "動物陷阱不能捕捉水中或飛行生物。", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.EFFECT"] = "捕捉活的動物以便運送。<br/>只能使用一次。", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.NAME"] = "動物陷阱", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.DESC"] = "擁有美好的事物真是太好了。", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.EFFECT"] = "提供舒適的休息區,提升[[:Category:小動物|小動物]]的幸福感。", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.NAME"] = "小動物公寓", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.DESC"] = "複製人會自動將捕獲的小動物帶到這些放生點放生。", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.EFFECT"] = "將捕捉的[[:Category:小動物|小動物]]放回到世界中。<br/>僅監測與放生指定物種。", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.DESC"] = "啟用/停用", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:啟用小動物放生", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:停用小動物放生", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.NAME"] = "小動物放生點", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.DESC"] = "複製人會自動地捕捉過量的小動物。", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.EFFECT"] = "確保及時地移走超過設定數量的[[:Category:小動物|小動物]]。<br/>僅監測與移取指定物種。", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.DESC"] = "啟用/停用", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:捕捉過量小動物", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:忽略過量小動物", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.NAME"] = "小動物移取點", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.DESC"] = "天花板飾件是頭頂區域的純裝飾性增添物。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.EFFECT"] = "用於裝飾房間的天花板。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.DESC"] = "天花板飾件是頭頂區域的純裝飾性增添物。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.NAME"] = "天花板飾件", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "有人花了整整一週將絲帶黏在發光蟲剪紙上,這就是證據。", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "花俏蟲天花板花環", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.NAME"] = "天花板飾件", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTON"] = "解凍朋友", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTONTOOLTIP"] = "距離結識新朋友僅一步之遙", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DESC"] = "這座低溫艙看起來年代久遠,但聞起來又新。<br/>玻璃上有一層霜看不清楚內部。", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.NAME"] = "低溫艙 3000", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.DESC"] = "別忘了消毒你的耳後。", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.EFFECT"] = "使用[[水]]來清除[[疾病|細菌]]與[[辐射|輻射]]。<br/>消毒複製人與他們的[[站臺|衣服]]。", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.NAME"] = "消毒淋浴", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.DESC"] = "油炸的東西味道更好。", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.EFFECT"] = "使用[[动物油脂|動物油脂]]來烹飪各種改良的[[食物]]。<br/>只有在佇列中安排配方複製人才會進行製作。", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.NAME"] = "油炸鍋", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.NAME"] = "處於廚房之外", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.TOOLTIP"] = "這個建築必須在廚房中才能使用", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.DESC"] = "鹽可以精製成食鹽,用餐時間會有士氣加成。", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.EFFECT"] = "去除[[濃鹽水]]或[[盐水|鹽水]]中的[[盐|鹽]],產生[[水]]。", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.NAME"] = "海水淡化機", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.DESC"] = "靠咖啡運作。", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.EFFECT"] = "深夜時產生測試用電力。", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.NAME"] = "開發者發電機", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.DESC"] = "有人動了恆溫器了嗎?", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.EFFECT"] = "按需求生成熱量,以測試溫暖度。", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.NAME"] = "開發者加熱器", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.DESC"] = "輻射粒子對於材料科學研究是十分必要的。", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.EFFECT"] = "生成輻射粒子。", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT"] = "不發射輻射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發射輻射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:不發射輻射粒子", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.NAME"] = "開發者粒子產生器", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.DESC"] = "保證這些複製人舒適並可呼吸。", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.EFFECT"] = "產生溫暖、高含氧的空氣。", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.NAME"] = "開發者維生器", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.BRIGHTNESS_LABEL"] = "亮度", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.DESC"] = "照亮開發者最黑暗的時刻。", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.EFFECT"] = "根據需要產生可調整的光。", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.FALLOFF_LABEL"] = "衰減率", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.NAME"] = "開發者光源", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.RANGE_LABEL"] = "範圍", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.DESC"] = "將氣體幫浦的出氣口連接到其它建築物的進氣口,會將氣體送進建築物。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.EFFECT"] = "抽取[[:Category:氣體|氣體]]進入[[空調|氣體管]]。<br/>必須放在[[:Category:氣體|氣體]]中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.NAME"] = "開發者氣體幫浦", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.DESC"] = "將液體幫浦的出水口連接到建築物的進水口,會將液體送進建築物。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.EFFECT"] = "抽取[[:Category:液體|液體]]進入[[管線工程|液體管]]。<br/>必須放在[[:Category:液體|液體]]中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.NAME"] = "開發者液體幫浦", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.DESC"] = "用軌道將幫浦的輸出口和另一個建築的輸入口連線,固體就會被送到那個建築中。", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.EFFECT"] = "生成選定的[[:Category:固體|固體材料]]並將其送入[[运输轨道|運輸軌道]]", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.NAME"] = "開發者固體幫浦", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.DESC"] = "裡面裝著一些<b>濃縮</b>咖啡。", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.EFFECT"] = "按需求生成輻射,<b>核<b>輕鬆。", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.NAME"] = "開發者輻射發射器", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.DESC"] = "粉碎精製炭製成鑽石。", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.EFFECT"] = "使用[[电力|電力]]與[[輻射|輻射粒子]]粉碎[[精炼碳|精製炭]]製成[[鑽石]]。<br/>複製人不會製作,除非已經發現[[精炼碳|精製炭]]且佇列中有訂單。", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.NAME"] = "鑽石製造機", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.REFINED_CARBON_RECIPE_DESCRIPTION"] = "將{1}製成{0}", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.DESC"] = "複製人喜歡在餐桌上吃飯,而不是在地板上。", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.EFFECT"] = "給複製人一個吃飯的地方。<br/>當複製人肚子餓時會到分配給他們的餐桌上吃飯。", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.NAME"] = "餐桌", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.DESC"] = "通道的流量比幫浦高而且不需要電力,但需要有充分的壓力才能作用。", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.EFFECT"] = "直接移動大量的[[:Category:液體|液體]]穿過通道。<br/>可以當作地板,建築前可以旋轉。", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.NAME"] = "液體通道", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.DESC"] = "得到熱和蒸氣。", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.EFFECT"] = "任何通過它的[[污染水|汙水]]會分離成[[蒸汽|蒸氣]]與[[污染土|汙土]]。", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.NAME"] = "蒸餾塔", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.DESC"] = "天文館會將探索地點的模擬結果記錄在資料磁片。", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.EFFECT"] = "進行[[研究|資料分析研究]]以解鎖新技術。<br/>消耗探索時產生的資料磁片。", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.NAME"] = "虛擬天文館", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.DESC"] = "一個運作的研究用解密器,還剩一次傳輸。<br/>旨在援助殖民地生存。", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.NAME"] = "研究傳送通道", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.DESC"] = "在醫院房間中擺放病床可以減少疾病傳播的可能性。", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.EFFECT"] = "允許複製人對生病的複製人進行基礎治療。<br/>複製人必須學會床邊看護[[复制人技能|技能]]才能對同伴治療。", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.NAME"] = "加護病房", ["STRINGS.BUILDINGS.PREFABS.DOOR.ABOVE"] = "以上", ["STRINGS.BUILDINGS.PREFABS.DOOR.BELOW"] = "以下", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.NAME"] = "自動", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.TOOLTIP"] = "複製人進出時會自動打開或關閉", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.NAME"] = "上鎖", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.TOOLTIP"] = "沒有東西可以通過", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.NAME"] = "打開", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.TOOLTIP"] = "這扇門將會保持開啟", ["STRINGS.BUILDINGS.PREFABS.DOOR.DESC"] = "門禁可以防止複製人進入受限制的區域。", ["STRINGS.BUILDINGS.PREFABS.DOOR.EFFECT"] = "封閉區域但不阻擋[[:Category:氣體|液體]]或[[:Category:液體|氣體]]流動。<br/>野生動物無法通過門。", ["STRINGS.BUILDINGS.PREFABS.DOOR.LEFT"] = "在左邊", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN"] = "打開/關閉", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:打開", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:關閉並上鎖", ["STRINGS.BUILDINGS.PREFABS.DOOR.NAME"] = "透氣門", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_NOT_REQUIRED"] = "[[太空衣]]不需要{0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_REQUIRED"] = "[[太空衣]]需要{0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.RIGHT"] = "在右邊", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.DESC"] = "生蛋是高品質食譜中的食材。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.EFFECT"] = "將小動物蛋變成料理食材。<br/>破掉的蛋無法孵化。<br/>佇列沒有訂單,複製人將不會打蛋。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.DESC"] = "一項物理學的實踐練習。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.NAME"] = "燒杯打蛋器", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.DESC"] = "能將蛋打裂。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.NAME"] = "打蛋器", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.DESC"] = "現在花瓣都高度清潔了。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.NAME"] = "繁盛打蛋器", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.DESC"] = "就像 Mi-Ma 以前那樣。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.NAME"] = "巧手打蛋桌", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.NAME"] = "打蛋器", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RECIPE_DESCRIPTION"] = "將{0}製成{1}。", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RESULT_DESCRIPTION"] = "破掉的{0}", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.DESC"] = "孵化器可以為幾種生物蛋維持理想的孵化條件。", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.EFFECT"] = "孵化小動物蛋直到完全孵化。<br/>分配的複製人必需要有[[小动物养殖 I|畜牧 I]] 技能。", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.NAME"] = "孵化器", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.DESC"] = "水從一端流入,維持生命的氧氣從另一端流出。", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.EFFECT"] = "轉換[[水]]成為[[氧气|氧]]與[[氢气|氫氣]]。<br/>當這塊區域達到最大氣壓時會閒置。", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.NAME"] = "電解槽", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.DESC"] = "將複製人從擱淺的火箭運送到附近的小行星。", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.NAME"] = "逃生艙", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.DESC"] = "複製人在一天辛苦的工作之後,來一杯濃縮咖啡可以幫助放鬆。", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.EFFECT"] = "在複製人的休息時間提供飲料。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.NAME"] = "濃縮咖啡機", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.DESC"] = "乙醇蒸餾器將[[木材]]轉化為可燃的[[乙醇]]燃料。", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.EFFECT"] = "將木材精煉成[[乙醇]]。", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.NAME"] = "乙醇蒸餾機", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.DESC"] = "一種快速簡單的替代品,儘管原型不會令人失望。", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.EFFECT"] = "一個可攜式生物列印設備,可生產新的複製人或含有資源的補給包裹。<br/>每個小行星只能有一個小型列印設備。", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.NAME"] = "小型列印設備", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.DESC"] = "牆板可與磚塊結合使用,在星球表面建造氣密的房間。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.EFFECT"] = "阻止[[:Category:氣體|氣體]]與[[:Category:液體|液體]]在太空中流失。<br/>在建築的背面建造隔絕背牆。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.DESC"] = "一種多色調的藍色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.NAME"] = "泳池馬賽克", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.DESC"] = "一種由柔和花卉圖案構成的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.NAME"] = "香水百合印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.DESC"] = "它不能治癒憂鬱,反而會加重。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.NAME"] = "純藍牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.DESC"] = "比擁有一個花園便宜多了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.NAME"] = "春綠牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.DESC"] = "對「灰色」的高度理解。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.NAME"] = "木炭牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.DESC"] = "沒那麼水果風,但還是很新鮮。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.NAME"] = "蜜橘牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.DESC"] = "一個大膽的宣告,用於大膽的複製人。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.NAME"] = "純粉牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.DESC"] = "它真的能讓沉悶的牆壁火辣起來。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.NAME"] = "椒紅牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.DESC"] = "如此清新,如此整潔。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.NAME"] = "純白牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.DESC"] = "原汁原味的煤礦時尚。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.NAME"] = "金絲雀黃", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.DESC"] = "它可會把手指弄髒了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.NAME"] = "多汁藍莓", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.DESC"] = "可將其排列成巨大的藍色波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.NAME"] = "氧化氫扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.DESC"] = "可將其排列成巨大的綠色波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.NAME"] = "藻類扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.DESC"] = "可將其排列成巨大的幽暗波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.NAME"] = "木炭扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.DESC"] = "可將其排列成巨大的橙色波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.NAME"] = "明亮扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.DESC"] = "可將其排列成巨大的粉色波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.NAME"] = "花瓣扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.DESC"] = "可將其排列成巨大的紅色波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.NAME"] = "岩漿扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.DESC"] = "一種無輻射的樣式,可將其排列成巨大的波點。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.NAME"] = "黃餅扇形", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.DESC"] = "一種看起來柔軟蓬鬆的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.NAME"] = "雲朵印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.DESC"] = "一種咖啡因主題的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.NAME"] = "咖啡印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.DESC"] = "他完成了他該完成的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.NAME"] = "牆板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.DESC"] = "一種有著對角條紋的潮溼壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.NAME"] = "氧化氫對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.DESC"] = "一種有著對角條紋的油滑壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.NAME"] = "藻類對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.DESC"] = "一種有著對角條紋的光亮壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.NAME"] = "木炭對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.DESC"] = "一種有著對角條紋的橙色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.NAME"] = "明亮對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.DESC"] = "一種有著對角條紋的粉色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.NAME"] = "花瓣對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.DESC"] = "一種有著對角條紋的紅色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.NAME"] = "岩漿對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.DESC"] = "一種有著對角條紋的無輻射壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.NAME"] = "黃餅對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.NAME"] = "一點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.NAME"] = "兩點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.NAME"] = "三點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.NAME"] = "四點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.NAME"] = "五點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.DESC"] = "靈感來自經典骰子。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.NAME"] = "豪賭客", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.DESC"] = "一種紀念資訊儲存的有趣藍色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.NAME"] = "浸水磁片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.DESC"] = "一種紀念資訊儲存的別緻黑白壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.NAME"] = "黑白磁片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.DESC"] = "一種紀念資訊儲存的有趣紅色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.NAME"] = "浮華磁片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.DESC"] = "一種紀念資訊儲存的有趣綠色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.NAME"] = "蔥鬱磁片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.DESC"] = "一種紀念資訊儲存的有趣橙色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.NAME"] = "高能見磁片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.DESC"] = "如果非要知道的話,這是無子的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.NAME"] = "葡萄大逃亡", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.DESC"] = "一些用餐者對此感覺很懷念。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.NAME"] = "庸俗餐館", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.DESC"] = "苦澀而清爽的風格。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.NAME"] = "酸檸檬", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.DESC"] = "不含實際的維生素C。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.NAME"] = "多汁萊姆", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.DESC"] = "一種能引起嘔吐的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.NAME"] = "泥糕印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.DESC"] = "如果液體沒落到地面上,那還能叫溢出嗎?", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.NAME"] = "無限溢出", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.DESC"] = "這裡沒有錯誤,只有歡快的小汙漬。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.NAME"] = "快樂意外", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.DESC"] = "一種舒緩的藍色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.NAME"] = "淡藍壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.DESC"] = "一種舒緩的綠色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.NAME"] = "淡綠壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.DESC"] = "一種舒緩的粉色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.NAME"] = "淡粉壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.DESC"] = "一種舒緩的圓點壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.NAME"] = "淡點壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.DESC"] = "一種舒緩的紫色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.NAME"] = "淡紫壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.DESC"] = "一種舒緩的黃色壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.NAME"] = "淡黃壁紙", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.DESC"] = "一種舒緩的法蘭絨壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.NAME"] = "水綠條紋印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.DESC"] = "疏通一個人的創作衝動。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.NAME"] = "吸盤印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.DESC"] = "一種畫素化的藍白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.NAME"] = "數位鈷藍", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.DESC"] = "一種畫素化的綠白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.NAME"] = "數位草坪", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.DESC"] = "這是未來主義的,所以一定是好的。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.NAME"] = "數位木炭", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.DESC"] = "一種畫素化的橙白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.NAME"] = "數位蜜橘", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.DESC"] = "一種畫素化的粉白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.NAME"] = "數位淡粉", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.DESC"] = "一種畫素化的紅白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.NAME"] = "數位辣椒", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.DESC"] = "一種畫素化的黃白桌布。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.NAME"] = "數位檸檬", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.DESC"] = "一種降雨主題印花壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.NAME"] = "雨滴印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.DESC"] = "擁有<b>所有</b>顏色的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.NAME"] = "彩虹條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.DESC"] = "新增了一些房間急需的橘味。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.NAME"] = "蜜橘切片", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.DESC"] = "一種與我殖民地一樣獨特的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.NAME"] = "雪花印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.DESC"] = "一飲而盡!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.NAME"] = "氧化氫方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.DESC"] = "現在具有真正的模擬藻類的顏色!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.NAME"] = "綠藻方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.DESC"] = "太復古了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.NAME"] = "木炭方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.DESC"] = "每格都像四格一樣!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.NAME"] = "明亮方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.DESC"] = "以亮螢光花為靈感的粉色!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.NAME"] = "花瓣方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.DESC"] = "現在還太燙了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.NAME"] = "岩漿方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.DESC"] = "再亮一點,它們就該有放射性了!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.NAME"] = "黃餅方格", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.DESC"] = "果味斑點,用於自然而溫馨的空間。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.NAME"] = "草莓斑點", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.DESC"] = "深淺藍色交替而成的粗條紋。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.NAME"] = "藍色直條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.DESC"] = "向右彎曲的條紋。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.NAME"] = "藍色圓條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.DESC"] = "這張桌布,就像殖民地一樣,充滿了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.NAME"] = "泥糕曲線", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.DESC"] = "這張壁紙,就像殖民地一樣,充滿了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.NAME"] = "昏迷曲線", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.DESC"] = "其顏色的發音「peeyoo-ss」,是複製人似乎無法發出的一種聲音。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.NAME"] = "粉紅曲線", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.DESC"] = "這張壁紙,就像殖民地一樣,充滿了曲折。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.NAME"] = "嘔吐曲線", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.DESC"] = "靈感來自辦公室活動時戴的領帶。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.NAME"] = "藍色斜條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.DESC"] = "斜條紋,就像深淺交替的泥糕。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.NAME"] = "泥糕對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.DESC"] = "由深淺交替的紫色構成的斜條紋。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.NAME"] = "昏迷對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.DESC"] = "有人將這種顏色描述為「被壓扁的蟲子」。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.NAME"] = "粉紅對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.DESC"] = "由深淺交替的黃色構成的斜條紋。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.NAME"] = "嘔吐對角", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.DESC"] = "讓人略微感到噁心的那種綠色。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.NAME"] = "泥糕條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.DESC"] = "有了直條紋,如果周圍物體傾斜了,立即就能看出來。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.NAME"] = "昏迷條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.DESC"] = "有了直條紋,如果周圍物體傾斜了,立即就能看出來。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.NAME"] = "粉紅條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.DESC"] = "有了直條紋,如果周圍物體傾斜了,立即就能看出來。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.NAME"] = "嘔吐條紋", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.DESC"] = "一種無紫外光的壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.NAME"] = "陽光印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.DESC"] = "觀星者的完美壁紙。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.NAME"] = "望遠鏡印花", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.DESC"] = "乾淨的白色背景上有著清爽的黑色「O」。非常適合玩黑白遊戲的房間。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.NAME"] = "井字棋 O", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.DESC"] = "乾淨的白色背景上有著清爽的黑色「X」。非常適合玩黑白遊戲的房間。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.NAME"] = "井字棋 X", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.DESC"] = "柔和起伏的線條營造出一種不可否認的豪廁氣息。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.NAME"] = "豪廁板", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.DESC"] = "最初的芳香塗層版本當時立即就被召回了。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.NAME"] = "惡魔花印", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.DESC"] = "遠比真正將水果黏在牆上實用得多。", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.NAME"] = "多汁西瓜", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.NAME"] = "牆板", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.EFFECT"] = "一個高瘦的窗戶。", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.NAME"] = "窗戶", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.DESC"] = "農業站只對同一房間內種植的作物有影響。", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.EFFECT"] = "生產肥料包增加[[植物]]的生長速度。<br/>分配的複製人必須有[[作物照料|耕作]]技能。<br/>這個建築是打造溫室的要素之一。", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.NAME"] = "農業站", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.DESC"] = "複製人可以運送肥料與液體到農耕磚,加速植物生長。", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.EFFECT"] = "播下[[植物|種子]]成長為[[植物]]。<br/>可以當作地磚,建築前可以旋轉決定建造方向。", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.NAME"] = "農耕磚", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.DESC"] = "肥料廠將汙水製成肥料給農田裡的植物使用。", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.EFFECT"] = "使用[[污染水|汙水]]與[[磷矿|磷礦]]製造 [[肥料]]。", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.NAME"] = "肥料廠", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.DESC"] = "建在梯子旁可以提高上下移動的效率。", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.EFFECT"] = "讓複製人快速往下。<br/>往上爬很慢。", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.NAME"] = "消防滑桿", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.DESC"] = "魚類放置點必須建在液體池上方,避免魚類窒息。", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.EFFECT"] = "將已捕獲的[[帕庫]]釋放回大自然。<br/>可以多次使用。", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.NAME"] = "魚類放置點", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.DESC"] = "在水面上建造餵食器,飼養魚類。", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.EFFECT"] = "自動將儲存的小動物食物投入下方區域。<br/>食物消耗後會持續投放。", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.NAME"] = "魚類餵食器", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.DESC"] = "被捉住的魚會自動裝袋等待運輸。", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.EFFECT"] = "吸引和捕捉游動的[[帕庫]]。<br/>單次使用。", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.NAME"] = "捕魚陷阱", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.DESC"] = "這個建築的照明範圍可以在光照概覽中查看。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.EFFECT"] = "[[电力|通電]]時提供[[照明]]。<br/>複製人在有燈光的地方工作速度會變快。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.DESC"] = "有點刺人,但確實發出了節日的光芒。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.NAME"] = "節日電燈", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.DESC"] = "任何建築的光照範圍可在光照概覽中檢視。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.NAME"] = "電燈", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.DESC"] = "這盞燈閃耀著無與倫比的光輝。", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.NAME"] = "柔弱腿燈", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.NAME"] = "立燈", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.DESC"] = "只有當複製人通過時,重量板會開啟設施。", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.EFFECT"] = "當一個物體或是複製人停放在它上面的時候,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>無法被[[:Category:氣體|氣體]]或[[:Category:液體|液體]]觸發。", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.LOGIC_PORT_DESC"] = "啟動</link>/<link=\"LOGIC\">未啟動", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.NAME"] = "重量板", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.DESC"] = "花盆讓裝飾植物可移植到新的地方。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.EFFECT"] = "當播下一個[[植物|種子]]後,會成為一個[[植物]]的家。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.DESC"] = "用於植物移植的原始容器。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.NAME"] = "花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.DESC"] = "一種時髦的紅色花盆,用於植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.NAME"] = "醒目復古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.DESC"] = "一種時髦的綠色花盆,用於植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.NAME"] = "明亮復古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.DESC"] = "一種時髦的藍色花盆,用於植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.NAME"] = "夢幻復古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.DESC"] = "一種時髦的白色花盆,用於植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.NAME"] = "優雅復古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.DESC"] = "一種時髦的黃色花盆,用於植物移植。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.NAME"] = "陽光復古花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.NAME"] = "花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.DESC"] = "吊掛花盆可以增加房間的裝飾,而不會擋到地板上的建築。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.EFFECT"] = "當播下一個[[植物|種子]]後,會成為一個[[植物]]的家。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須吊掛在天花板上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.DESC"] = "一種測量室內植物裝飾的方法。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.NAME"] = "燒杯垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.DESC"] = "懸掛的花盆確實提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.NAME"] = "夢幻垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.DESC"] = "懸掛的花盆確實提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.NAME"] = "明亮垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.DESC"] = "懸掛的花盆確實提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.NAME"] = "醒目垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.DESC"] = "懸掛的花盆確實提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.NAME"] = "優雅垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.DESC"] = "懸掛的花盆確實提升了植物的展示。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.NAME"] = "陽光垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.DESC"] = "真正的難題在於如何保持室內植物存活。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.NAME"] = "魔方垂吊花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.NAME"] = "吊掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.DESC"] = "透明花盆可以吊掛在天花板上,並有很高的裝飾值。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.EFFECT"] = "當播下一個[[植物|種子]]後,會成為一個[[植物]]的家。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須掛在天花板上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.NAME"] = "透明花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.DESC"] = "壁掛花盆可以為單調的牆壁增加一點裝飾。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.EFFECT"] = "當播下一個[[植物|種子]]後,會成為一個[[植物]]的家。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須掛在牆上。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.DESC"] = "便於垂直地展示植物。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.NAME"] = "壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.DESC"] = "垂直的花園非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.NAME"] = "夢幻復古壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.DESC"] = "垂直的花園非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.NAME"] = "明亮復古壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.DESC"] = "垂直的花園非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.NAME"] = "醒目復古壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.DESC"] = "垂直的花園非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.NAME"] = "優雅復古壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.DESC"] = "垂直的花園非常漂亮。", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.NAME"] = "陽光復古壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.NAME"] = "壁掛花盆", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.DESC"] = "沖水馬桶傳播較少的細菌到複製人的皮膚上,並且不需要打掃。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.EFFECT"] = "給複製人上廁所的地方。<br/>會散播非常少量的[[疾病|細菌]]。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.DESC"] = "一個感受強烈情感的隱私之地。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.DESC"] = "沖水馬桶可以減少複製人透過面板接觸到的病菌量,而且不用手動清空。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.NAME"] = "沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.DESC"] = "泥糕進,泥糕出。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.NAME"] = "泥糕綠沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "在這裡,舞步動作很平穩。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚會波點沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "為那些真的要跳搖擺舞的人準備的。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波點沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.DESC"] = "就像在蜂蜜仙人掌裡大便一樣!", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.DESC"] = "散發香味的粉色衛生紙聞起來就像汙水處理廠中的玫瑰花叢。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.NAME"] = "亮紅粉沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.DESC"] = "有人認為表裡一致是個好主意。", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.NAME"] = "沖水馬桶", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.DESC"] = "動物引誘機所吸引的動物類型,取決於建造時所使用的材料。", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.EFFECT"] = "吸引一種飛行動物。<br/>單次使用。", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.NAME"] = "飛行動物引誘機", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.DESC"] = "一些排出的液體不可避免地會掉在地板上。", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.EFFECT"] = "使用低而均勻的熱量消除符合條件的[[食物|食品]]中的水分,使其具有穩定的保質期。<br/>脫水食品必須在食用前使用[[充水机|食物補水器]]進行處理。", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.NAME"] = "食物脫水器", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RECIPE_NAME"] = "乾燥的{0}", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RESULT_DESCRIPTION"] = "已經脫水的{0}不需冷藏。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.DESC"] = "重新補水的食物營養豐富,但美味程度稍差一些。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.EFFECT"] = "恢復水分,將耐儲存的包裝食品轉化為可食用的[[食物|食品]]。", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.NAME"] = "補水器", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.DESC"] = "它不是來自這裡的。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.EFFECT"] = "含有一隻巨型動物留下的[[化石]]。<br/>研究完整骨架可以產生獲得新有用資源的方法資訊。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.NAME"] = "遠古標本", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.DESC"] = "這片區域一定有很多老骨頭。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.EFFECT"] = "含有可獲取的深層[[化石]]礦藏。", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.NAME"] = "化石採集場", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.DESCRIPTION"] = "比一把劍更能消除繁文縟節。", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.LORE_DLC2"] = "手工製作的金筆尖刻有三角形標誌,裡面寫著 V 和 I 兩個字母。<br/>其擁有者過於為此自豪而不敢報告其被偷了,要是知道了它的所在之處估計會很震驚。", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.NAME"] = "自來水筆", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.DESC"] = "核爆你的食物", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.EFFECT"] = "可料理多種[[食物]]。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.NAME"] = "伽瑪射線烤箱", ["STRINGS.BUILDINGS.PREFABS.GANTRY.DESC"] = "空橋可以重疊於火箭模組上,而磚塊與梯子不行。", ["STRINGS.BUILDINGS.PREFABS.GANTRY.EFFECT"] = "提供支架讓複製人可以訪問火箭模組。", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT"] = "伸出/收起", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_ACTIVE"] = "當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時<b>伸出空橋</b>", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_INACTIVE"] = "當<b><span class=\"ingame-logic_off\">紅色訊號</span></b>時<b>收起空橋</b>", ["STRINGS.BUILDINGS.PREFABS.GANTRY.NAME"] = "空橋", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.DESC"] = "氣體裝罐器讓複製人以人力在兩地之間運送氣體。", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.EFFECT"] = "自動的將管線中的[[:Category:氣體|氣體]]裝罐,以便人力運送。", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.NAME"] = "氣體裝罐器", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿貨艙。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:氣體|氣體]]資源。<br/>儲存的資源在火箭返回殖民地時將可使用。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.NAME"] = "氣體貨艙", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.DESC"] = "容量比一般氣體貨艙多。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:氣體|氣體]]資源。<br/>儲存的資源在火箭返回殖民地時將可使用。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.NAME"] = "大型氣體貨艙", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿氣體貨艙。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:氣體|氣體]]資源。<br/>儲存的資源在火箭返回殖民地時將可使用。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.NAME"] = "氣體貨艙", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.DESC"] = "氣體管使用在連接建築物的進氣口與出氣口。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.EFFECT"] = "在[[空調|進氣口]]與[[空調|出氣口]]之間運送[[:Category:氣體|氣體]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.NAME"] = "氣體管", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.DESC"] = "分開管線系統防止內容物混合導致建築物損壞。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.EFFECT"] = "讓一段[[空調|氣體管]]跨過別段,使它們不連接在一起。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.NAME"] = "氣體橋接管", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.DESC"] = "氣體管細菌感測器有助於控制疾病存在時的自化動化行為。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.EFFECT"] = "基於氣體管內的[[疾病|細菌]]量,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT"] = "內部[[疾病|細菌]]數", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "如果管線中細菌的數量在設定範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.NAME"] = "氣體管細菌感測器", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.DESC"] = "氣體管元素感測器,用於偵測氣體管中特定氣體的存在。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.EFFECT"] = "當偵測到指定的[[:Category:氣體|氣體]]在管線內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>訊號。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT"] = "內部[[:Category:氣體|氣體]]存在", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "偵測到指定氣體時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.NAME"] = "氣體管元素感測器", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.DESC"] = "氣體溢流閥可用控制那些建築物應該優先取得資源。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.EFFECT"] = "當主要的出氣口被阻塞時,[[:Category:氣體|氣體]]會往次要的出氣口流動。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.NAME"] = "氣體溢流閥", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.DESC"] = "當管線上有其它建築時,確保重要的建築優先供應資源。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.EFFECT"] = "當主要的進氣口超過流量時,將[[:Category:氣體|氣體]]導向次要的進氣口。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.NAME"] = "優先氣體流向", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.DESC"] = "導熱氣體管抽取低溫的氣體經過高溫區域以幫助它們降溫。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.EFFECT"] = "運送[[:Category:氣體|氣體]],並快速的與環境交換[[热量|溫度]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.NAME"] = "導熱氣體管", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.DESC"] = "當管線內容物達到一定溫度時,氣體管溫度感測器會停用建築物。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.EFFECT"] = "當內容物的[[热量|溫度]]達到所設定的範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "內部的[[:Category:氣體|氣體]][[热量|溫度]]", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "如果管線中氣體的溫度在設定的範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.NAME"] = "氣體管溫度感測器", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.DESC"] = "除了選擇過濾的氣體,其它所有的氣體都會進入這個建築的出氣口。", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.EFFECT"] = "從空氣中分離一種[[:Category:氣體|氣體]],送進專用的[[空調|管線]]中。", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.ELEMENT_NOT_SPECIFIED"] = "未指定", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.NAME"] = "氣體過濾器", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.STATUS_ITEM"] = "過濾:{0}", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.DESC"] = "計量閥在關閉前可以讓一定量的氣體通過。", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.EFFECT"] = "連接到[[自动化|自動化]]系統,當指定量的[[:Category:氣體|氣體]]通過後,自動關閉閥門。", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_OUTPUT"] = "達到限制", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_RESET"] = "重設計量", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.NAME"] = "氣體計量閥", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "達到限制量時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:重設數量", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.DESC"] = "自動化的管線系統節省能源與減少需要被複製人管理的時間。", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.EFFECT"] = "連接到[[自动化|自動化]]系統,自動控制[[:Category:氣體|氣體]]流動的開或關。", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT"] = "打開/關閉", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:允許氣體流動", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:阻止氣體流動", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.NAME"] = "氣體開關閥", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.DESC"] = "迷你幫浦對移動少量的氣體是很有用的,並且只消耗最少的電力。", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.EFFECT"] = "抽取少量的[[:Category:氣體|氣體]]進入[[空調|氣體管]]。<br/>必須放在[[:Category:氣體|氣體]]中。", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.NAME"] = "迷你氣體幫浦", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.DESC"] = "建造透氣磚使殖民地有較好的氣體循環。", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>阻擋[[:Category:液體|液體]]流動,不會阻擋[[:Category:氣體|氣體]]流動。", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.NAME"] = "透氣磚", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.DESC"] = "將氣體幫浦的出氣口連接到其它建築物的進氣口,會將氣體送進建築物。", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.EFFECT"] = "抽取[[:Category:氣體|氣體]]進入[[空調|氣體管]]。<br/>必須放在[[:Category:氣體|氣體]]中。", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.NAME"] = "氣體幫浦", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.DESC"] = "儲氣槽無法接收人力運送的資源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.EFFECT"] = "儲存任何輸入的[[:Category:氣體|氣體]]資源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.DESC"] = "儲氣庫無法接收手動運送的資源。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.NAME"] = "儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.NAME"] = "泥糕綠儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.NAME"] = "藍月儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.NAME"] = "金色儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.NAME"] = "豌豆儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "安全的氣體儲存並不一定是沉悶的。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚會波點儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "它炫耀了最歡樂的塗漆工作。好「氣」啊!", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波點儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.NAME"] = "亮紅粉儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.DESC"] = "一種覆有顏色的儲氣庫,使氣體井井有條。", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃儲氣庫", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.NAME"] = "儲氣槽", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.DESC"] = "氣體閥控制通過管道的氣體量,避免浪費。", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.EFFECT"] = "控制[[:Category:氣體|氣體]]通過[[空調|氣體管]]的量。", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.NAME"] = "氣體調節閥", ["STRINGS.BUILDINGS.PREFABS.GASVENT.DESC"] = "排氣口是空調系統的氣體出口。", ["STRINGS.BUILDINGS.PREFABS.GASVENT.EFFECT"] = "釋放[[空調|氣體管]]中的[[:Category:氣體|氣體]]。", ["STRINGS.BUILDINGS.PREFABS.GASVENT.NAME"] = "排氣口", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.DESC"] = "高壓排氣口可將氣體排放到更高壓力的環境中。", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.EFFECT"] = "從[[空調|氣體管]]排放[[:Category:氣體|氣體]]到高壓地區。", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.NAME"] = "高壓排氣口", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.DESC"] = "燃燒煤炭產生比人力發電機更多的電力,但會排放熱量和廢氣。", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.EFFECT"] = "燃燒[[煤炭]]發出[[电力|電力]]。<br/>產生[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.NAME"] = "燃煤發電機", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.OVERPRODUCTION"] = "{Generator}產能過剩", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.DESC"] = "多功能列印機無法印出有機物質。", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.EFFECT"] = "轉換礦物材料成為特殊材料或物品。。", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.NAME"] = "多功能列印機", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.DESC"] = "巨大的合成腦懸浮在生理食鹽水溶液中。<br/>有張椅子連接到這個設備,可容納一個人。", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.NAME"] = "神經振盪器", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.DESC"] = "變異的玫瑰聞起來依然香甜嗎?", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.EFFECT"] = "識別新的[[植物|種子]]亞種。", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.NAME"] = "植物分析儀", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.DESC"] = "出來什麼東西很大程度取決於輸入的初始溫度。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.EFFECT"] = "利用來自行星核心的巨大[[热量|熱量]]來大幅提高[[:Category:液體|液體]]的溫度。<br/>材料可以從任何已連接的地理排放口收集。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.NAME"] = "地源熱幫浦", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.BLOCKED_DESC"] = "可以使用足夠燙的[[:Category:液體|液體]]來熔化堵住地理排放口的[[鉛]].", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.DESC"] = "地理排放口必須完成當前排放,才能接收新材料。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.EFFECT"] = "排放從[[地热热泵|地源熱幫浦]]接收的高溫材料。", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT"] = "材料內容監測器", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_ACTIVE"] = "當地熱排氣口有物質要噴出時,輸出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_INACTIVE"] = "否則,輸出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME"] = "地熱排氣口", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME_FMT"] = "地熱排氣口 C-{ID}", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.DESC"] = "目標間歇泉在噴發時會收到儲存的加強資料。", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.EFFECT"] = "提高已分析間歇泉的產出及其[[热量|溫度]]。<br/>多個地理調諧儀可以指向同一小行星上的同一個間歇泉。", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT"] = "間歇泉噴發監視器", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_ACTIVE"] = "當間歇泉噴發時,輸出<b><span class=\"ingame-logic_on\">綠色信號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_INACTIVE"] = "否則,輸出<b><span class=\"ingame-logic_off\">紅色信號</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.NAME"] = "地理調諧儀", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.DESC"] = "玻璃可以用於建造玻璃磚。", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.EFFECT"] = "用[[沙子]]生產[[熔融玻璃]]。<br/>輸出[[热量|高溫]]的[[:Category:液體|液體]]。<br/>佇列中沒有訂單,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.NAME"] = "玻璃廠", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.RECIPE_DESCRIPTION"] = "從{1}中提取純{0}。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.DESC"] = "玻璃磚可阻隔液體與氣體並且完全透光。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.EFFECT"] = "可被用來建造房間的牆壁與地板。<br/>[[照明|光線]]與[[装饰度|裝飾]]可以穿透。", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.NAME"] = "玻璃磚", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.DESC"] = "豪華餐點可以提升複製人的士氣,並避免他們壓力過大。", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.EFFECT"] = "可料理多種[[食物]]。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.NAME"] = "瓦斯爐", ["STRINGS.BUILDINGS.PREFABS.GRAVE.DESC"] = "埋葬死亡的複製人可減少健康危害並降低殖民地壓力。", ["STRINGS.BUILDINGS.PREFABS.GRAVE.EFFECT"] = "為死亡的複製人提供安息的地方。<br/>活著的複製人會放入未埋葬的屍體。", ["STRINGS.BUILDINGS.PREFABS.GRAVE.NAME"] = "雅緻的紀念碑", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.EFFECT"] = "一個衣物存放單元。<br/>其中含有超柔軟的睡衣。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.NAME"] = "睡衣間", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.EFFECT"] = "一台實驗性的基因操縱器。<br/>分析[[:Category:小動物|小動物]]以將其基礎型態轉換為隨機的變異種。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.NAME"] = "小動物變異器", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.EFFECT"] = "辦公室門通往一個已不存在的辦公室。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.NAME"] = "引力科技大門", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.EFFECT"] = "一盞用於舒緩心靈的頭頂光療燈。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.NAME"] = "LED燈", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DESC"] = "透過合理的展示,感受會有很大的不同。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DISPLAYED_ITEM_FMT"] = "展示:{0}", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.EFFECT"] = "展示一個物品,其[[装饰度|裝飾]]值會加倍。<br/>裝飾為負值的物品,在展示時會獲得一些正裝飾值。", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.NAME"] = "底座", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.DESC"] = "複製人在這個有保護力的鼻錐中可以在太空旅行中生存…希望。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.EFFECT"] = "用作駕駛模組。<br/>最多可容納十位複製人。<br/>一個火箭只能安裝一個駕駛模組。<br/>引擎必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.NAME"] = "乘員艙", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.DESC"] = "整個火箭只能有一位幸運的複製人擁有最好的視野。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.EFFECT"] = "用作駕駛模組與鼻錐。<br/>只能容納一位複製人。<br/>一個火箭只能安裝一個駕駛模組。<br/>引擎必須透過[[火箭平台]]建造。<br/>必須建在火箭的最上層。", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.NAME"] = "單座鼻錐", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.DESC"] = "手部消毒機比洗手盆更有效地殺死細菌。", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.EFFECT"] = "殺死複製人身上大部分的[[疾病|細菌]]。<br/>帶有病菌的複製人從指定的方向通過時使用手部消毒機。", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.NAME"] = "手部消毒機", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.DESC"] = "新的複製人將來到這裡,但感謝神,他們永遠回不去了。", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.EFFECT"] = "一個未知來源且異常先進的生物列印機。<br/>它能源源不絕的生產新的複製人或是資源。", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.NAME"] = "列印設備", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.NAME"] = "列印設備", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.UNIQUE_POPTEXT"] = "複製機器的複製品?多麼新穎的想法。<br/>哎呀,無法運作。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.DESC"] = "事實上,「室內溫度」是相對的。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.EFFECT"] = "將[[:Category:液體|液體]]的溫度,加熱或冷卻至與[[热量|大氣溫度]]一樣。", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.NAME"] = "液體除熱機", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.DESC"] = "粒子已經準備好發射。", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.EFFECT"] = "在高能環境中儲存輻射粒子, 以方便運輸。<br/>當輻射粒子達到門檻時,輸入<b><span class=\"ingame-logic_on\">綠色訊號</span></b>來釋放輻射粒子<br/>當這座建築被停用時,存儲中的輻射粒子將迅速衰減。", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT"] = "不要釋放輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發射輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:不發射輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE"] = "輻射粒子存量", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_ACTIVE"] = "當輻射粒子裝滿時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.NAME"] = "輻射粒子儲存槽", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.DESC"] = "允許輻射粒子穿過牆壁。", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.EFFECT"] = "接收來自[[輻射粒子產生器]]的[[辐射|輻射粒子]]並引導它們穿過牆壁。所有其他材料和元素將被阻擋。", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.NAME"] = "輻射粒子連接板", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.DESC"] = "輻射粒子燃料火箭只能加裝少量模組,但能飛行很遠距離。", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.EFFECT"] = "注入[[辐射|輻射粒子]]進入反應爐,推動火箭進行太空探索。<br/>輻射粒子引擎比[[液氢引擎|氫氣引擎]]更快,但有更嚴格的高度限制。<br/>引擎必須透過[[火箭平台]]建造。<br/>一旦引擎造好了,可在其上面加裝更多的火箭模組。", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE"] = "輻射粒子存量", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_ACTIVE"] = "當輻射粒子裝滿時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.NAME"] = "輻射粒子引擎", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.DESC"] = "我們全部都沒有鏡子。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.EFFECT"] = "使用[[輻射粒子產生器]]吸收與重定向輻射粒子。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT"] = "忽略即將到來的輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:接收即將到來的輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:忽略即將到來的輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.NAME"] = "輻射粒子反射器", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.DESC"] = "進行材料科學研究需要輻射粒子。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.EFFECT"] = "吸收附近的[[辐射|輻射]]產生輻射粒子。<br/>當達到設定的門檻時,朝你所選擇的方向釋放輻射粒子。<br/>當建築停用時輻射粒子會流失。", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT"] = "不要釋放輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:釋放輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:不釋放輻射粒子", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.NAME"] = "輻射粒子產生器", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.DESC"] = "可承載更高功率的電線能避免電力過載,特別是對大型發電機。", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.EFFECT"] = "較一般[[电线|電線]]承載更多[[电力|瓦數]]而不會超過負載。<br/>無法穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.NAME"] = "高壓電線", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.DESC"] = "熱水按摩可以使複製人放鬆。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.EFFECT"] = "需要[[管線工程|管道]]連入與連出浴缸,需要[[电力|電力]]使水流動。<br/>水必須處於一個舒適的溫度,而且會很快冷下來。<br/>提升複製人的[[士气|士氣]]並使他們感到舒適的溫暖。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.NAME"] = "熱水澡盆", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT"] = "最低 {element} 溫度:{temperature}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT_TOOLTIP"] = "熱水澡盆只有供應 {temperature} {element}才能使用。如果{element}太冷,熱水澡盆會排水並需要重新裝滿{element}。", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT"] = "{element}:{amount}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT_TOOLTIP"] = "這個建築必須注入 {amount} {element}才能運作。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.DESC"] = "氫氣引擎可以比蒸氣或石油引擎,讓火箭飛到更遠的地方。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.EFFECT"] = "燃燒[[液态氢|液態氫]]推動火箭進行太空探索。<br/>氫氣引擎與[[石油引擎]]具有相同的高度限制,但速度稍快。<br/>引擎是火箭的基座必須第一個建造,而其它火箭模組可以加裝在它上面。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.NAME"] = "氫氣引擎", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.DESC"] = "氫氣引擎可以比蒸氣或石油引擎,讓火箭飛到更遠的地方。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.EFFECT"] = "燃燒[[液态氢|液態氫]]推動火箭進行太空探索。<br/>氫氣引擎與[[石油引擎]]具有相同的高度限制,但速度稍快。<br/>引擎必須透過[[火箭平台]]建造。<br/>一旦引擎建造好了,可以加裝更多的火箭模組。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.NAME"] = "氫氣引擎", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.DESC"] = "氫氣發電機是非常有效的電力來源,並且不會產生廢棄物。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.EFFECT"] = "將[[氢气|氫氣]]轉換為[[电力|電力]]。", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.NAME"] = "氫氣發電機", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.DESC"] = "水耕磚塊可自動灌溉,減少了複製人的工作量。", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.EFFECT"] = "播下[[植物|種子]]成長為[[植物]]。<br/>可以當作地磚,建造前可旋轉。<br/>必須透過[[管線工程|液體管]]灌溉。", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.NAME"] = "水耕磚", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.DESC"] = "複製人能操作涼風扇暫時為小區域降溫。", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.EFFECT"] = "使用[[冰]]可以降低少量的[[热量|熱]]。", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.NAME"] = "涼風扇", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.DESC"] = "水永遠不會熱到燙傷舌頭。", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.EFFECT"] = "消耗[[木材]]將[[冰]]融化成[[水]],並將其瓶裝以便運輸。", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.NAME"] = "熔冰壺", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.DESC"] = "製冰機是一種小型可重複製造冰和雪的機器。", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.EFFECT"] = "將[[水]]轉換成[[冰]]或[[雪]]。", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.NAME"] = "製冰機", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME"] = "平凡冰雕", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.DESC"] = "容易融化。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EFFECT"] = "大量增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EXCELLENTQUALITYNAME"] = "天才冰雕", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.DESC"] = "這些門牙是牙齒傳說裡的東西。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.NAME"] = "精緻的咀嚼者", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.DESC"] = "對橫衝直撞的拋殼蟹的精美描繪。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.NAME"] = "冰凍的甲殼動物", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.DESC"] = "一些水族學家認為帕庫魚最早創立了「標記」遊戲。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.NAME"] = "追逐", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.DESC"] = "它在結構上不太合理,但其他方面並不糟糕。", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.NAME"] = "立方體,第1作", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.NAME"] = "冰塊", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.POORQUALITYNAME"] = "「抽象」冰雕", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.DESC"] = "隔熱氣體管防止管線內容物在運送時受到環境溫度的影響。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.EFFECT"] = "以最少的[[热量|溫度]]變化運送[[:Category:氣體|氣體]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.NAME"] = "隔熱氣體管", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.DESC"] = "隔熱液體管防止管線內容物在運送時受到環境溫度的影響。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.EFFECT"] = "以最少的[[热量|溫度]]變化運送[[:Category:液體|液體]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.NAME"] = "隔熱液體管", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.DESC"] = "這條電線變熱不會熔化。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.EFFECT"] = "將建築連接到[[电力|電力]]來源,可承受極高的[[热量|熱]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.NAME"] = "隔熱電線", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.DESC"] = "隔熱磚的導熱係數低,可以減緩熱量傳遞的速度。", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>減少[[热量|熱]]在牆壁之間傳遞,保持區域內的環境溫度。", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.NAME"] = "隔熱磚", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DESC"] = "透過合理的展示可以徹底改變印象。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DISPLAYED_ITEM_FMT"] = "展示:{0}", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.EFFECT"] = "展示一個物品,其[[装饰度|裝飾]]值會加倍。<br/>裝飾為負值的物品,在展示時會獲得一些正裝飾值。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.DESC"] = "一些深思熟慮的展示可以徹底改變人們的看法。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.NAME"] = "基座", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.DESC"] = "這個底座把珍貴的物品放在手掌之上。", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.NAME"] = "複製人之手底座", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.NAME"] = "底座", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.DESC"] = "飛行衣存放櫃可以重新補充飛行衣的氧氣與燃料,或清理它們的廢棄物。", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.EFFECT"] = "儲存[[飛行衣]]並補充裝備的[[氧气|氧氣]]與[[石油]]。<br/>清空飛行衣的[[污染水|汙水]]。<br/>建在[[喷气服检查站|飛行衣檢查點]] 旁邊,讓複製人在通過時穿脫飛行衣。", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.NAME"] = "飛行衣存放櫃", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.DESC"] = "檢查點箭頭所指反方向,必須有飛行衣存放櫃。", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.EFFECT"] = "標記一個地點,複製人出入時必須更換[[飛行衣]]。<br/>必須建在[[喷气服存放柜|飛行衣存放櫃]]旁邊。<br/>施工前可以旋轉。", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.NAME"] = "飛行衣檢查點", ["STRINGS.BUILDINGS.PREFABS.JUICER.DESC"] = "複製人在休息時間喝果汁會變開心", ["STRINGS.BUILDINGS.PREFABS.JUICER.EFFECT"] = "在複製人的休息時間提供飲料。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.JUICER.NAME"] = "果汁機", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.DESC"] = "火箭可以載著複製人進入太空並帶回稀有的資源。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.EFFECT"] = "燃燒[[石油]]推動火箭進行太空探索。<br/>石油引擎的高度限制很高,可以支撐許多模組。<br/>引擎是火箭的基座,必須先被建造之後,才可以在它的上面加裝其它火箭模組。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.NAME"] = "石油引擎", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.DESC"] = "更強大的火箭引擎可以推動更重的負載。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.EFFECT"] = "燃燒[[石油]]推動火箭進行中距離的太空探索。<br/>石油引擎的高度限制很高,非常適合乘載許多模組。<br/>引擎必須透過[[火箭平台]]建造。<br/>一旦引擎建造好了,可以加裝更多的火箭模組。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.NAME"] = "石油引擎", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.DESC"] = "火箭可以載著複製人進入太空並帶回稀有的資源。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.EFFECT"] = "燃燒[[石油]]推動火箭進行中距離太空探索。<br/>小型石油引擎與[[石油引擎]]的速度一樣,但高度限制較低。<br/>引擎必須透過[[火箭平台]]建造。<br/>一旦引擎建造好了,可以加裝更多的火箭模組。", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.NAME"] = "小型石油引擎", ["STRINGS.BUILDINGS.PREFABS.KILN.DESC"] = "窯廠也可以用來將煤炭精製成純碳。", ["STRINGS.BUILDINGS.PREFABS.KILN.EFFECT"] = "將[[粘土|黏土]]燒製成[[陶瓷]]。<br/>佇列中沒有訂單,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.KILN.NAME"] = "窯廠", ["STRINGS.BUILDINGS.PREFABS.LADDER.DESC"] = "(意指可以攀爬。)", ["STRINGS.BUILDINGS.PREFABS.LADDER.EFFECT"] = "讓複製人可垂直移動。", ["STRINGS.BUILDINGS.PREFABS.LADDER.NAME"] = "梯子", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.DESC"] = "如果另一個複製人使用梯子,睡眠中的複製人會被吵醒。", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.EFFECT"] = "為一個複製人提供睡覺的地方,也可當成梯子。<br/>複製人晚上會自動睡在他們指定的床上。", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.NAME"] = "梯子床", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.DESC"] = "塑膠梯子具有輕微的抗菌力,可以限制細菌散布。", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.EFFECT"] = "增加複製人的攀爬速度。", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.NAME"] = "塑膠梯子", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.DESC"] = "Geronimo!", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.EFFECT"] = "載著一位複製人從軌道上部署。<br/>艙體到達時會解體。", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.NAME"] = "著陸艙", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.DESC"] = "引導[[星际载货|星際貨箱]]降落在小行星表面。", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.EFFECT"] = "引導[[星际载货|星際貨箱]]與[[环轨货舱|軌道貨艙模組]]降落在附近。<br/>[[星际载货|星際貨箱]]必須從[[星际发射器|軌道炮]]發射。", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.NAME"] = "定位信標", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.DESC"] = "一個火箭可以升空與降落的平台。", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.EFFECT"] = "可以建造火箭所有模組的建築。<br/>讓火箭可以在主星上發射或著陸。<br/>自動連接到建在平台任一側的[[固體貨物裝載機|火箭貨港]]。", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET"] = "已著陸火箭", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_ACTIVE"] = "當火箭在[[火箭平台]]上時,發出綠色信號", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_INACTIVE"] = "否則,發出紅色訊號", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH"] = "發射火箭", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_ACTIVE"] = "綠色訊號:發射火箭", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_INACTIVE"] = "紅色訊號:取消發射", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY"] = "火箭檢查清單", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_ACTIVE"] = "當火箭完成檢查清單時,發出綠色訊號", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_INACTIVE"] = "否則,發出紅色訊號", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.NAME"] = "火箭平台", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.DESC"] = "輻射防護衣存放櫃可以重新補充輻射防護衣的氧氣與清理其中的廢棄物。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.EFFECT"] = "存放[[輻射防護衣]]與補充[[氧气|氧氣]]<br/>清空防護衣的[[污染水|汙水]]。<br/>建在[[铅服检查站|輻射防護衣檢查點]]旁邊,讓複製人在通過時穿脫防護衣。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.NAME"] = "輻射防護衣存放櫃", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.DESC"] = "檢查點箭頭所指的反方向,必須有輻射防護衣存放櫃。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.EFFECT"] = "標記一個地點,複製人出入時必須更換[[輻射防護衣]]。<br/>必須建在[[铅服存放柜|輻射防護衣存放櫃]]旁邊。<br/>施工前可以旋轉。", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.NAME"] = "輻射防護衣檢查點", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿貨艙。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:液體|液體]]資源。<br/>火箭返回殖民地時將可使用儲存的資源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.NAME"] = "液體貨艙", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.DESC"] = "容量比一般液體貨艙多。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:液體|液體]]資源。<br/>火箭返回殖民地時將可使用儲存的資源。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.NAME"] = "大型液體貨艙", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿貨艙。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.EFFECT"] = "允許複製人儲存任何從太空任務中發現的[[:Category:液體|液體]]資源。<br/>火箭返回殖民地時將可使用儲存的資源。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.NAME"] = "液體貨艙", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.DESC"] = "冷水機可以將液體冷卻,並將熱量送到別處。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.EFFECT"] = "冷卻通過它的[[:Category:液體|液體]],但會在附近散發[[热量|熱]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.NAME"] = "冷水機", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.DESC"] = "液體管用於連接建築的進水口和出水口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.EFFECT"] = "在[[管線工程|進水口]]與[[管線工程|出水口]]之間運送[[:Category:液體|液體]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.NAME"] = "液體管", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.DESC"] = "分開管線系統有助於防止因混合內容物造成的建築物受損。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.EFFECT"] = "讓一段[[管線工程|液體管]]跨過別段,使它們不連接在一起。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.NAME"] = "液體橋接管", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.DESC"] = "液體管細菌感測器有助於控制細菌存在時的自動化行為。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.EFFECT"] = "基於管線內的[[疾病|細菌]]量,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "內部[[疾病|細菌]]數", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "如果管線內細菌的數量在設定範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.NAME"] = "液體管細菌感測器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.DESC"] = "液體管元素感測器,用來偵測管線是否存在特定液體。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.EFFECT"] = "當偵測到指定的[[:Category:液體|液體]]在管線內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "內部[[:Category:液體|液體]]存在", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "偵測到指定液體時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.NAME"] = "液體管元素感測器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.DESC"] = "液體開關閥可用控制那些建築物應該優先取得珍貴的資源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.EFFECT"] = "當主要出水口被阻塞時,[[:Category:液體|液體]]會往次要出水口流動。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.NAME"] = "液體溢流閥", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.DESC"] = "當管線上有其它建築時,確保重要的建築優先供應資源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.EFFECT"] = "當主要的進水口超過流量時,將[[:Category:液體|液體]]導向次要的進水口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.NAME"] = "優先液體流向", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.DESC"] = "導熱液體管可以運送冰冷的液體經過高溫區域來幫助它們降溫。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.EFFECT"] = "運送[[:Category:液體|液體]],並加速與周圍環境[[热量|溫度]]的交換速度。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.NAME"] = "導熱液體管", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.DESC"] = "當管線內容物達到一定溫度時,溫度感測器會停用建築物。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.EFFECT"] = "當內容物的[[热量|溫度]]在設定範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "內部[[:Category:液體|液體]][[热量|溫度]]", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "如果內部液體的溫度在設定範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.NAME"] = "液體管溫度感測器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.DESC"] = "複製人可以操作水冷扇來將小區域降溫。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.EFFECT"] = "降低少量的[[热量|熱]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.NAME"] = "水冷扇", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.DESC"] = "除了選擇過濾的液體,其它所有液體都會進入這個建築的出水口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.EFFECT"] = "從混合的[[:Category:液體|液體]]中分離出一種,送進專用的[[管線工程|過濾出水口]]。<br/>一次只能過濾一種液體。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.NAME"] = "液體過濾器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.DESC"] = "儲存的燃料愈多,火箭可航行的距離愈遠。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.EFFECT"] = "儲存[[:Category:液體|液體]]燃料,供應給火箭使用。<br/>使用的燃料類型由火箭引擎的種類而定。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.NAME"] = "液體燃料艙", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.DESC"] = "儲存的燃料愈多,火箭可航行的距離愈遠。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.EFFECT"] = "儲存[[:Category:液體|液體]]燃料,供應給火箭使用。<br/>使用的燃料類型由火箭引擎的種類而定。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.NAME"] = "液體燃料艙", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.DESC"] = "加溫器可以加熱液體殺死水生的細菌。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.EFFECT"] = "加熱大量的[[:Category:液體|液體]]。<br/>必須完全浸在水中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.NAME"] = "液體加溫器", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.DESC"] = "計量閥在關閉前可以讓一定量的液體通過。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.EFFECT"] = "連接到[[自动化|自動化]]系統,當指定量的[[:Category:液體|液體]]通過後,自動關閉閥門。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "達到限制", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_RESET"] = "重設計量", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.NAME"] = "液體計量閥", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "達到限制時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:重設計量", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.DESC"] = "自動化的管線系統節省能源以及需要被複製人手動處理的時間。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.EFFECT"] = "連接到[[自动化|自動化]]系統,可自動切換[[:Category:液體|液體]]流動的開或關。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT"] = "打開/關閉", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:允許液體流動", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:阻止液體流動", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.NAME"] = "液體開關閥", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.DESC"] = "迷你幫浦對移動少量的液體是很有用的,並且只消耗最少的電力。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.EFFECT"] = "抽取少量的[[:Category:液體|液體]]進入[[管線工程|液體管]]。<br/>必須放在[[:Category:液體|液體]]中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.NAME"] = "迷你液體幫浦", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.DESC"] = "將液體幫浦的出水口連接到建築物的進水口,會將液體送進建築物。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.EFFECT"] = "抽取[[:Category:液體|液體]]進入[[管線工程|液體管]]。<br/>必須放在[[:Category:液體|液體]]中。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.NAME"] = "液體幫浦", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.DESC"] = "手壓幫浦,讓複製人可以裝水並運到其它地方。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.EFFECT"] = "用人力抽取[[:Category:液體|液體]]裝進瓶子供運送使用。<br/>複製人只能運送瓶裝液體。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.NAME"] = "手壓幫浦", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.DESC"] = "儲水槽無法接收人力運送的資源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.EFFECT"] = "儲存任何輸入的[[:Category:液體|液體]]資源。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.NAME"] = "儲水槽", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.DESC"] = "液體調節閥控制通過管道的液體量,避免浪費。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.EFFECT"] = "控制[[:Category:液體|液體]]通過[[管線工程|管線]]的量。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.NAME"] = "液體調節閥", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.DESC"] = "排水口是管道系統的出口。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.EFFECT"] = "排放[[管線工程|液體管]]中的[[:Category:液體|液體]]。", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.NAME"] = "排水口", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.DESC"] = "當接收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出一個提醒通知。", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.EFFECT"] = "接上感測器,當條件符合時會發出通知。<br/>可以自訂通知。", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_NAME"] = "輸入端", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發出通知", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.LOGIC_PORT"] = "通知", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.NAME"] = "自動警報器", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.DESC"] = "星圖位置感測器可以在太空船到達某個位置時發出訊號", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.EFFECT"] = "位於星圖上所選擇的地點時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,而在其它地點會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT"] = "星圖位置感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_ACTIVE"] = "當火箭處於選定的星圖位置時,輸出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_INACTIVE"] = "否則,輸出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.NAME"] = "星圖位置感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.DESC"] = "數字大於 10 時,請將多個計數器連接在一起。", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.EFFECT"] = "設定一個計數器,用來計算一組<b><span class=\"ingame-logic_on\">綠色訊號</span></b>的接收次數<br/>當到達所設定的數字時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,直到又接受到另一組<b><span class=\"ingame-logic_on\">綠色訊號</span></b>並開始重新計算。", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:計數器加一", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT"] = "內部計數", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_OUTPUT"] = "數字達到", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_RESET"] = "重設計數器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.NAME"] = "訊號計數器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_ACTIVE"] = "當計數器等於所選擇的值時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:重設計數器", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_CRITTER_LABEL"] = "計算動物的數量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_EGG_LABEL"] = "計算蛋的數量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.DESC"] = "偵測動物數量有助於自動調整牠們的餵食器與照顧範圍。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.EFFECT"] = "基於房間內蛋與動物的數量,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT"] = "動物數量", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_ACTIVE"] = "如果這間房間動物與蛋的數量大於設定的上限時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.NAME"] = "動物感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.SIDESCREEN_TITLE"] = "動物感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.DESC"] = "偵測細菌數量有助於隔離或清理危險區域。", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.EFFECT"] = "基於環境中的[[疾病|細菌]]數量,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT"] = "[[疾病|細菌]]數", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "如果細菌數量在設定的範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.NAME"] = "細菌感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.DESC"] = "動作感測器可節省能源,只會在附近有複製人時啟用建築。", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.EFFECT"] = "當有複製人在這個感測器的範圍內時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT"] = "複製人動作感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_ACTIVE"] = "當複製人在感測器的偵測範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.NAME"] = "複製人動作感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.DESC"] = "這些感測器可以偵測特定氣體的存在並改變系統運作。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.EFFECT"] = "當感測器所在的格子,偵測到指定的[[:Category:氣體|氣體]]時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>當[[:Category:氣體|氣體]]不存在時,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT"] = "指定[[:Category:氣體|氣體]]存在", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_ACTIVE"] = "偵測到指定的氣體時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.NAME"] = "氣體元素感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.DESC"] = "這些感測器可以偵測特定液體的存在並改變系統運作。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.EFFECT"] = "當感測器所在的格子,偵測到指定的[[:Category:液體|液體]]時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>當[[:Category:液體|液體]]不存在時,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT"] = "指定[[:Category:液體|液體]]存在", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_ACTIVE"] = "偵測到指定的液體時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.NAME"] = "液體元素感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.DESC"] = "這個邏輯閘同時收到兩個綠色訊號時,發出綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.EFFECT"] = "當輸入端 A <b>與</b>輸入端 B <b>都收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,輸出端會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>當有一個輸入端收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>時,輸出端會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.NAME"] = "及閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_ACTIVE"] = "如果兩個輸入端都收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_INACTIVE"] = "如果任何一個輸入端收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>時,會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.DESC"] = "這個邏輯閘在停止收到綠色訊號後,短時間內會持續的發出綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.EFFECT"] = "當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>而在收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>後,短時間內會持續發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.NAME"] = "緩衝閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_ACTIVE"] = "當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。而在收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>後,會繼續發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>直到計時器逾時", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.DESC"] = "訊號發送器可用於選擇應該接收自動化訊號的線路。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.EFFECT"] = "從輸入的控制訊號中,選出一個訊號將其接到四個可用的輸出端口之一。<br/>發送<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到兩個控制輸入端以決定要輸出哪個。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.NAME"] = "訊號發送器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_ACTIVE"] = "發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到指定的輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_INACTIVE"] = "無", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.DESC"] = "如果收到綠色訊號的時間,比計時器所設定的時間長,這個邏輯閘只會發出綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.EFFECT"] = "如果收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>的時間,比計時器所設定的時間長,則只會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b><br/>如果收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>的時間不夠長,會持續發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.NAME"] = "過濾閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_ACTIVE"] = "收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>的時間,比計時器所設定的時間長,則發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.DESC"] = "訊號選擇器可用來選擇哪個自動化訊號可通過指定的電路", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.EFFECT"] = "從四個輸入訊號中,選擇一個應該從輸出端發出的訊號,用於控制輸入訊號。<br/>發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到兩個控制輸入端,來決定選擇哪個輸入訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.NAME"] = "訊號選擇器", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_ACTIVE"] = "接收指定輸入端的<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_INACTIVE"] = "無", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.DESC"] = "這個邏輯閘會輸出相反的訊號,綠色訊號變成紅色訊號,反之亦然。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.EFFECT"] = "在收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>後,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>在收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>後,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.NAME"] = "非閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_ACTIVE"] = "在收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>後,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_INACTIVE"] = "在收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>後,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.DESC"] = "如果收到一個或多個綠色訊號,這個邏輯閘會發出綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.EFFECT"] = "如果輸入端 A <b>或</b>輸入端 B,至少有一個收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>如果輸入端 A 與輸入端 B 兩個輸入端,都沒有收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,則發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.NAME"] = "或閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_ACTIVE"] = "任一輸入端收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_INACTIVE"] = "如果兩個輸入端都收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>時,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.DESC"] = "在輸入端只收到一個綠色訊號時,這個邏輯閘會發出綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.EFFECT"] = "如果只收到一個<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>如果收到的兩個都是或都不是<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.NAME"] = "互斥或閘", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_ACTIVE"] = "如果只收到一個<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_INACTIVE"] = "如果收到兩個一樣的訊號(任何顏色),則發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_NAME"] = "輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.DESC"] = "錘子撞擊建築時會發出整齊的聲音。", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.EFFECT"] = "當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,預設錘子會撞擊建築的左側<br/>每種建築物被錘子撞擊時都會發出獨特的聲音。<br/>錘子撞擊時沒有傷害。", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_NAME"] = "輸入端", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:敲擊一次", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.LOGIC_PORT"] = "共鳴建築", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.NAME"] = "錘子", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.DESC"] = "輻射粒子感測器可以在輻射粒子通過它們時發出訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.EFFECT"] = "當輻射粒子偵測達到指定範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT"] = "偵測到輻射粒子", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_ACTIVE"] = "偵測到輻射粒子達到所設定的範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.NAME"] = "輻射粒子感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.DESC"] = "接收來自太空的自動化訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.EFFECT"] = "接收來自遠方太空[[信号播报器|訊號廣播站]]所發出的<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。<br/>訊號接收站與訊號廣播站必須暴露於太空中才能運作。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT"] = "接收訊號", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_ACTIVE"] = "接收:<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_INACTIVE"] = "接收:<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.NAME"] = "訊號接收站", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DEFAULTNAME"] = "未命名的廣播站", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DESC"] = "向太空發送自動化訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.EFFECT"] = "發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>給太空中遠方的 [[信号接收器|訊號接收站]]。", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT"] = "廣播訊號", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_ACTIVE"] = "廣播:<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_INACTIVE"] = "廣播:<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.NAME"] = "訊號廣播站", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.DESC"] = "光感測器可以根據陽光等級告知地表太陽能板上方的防爆門開啟或關閉。", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.EFFECT"] = "當環境[[照明|亮度]]達到選定範圍時,輸出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT"] = "環境[[照明|亮度]]", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_ACTIVE"] = "若環境[[照明|亮度]]處於選定範圍內,輸出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,輸出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.NAME"] = "光感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.DESC"] = "記憶體儲存設定端(S)收到的綠色訊號,直到重設端(R)收到綠色訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.EFFECT"] = "含有一個記憶體,並會輸出儲存在記憶體中的訊號。輸入的訊號<b>只會</b>影響記憶體,並不會傳到輸出端。<br/>設定端(S)收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,記憶體會儲存<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。<br/>重設端(R)收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,記憶體會重設為<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.NAME"] = "正反器", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT"] = "記憶體輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_ACTIVE"] = "如果內部記憶體被設為<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,則發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_INACTIVE"] = "如果內部記憶體被設為<b><span class=\"ingame-logic_off\">紅色訊號</span></b>,則發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT"] = "重設端(R)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:將內部記憶體重設為<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無效果", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT"] = "設定端(S)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:將內部記憶體設為<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無效果", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.STATUS_ITEM_VALUE"] = "目前設定值:{0}", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.DESC"] = "自動化系統節省能源與減少需要被複製人管理的時間。", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.EFFECT"] = "連接到一個[[自动化|自動化]]系統,來自動切換[[电力|電力]]打開或關閉。<br/>不影響開關之前的電路。", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT"] = "斷電", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:允許電力通過連接的電路", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:防止電力流經連接的電路", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.NAME"] = "繼電器", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.DESC"] = "氣壓感測器可以防止氧氣超量生產與過壓。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.EFFECT"] = "當 [[:Category:氣體|氣壓]] 達到所指定的範圍時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT"] = "[[:Category:氣體|氣體]]壓力", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_ACTIVE"] = "如果氣壓在所設定的範圍內,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.NAME"] = "氣壓感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.DESC"] = "液體感測器可以辨別在水池中的液體太少時,會啟動幫浦抽水填滿水池。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.EFFECT"] = "當[[:Category:液體|液體]]壓力達到所指定的範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。<br/>必須放在[[:Category:液體|液體]]中。", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT"] = "[[:Category:液體|液體]]壓力", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_ACTIVE"] = "如果液體壓力在所設定的範圍內,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.NAME"] = "液壓感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.DESC"] = "輻射感測器在偵測到危險的輻射劑量時會停用建築。", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.EFFECT"] = "當環境[[辐射|輻射]]達到指定範圍時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT"] = "環境[[辐射|輻射]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_ACTIVE"] = "如果環境[[辐射|輻射]]在所設定的範圍內,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.NAME"] = "輻射感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.DESC"] = "訊號排線使用很小的空間就可以傳輸多個自動化訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.EFFECT"] = "一個四位元的[[信号线|訊號線]]可傳輸四個自動化訊號。<br/>使用[[线组写入器|排線寫入端]]輸出多個位元的訊號,並使用 [[线组读取器|排線讀取端]] 輸入多個位元的訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.NAME"] = "訊號排線", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.DESC"] = "訊號排線橋接器,允許小空間存在多個自動化系統,而不會互相干擾。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.EFFECT"] = "讓兩段[[訊號排線]]可以交錯,而不會連接在一起形成干擾。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT"] = "傳輸訊號", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:傳輸<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:傳輸<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.NAME"] = "訊號排線橋接器", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.DESC"] = "將[[訊號排線]]內一個位元的訊號,輸入[[信号线|訊號線]]。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.EFFECT"] = "從[[訊號排線]]讀取指定位元的<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>傳輸到[[信号线|訊號線]]。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_NAME"] = "排線輸入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:讀取指定位元的<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:讀取指定位元的<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT"] = "4 位元輸入喘", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT_OUTPUT"] = "位元讀取中", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.NAME"] = "排線讀取端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_NAME"] = "排線輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>到[[信号线|訊號線]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到[[信号线|訊號線]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.DESC"] = "將[[信号线|訊號線]]的訊號轉為[[訊號排線]]內的一個位元", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.EFFECT"] = "寫入<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到[[訊號排線]]的指定位元上。<br/>[[訊號排線]]必須作為輸出端才能避免超載。", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_NAME"] = "排線輸入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>寫入指定位元", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>寫入指定位元", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT"] = "1 位元輸入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT_OUTPUT"] = "位元寫入中", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.NAME"] = "排線寫入端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_NAME"] = "排線輸出端", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:寫入<b><span class=\"ingame-logic_on\">綠色訊號</span></b>到[[訊號排線]]的指定位元", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:寫入<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到[[訊號排線]]的指定位元", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.DESC"] = "訊號開關不像電源開關可以啟動或關閉系統,但能加入一個額外的訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.EFFECT"] = "發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>到一個[[自动化|自動化]]系統上。", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT"] = "訊號切換", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_ACTIVE"] = "打開時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_INACTIVE"] = "關閉時發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.NAME"] = "訊號開關", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.SIDESCREEN_TITLE"] = "訊號開關", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.DESC"] = "當到達一個危險的溫度時,溫度感測器會停用建築。", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.EFFECT"] = "當環境[[热量|溫度]]達到指定範圍時,會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT"] = "環境[[热量|溫度]]", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "如果環境[[热量|溫度]]在所設定的範圍內,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.NAME"] = "溫度感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.DESC"] = "周期感測器可確保系統總是在相同的時間、白天或夜晚、或每個周期啟動。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.EFFECT"] = "設定一天中自動發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>與<b><span class=\"ingame-logic_off\">紅色訊號</span></b>的時間。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT"] = "周期時間", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_ACTIVE"] = "如果目前時間在<b><span class=\"ingame-logic_on\">綠色</span></b>範圍,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.NAME"] = "周期感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.DESC"] = "計時感測器可建立時間很短或很長的自動化排程。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.EFFECT"] = "使用計時器,設定發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>與<b><span class=\"ingame-logic_off\">紅色訊號</span></b>的時長。", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT"] = "計時器排程", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_ACTIVE"] = "在所選定的綠色時間範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_INACTIVE"] = "在所選定的紅色時間範圍內時,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.NAME"] = "計時感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.DESC"] = "建築物在被開啟或關閉的時候,功率感測器會發出訊號。", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.EFFECT"] = "當使用的[[电力|瓦數]]達到指定範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT"] = "消耗[[电力|瓦數]]", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_ACTIVE"] = "當[[电力|瓦數]]達到指定範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.NAME"] = "瓦數感測器", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.DESC"] = "訊號線可連接建築物的訊號端與邏輯閘。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.EFFECT"] = "將建築物連接到 [[自动化|感測器]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.NAME"] = "訊號線", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.DESC"] = "訊號線橋接器,允許小空間存在多個自動化系統,而不會互相干擾。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.EFFECT"] = "讓兩段[[信号线|訊號線]]可以交錯,而不會連接在一起形成干擾。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT"] = "傳輸訊號", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:傳輸<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:傳輸<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.NAME"] = "訊號線橋接器", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.DESC"] = "沒有什麼比在郵箱中收到手工自製禮物更棒的了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.EFFECT"] = "展示一個可食用物品。", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.NAME"] = "郵箱", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.DESC"] = "其中的居住者已經獨居太久了,他已經忘記友誼是什麼感覺了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.EFFECT"] = "一個來自設施地下地下的大型運輸單元。<br/>它被改造成了一個簡陋但實用的臨時避難所。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.NAME"] = "引力科技運輸集散箱", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.DESC"] = "有人在裡面住了一段時間了。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.EFFECT"] = "一個超寬敞的集散箱,用於儲存你所選的[[:Category:固體|固體材料]]。", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.NAME"] = "引力科技運輸集散箱", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.DESC"] = "複製人喜歡舒適床勝過簡易床,在舒適床上睡覺後醒來能恢復更多耐力。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.EFFECT"] = "提供一個睡覺的地方給複製人,能恢復額外的耐力。<br/>晚上複製人會回到分配給他們的床位睡覺。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.DESC"] = "喔唷!起航前往夢鄉。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.NAME"] = "夢船床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.DESC"] = "一種充氣的派對道具,能讓人睡得出奇的好。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.NAME"] = "充氣城堡床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.DESC"] = "比床鋪舒適多了。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.NAME"] = "舒適床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.DESC"] = "每個複製人在此醒來都是贏家。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.NAME"] = "賽車床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.DESC"] = "床墊太軟了,想從裡面爬出來幾乎不可能。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.NAME"] = "舒適泥糕床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.DESC"] = "被擁抱的感覺真好。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.NAME"] = "抱抱床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.DESC"] = "一個舒適又有點「香」的睡覺之地。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.NAME"] = "帕夫床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.DESC"] = "一個昏迷者的柔軟著陸點。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.NAME"] = "舒適昏迷床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.DESC"] = "一種粉紅色的床,適合做玫瑰之夢。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.NAME"] = "舒適亮紅床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.DESC"] = "將昏昏欲睡的複製人發射到遙遠的夢境中。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.NAME"] = "征夢者床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.DESC"] = "睡前來點模式識別可以舒緩精神。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.NAME"] = "魔方床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.DESC"] = "當生活令人厭惡時,臥床休息是唯一的答案。", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.NAME"] = "舒適嘔吐床", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.NAME"] = "舒適床", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.DESC"] = "複製人只會改善與這工作站在同一房間內的建築物的效率。", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.EFFECT"] = "允許分配的工程師增加建築物的生產效率。<br/>這個建築物是組成機械工廠的必要部分。", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.NAME"] = "機械工作站", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.DESC"] = "複製人在上面跑步的樣子真可愛…電力只是額外的獎勵。", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.EFFECT"] = "轉換人力成為[[电力|電力]]。", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.NAME"] = "人力發電機", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.DESC"] = "進行材料科學研究需要輻射粒子。", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.EFFECT"] = "精煉輻射礦物以產生輻射粒子。<br/>釋放輻射粒子時可以選擇方向。", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.NAME"] = "人工輻射粒產生器", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.RECIPE_DESCRIPTION"] = "通過處理{0}產生[[辐射|輻射粒子]]。同時產生{1}作為副產品。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.DESC"] = "手動氣密門能隔開危險區域,並防止氣體滲入殖民地。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.EFFECT"] = "阻擋[[:Category:液體|液體]]與[[:Category:氣體|氣體]]流動,保持區域之間的壓力。<br/>野生小動物不能通過門。", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.NAME"] = "手動氣密門", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.AVERAGEQUALITYNAME"] = "平凡大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.DESC"] = "學會藝術技能的複製人,可以創造有更多裝飾度的雕塑。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EFFECT"] = "大量增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EXCELLENTQUALITYNAME"] = "天才大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.DESC"] = "她不怕佔地方。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.NAME"] = "大美人魚", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.DESC"] = "藝術家非常高興地表達了他們的不高興。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.NAME"] = "暴躁的野獸", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.DESC"] = "它可不能陪你玩撿球。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.NAME"] = "守護者", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.DESC"] = "對宇宙中最神祕——也最脹氣——的生物的精湛刻畫。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.NAME"] = "真正的神奇海牛", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.DESC"] = "對園藝家與她的獎品鬃花之間的深厚情誼的精湛刻畫。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.NAME"] = "綠色女神", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.DESC"] = "這個藝術家一定非常真菌。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.NAME"] = "成堆的真菌", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.DESC"] = "它具有真正的「鬃毛」特效能量。", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.NAME"] = "獨角獸半身像", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.NAME"] = "大理石塊", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.POORQUALITYNAME"] = "「抽象」大理石雕塑", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.ACTIVATE_TOOLTIP"] = "當複製人的壓力達到 {0}% 時,必須按摩休息", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DEACTIVATE_TOOLTIP"] = "當壓力降到 {0}% 時,結束休息時間", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DESC"] = "按摩床快速減少壓力,需要消耗電力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.EFFECT"] = "大幅的降低複製人的[[压力|壓力]]。<br/>當[[压力|壓力]]達到設定的休息門檻時,複製人將會去尋找按摩床紓壓。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.DESC"] = "按摩床可以快速降低壓力,但會消耗一些電力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.NAME"] = "按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.DESC"] = "幸福膨脹,壓力飛走。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.NAME"] = "充氣按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.DESC"] = "用強烈的壓力解決強烈的壓力。", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.NAME"] = "指壓按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.NAME"] = "按摩床", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.EFFECT"] = "一種自我維持的機器,似乎是由精煉過的[[中子质| 0 號元素]]提供能源。<br/>當透過管線供應[[氢气|氫氣]]時,會吸收與中和[[热量|熱]]量。", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.NAME"] = "反熵除熱機", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.DESC"] = "機械衝浪板提供徹底的放鬆時間。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.EFFECT"] = "提升複製人的[[士气|士氣]]。<br/>使用期間有一些[[水]]會濺在地板上。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT"] = "溢出:{amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT_TOOLTIP"] = "這個建築在使用期間會溢出 {amount} 的內容物到地板上,必須重新補充。", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.NAME"] = "機械衝浪板", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT"] = "{element}:{amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT_TOOLTIP"] = "這個建築必須注入 {amount} {element} 才能運作。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.DESC"] = "複製人利用醫療床恢復傷口與接收治療。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.EFFECT"] = "加速[[生命值]]恢復和傷口癒合。<br/>治療沒有行動能力的複製人。", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.NAME"] = "醫療床", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.EFFECT"] = "一個由[[氧气|氧氣]]提供能量的有機多皮層知識儲存與處理系統。<br/>可以分析由穿著[[睡衣]]的複製人產生的[[夢境日誌]]。<br/>能夠為整個殖民地的複製人提供可持續的技能與能力強化。", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.NAME"] = "夢境合成器", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.DESC"] = "汞吸頂燈需要一段時間才能達到完全亮度,但一旦達到…哇喔!", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.EFFECT"] = "使用[[汞]]和[[电力|電力]]來產生[[照明|光]]。<br/>光可以減少複製人的壓力,並且是生長某些植物所必需的。", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.NAME"] = "汞吸頂燈", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.DESC"] = "透水磚在有液體流動的區域,可作為複製人的道路。", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>不會阻擋[[:Category:液體|液體]]或[[:Category:氣體|氣體]]流動。", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.NAME"] = "透水磚", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.DESC"] = "精煉金屬是建造高級的電子與科技產品所必需。", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.EFFECT"] = "用[[:Category:金屬礦物|金屬礦物]]生產[[精炼金属|精煉金屬]]。<br/>釋放高溫[[热量|加熱]]過的[[:Category:液體|液體]]。<br/>佇列中沒有訂單時,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.NAME"] = "冶煉廠", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.RECIPE_DESCRIPTION"] = "從{1}中提取純{0}。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.AVERAGEQUALITYNAME"] = "平凡金屬雕塑", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.DESC"] = "學會藝術技能的複製人,可以創造有更多裝飾度的雕塑。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EFFECT"] = "大量增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME"] = "天才金屬雕塑", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.DESC"] = "非常可愛,但要是有人摸黑撞到了腳指頭就不好說了。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.NAME"] = "貪得無厭的胃口", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.DESC"] = "不太符合表現主義,但不可否認地,表現力很強。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.NAME"] = "目瞪口呆", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.DESC"] = "它不發光,但確實照亮了整個房間。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.NAME"] = "友善的飛蟲", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.DESC"] = "對喜歡複製人喜歡的淘氣小動物的精湛雕塑。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.NAME"] = "好一隻樹鼠", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.DESC"] = "如果當整個頭部就是一大塊凸起怎麼樣?", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.NAME"] = "顱相學家的夢想", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.DESC"] = "實際上,這個塑像非常不錯。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.NAME"] = "不自然的美", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.DESC"] = "莫布的眼睛裝在了一個旋轉裝置上,在隨機一段時間後會啟動一下。", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.NAME"] = "美麗的生化危機", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.NAME"] = "金屬塊", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.POORQUALITYNAME"] = "「抽象」金屬雕塑", ["STRINGS.BUILDINGS.PREFABS.METALTILE.DESC"] = "熱量在金屬磚之間的傳遞速度比其它類型的磚塊快。", ["STRINGS.BUILDINGS.PREFABS.METALTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>顯著增加複製人的移動速度。", ["STRINGS.BUILDINGS.PREFABS.METALTILE.NAME"] = "金屬磚", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.DESC"] = "天然氣發電機排放汙水,適合蓋在汙水池上方。", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.EFFECT"] = "將[[天然气|天然氣]]轉換為[[电力|電力]]。<br/>產生[[二氧化碳]]與[[污染水|汙水]]。", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.NAME"] = "天然氣發電機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.DESC"] = "製糕機食譜可餵飽複製人,但時間一長會影響健康與士氣。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.EFFECT"] = "使用一般材料製作低品質的[[食物]]。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.DESC"] = "優先考慮的是營養價值,而不是味道。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.DESC"] = "製糕機的食譜能讓複製人吃飽,但隨著時間可能會影響健康和士氣。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.NAME"] = "製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.DESC"] = "晚餐<b>又</b>吃可食用膠體?", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.NAME"] = "泥糕綠製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.DESC"] = "因為有顏色的存在,食物品質的注意力也被分散了。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.DESC"] = "絕食不可行,但顏色協調可行。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.NAME"] = "亮紅粉製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.DESC"] = "由於各種各樣的錯誤,做出來的食物令人難忘。", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃製糕機", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.NAME"] = "製糕機", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.DESC"] = "複製人可以抹上一層鹹乳蠟,以提高他們在運載管道中的前進速度。", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.EFFECT"] = "將[[咸乳|鹹乳]]精煉為[[濃鹽水]]和[[咸乳蜡|鹹乳蠟]],並釋放[[二氧化碳]]。", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.NAME"] = "鹹乳蠟收集器", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.DESC"] = "當大家都搶著喝鹹乳時,過度擁擠也無所謂了。", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.EFFECT"] = "為各種[[:Category:小動物|小動物]]分配[[咸乳|鹹乳]]。<br/>噴泉可以顯著改善[[:Category:小動物|小動物]]的心情。", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.NAME"] = "小動物飲水機", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.DESC"] = "收穫來的這種液體基本上相當於小動物的蘇打水。", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.EFFECT"] = "允許具有[[小动物养殖 II|畜牧 II]] 技能的複製人為[[释气海牛|瓦斯牛]]擠奶以獲取[[咸乳|鹹乳]]。<br/>[[咸乳|鹹乳]]可用於補充[[小动物直饮器|小動物飲水機]]。", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.NAME"] = "擠奶站", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.DESC"] = "為受不了給小動物擠奶的複製人準備的。", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.EFFECT"] = "將[[雪地小麥|雪麥穀粒]]或[[火椒粒|胡椒]]粉碎以提製[[咸乳|鹹乳]]。<br/>[[咸乳|鹹乳]]可用於補充[[小动物直饮器|小動物飲水機]]。", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NAME"] = "植物粉碎機", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NUT_MILK_RECIPE_DESCRIPTION"] = "將{0}轉化為{1}", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.WHEAT_MILK_RECIPE_DESCRIPTION"] = "將{0}轉化為{1}", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.DESC"] = "氧氣擴散機的效率低,但能輸出足以維持殖民地呼吸的氧氣。", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.EFFECT"] = "轉換大量的[[藻类|藻類]]成為[[氧气|氧氣]]。<br/>當這塊區域達到最大氣壓時會閒置。", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.NAME"] = "氧氣擴散機", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.DESC"] = "爆破彈能有效防禦來襲的流星雨。", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.EFFECT"] = "將[[精炼金属|精煉金屬]]與[[石油]]組合以生產[[流星爆破炮|爆破彈]]。<br/>只有在佇列中安排配方複製人才會進行製作。", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.NAME"] = "爆破彈組裝機", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.RECIPE_DESCRIPTION"] = "由{1}和{2}生產{0}。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.BODY.CONTAINER1"] = "在流星雨期間發射[[流星爆破炮|爆破彈]]以免受殖民地遭受撞擊損壞。<br/>範圍:水平16格,垂直32格。<br/>炸成碎片的流星不會留下可獲得的資源。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.DESC"] = "有些流星被炸成碎片時會掉落可收穫的資源。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.EFFECT"] = "在流星雨期間發射[[流星爆破炮|爆破彈]]以免受殖民地遭受撞擊損壞。<br/>範圍:水平16格,垂直32格。", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.NAME"] = "流星爆破炮", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.TARGET_SELECTION_HEADER"] = "目標選擇", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.DESC"] = "就像局外者一樣,他實際上知道的要更多。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.EFFECT"] = "為火箭駕駛員提供導航資料,以提高火箭速度。<br/>必須由擁有[[天文学|天文學]]技能的複製人操作。<br/>需要清晰的視野才能運作。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.NAME"] = "任務控制台", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.DESC"] = "就像局外者一樣,他實際上知道的要更多。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.EFFECT"] = "為範圍內的火箭駕駛員提供導航資料,以提高火箭速度。<br/>必須由擁有[[天文学|天文學]]技能的複製人操作。<br/>需要清晰的視野才能運作。", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.NAME"] = "任務控制台", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.DESC"] = "一個集中輸入[[:Category:氣體|氣體]]的地方。", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.NAME"] = "氣體輸入中樞", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME"] = "火箭固體貨港", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME_PLURAL"] = "火箭固體貨港", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.DESC"] = "允許火箭平臺建在更遠的地方。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.EFFECT"] = "自動地與相鄰的[[火箭平台|火箭平臺]]或任何[[固體貨物裝載機|火箭貨港]]相連。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.NAME"] = "火箭貨港延伸橋", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.EFFECT"] = "裝載[[:Category:氣體|氣體]]到火箭貨艙。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用火箭貨艙上的氣體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.NAME"] = "氣體貨物裝載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.EFFECT"] = "卸載火箭貨艙的[[:Category:氣體|氣體]]。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用卸載機上的氣體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.NAME"] = "氣體貨物卸載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.EFFECT"] = "裝載[[:Category:液體|液體]]到火箭貨艙。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用火箭貨艙上的液體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.NAME"] = "液體貨物裝載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.EFFECT"] = "卸載火箭貨艙的[[:Category:液體|液體]]。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用卸載機上的液體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.NAME"] = "液體貨港卸載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.EFFECT"] = "裝載[[:Category:固體|固體]]到火箭貨艙。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用火箭貨艙上的固體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.NAME"] = "固體貨物裝載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.DESC"] = "火箭必須著陸才能裝載或卸載資源。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.EFFECT"] = "卸載火箭貨艙的[[:Category:固體|固體]]。<br/>當建在[[火箭平台]]或 [[固體貨物裝載機|火箭貨港]] 旁邊時會自動連接。<br/>使用卸貨機上的固體過濾器。", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.NAME"] = "固體貨港卸載機", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.DESC"] = "一個進中輸入[[:Category:液體|液體]]的地方。", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.NAME"] = "液體輸入中樞", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.DESC"] = "一個集中輸入[[:Category:固體|固體]]的地方。", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.NAME"] = "固體輸入中樞", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.DESC"] = "紀念碑的基座,必須先被建造。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.EFFECT"] = "巨大紀念碑的基座。<br/>可以自訂。<br/>必須建造一座巨大紀念碑,才算達成殖民地的使命。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.NAME"] = "紀念碑基座", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.DESC"] = "巨大紀念碑的自訂部分,可以混合搭配。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.EFFECT"] = "巨大紀念碑的中間部分。<br/>可以自訂。<br/>必須建造一座巨大紀念碑,才算達成殖民地的使命。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.NAME"] = "紀念碑中層", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.DESC"] = "建造一座巨大紀念碑向宇宙宣示,這巨大的岩石是你的。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.EFFECT"] = "巨大紀念碑的頂層部分。<br/>可以自訂。<br/>必須建造一座巨大紀念碑,才算達成殖民地的使命。", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.NAME"] = "紀念碑頂層", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.DESC"] = "允許有相應技能的複製人穩定供應黏糊糊但很有效的機器人。", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.EFFECT"] = "使用[[僵尸孢子|殭屍孢子]]和[[钢|鋼]]製造可以送至危險環境中的生物燃料機器。<br/>失效的生物機器人會掉落可收集的[[钢|鋼]]。", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.NAME"] = "生機組構儀", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.DESC"] = "單純用來裝飾牆壁與建築的裝飾物。", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>增加[[装饰度|裝飾]],提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.NAME"] = "裝飾磚", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.DESC"] = "每個火箭都需要鼻錐才能飛行。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.EFFECT"] = "在升空或進入期間保護火箭,實現太空旅行。<br/>必須建在火箭的頂端。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.NAME"] = "基礎鼻錐", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.DESC"] = "採集宇宙中的資源。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.EFFECT"] = "讓火箭可以開採小行星碎片,並收集太空中的[[:Category:氣體|氣體]]、[[:Category:液體|液體]]與[[:Category:固體|固體]]資源。<br/>必須透過[[火箭平台]]建造。<br/>必須建造在火箭的頂端,並附有[[:Category:氣體|氣體]]、[[:Category:液體|液體]]與[[:Category:固體|固體]]貨艙模組來儲存資源。", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.NAME"] = "鑽頭鼻錐", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.DESC"] = "輻射粒子產生器與反射器使輻射粒子可用於其它建築。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.EFFECT"] = "使用[[浓缩铀|濃縮鈾]]產生[[辐射|輻射]],輻射可用於產生輻射粒子。<br/>同時產生大量的[[热量|熱]]。過熱時則會導致爆炸性熔毀。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_ACTIVE"] = "啟用燃料運送", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_INACTIVE"] = "停用燃料運送", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.LOGIC_PORT"] = "控制燃料運送", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.NAME"] = "研究反應爐", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.DESC"] = "附帶產生一些離子,免費充電。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.EFFECT"] = "進行[[研究|材料科學研究]]可解鎖新科技。<br/>消耗輻射粒子<br/>複製人必須具備[[应用科学研究|應用科學研究]]技能。", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.NAME"] = "材料研究終端機", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.DESC"] = "自動分配機可儲存與倒出少量資源。", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.EFFECT"] = "儲存複製人運來[[:Category:固體|固體材料]]。<br/>當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>時,倒出儲存的材料回到世界中。", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT"] = "傾倒觸發器", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:倒出所有儲存的材料", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:儲存材料", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.NAME"] = "自動分配機", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.DESC"] = "只能透過精煉原油來生產石油。", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.EFFECT"] = "將[[原油]]轉換成[[石油]]與[[天然气|天然氣]]。", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.NAME"] = "煉油廠", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.DESC"] = "注入油井的水不能回收。", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.EFFECT"] = "使用乾淨的[[水]]抽取[[原油]]。<br/>必須建在[[储油石|油田]]上方。", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.NAME"] = "油井", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.DESC"] = "探索未知世界時帶些補給品是個好主意。", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.EFFECT"] = "將貨物運送到沒有[[火箭平台]]的小行星地表。<br/>必須透過火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.NAME"] = "軌道貨艙模組", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.DESC"] = "軌道資料收集儀在繞行星球軌道時會將資料存入資料磁片", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.EFFECT"] = "產生可以在 [[虚拟天象仪|虛擬天文館]]使用的資料磁片以解鎖新科技。<br/>消耗[[塑膠]]和[[电力|電力]]。", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.NAME"] = "軌道資料收集儀", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.DESC"] = "在將礦石運回殖民地前,先用洗礦機消毒淨化。", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.EFFECT"] = "殺死礦物材料上大量的[[疾病|細菌]]。", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.NAME"] = "洗礦機", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.DESC"] = "殖民地一起吃飯,一起上廁所。", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.EFFECT"] = "給複製人一個地方上廁所。<br/>不需要[[管線工程|管線]]。<br/>必須定期清空[[污染土|汙土]]。", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.NAME"] = "茅廁", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.DESC"] = "固態氧化劑使火箭燃料在太空的真空中能有效燃燒。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.EFFECT"] = "儲存[[氧石]]與其它氧化劑作為火箭燃料。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.NAME"] = "固體氧化劑艙", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.UI_FILTER_CATEGORY"] = "接受的氧化劑", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.DESC"] = "固態氧化劑使火箭燃料在太空中能有效燃燒。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.EFFECT"] = "儲存[[氧石]]與其它氧化劑作為火箭燃料。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.NAME"] = "大型固體氧化劑艙", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.UI_FILTER_CATEGORY"] = "接受的氧化劑", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.DESC"] = "液態氧可以提高火箭燃料的推力。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.EFFECT"] = "儲存[[液态氧|液態氧]]作為火箭燃料。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.NAME"] = "液體氧化劑儲存艙", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.DESC"] = "液態氧可以提高火箭燃料的推力。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.EFFECT"] = "儲存[[液态氧|液態氧]]作為火箭燃料。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.NAME"] = "液體氧化劑儲存艙", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.DESC"] = "氧氣面罩存放櫃用來儲存未使用的氧氣面罩。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.EFFECT"] = "存放[[氧氣面罩]]與補充[[氧气|氧氣]]<br/>建在[[氧气面罩检查站|氧氣面罩檢查點]]旁邊,讓複製人在通過時穿脫。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.NAME"] = "氧氣面罩存放櫃", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.DESC"] = "檢查點箭頭所指的後方必須建造相關的存放櫃。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.EFFECT"] = "標記一個地點,複製人出入時必須更換[[氧氣面罩]]。<br/>必須建在[[氧气面罩存放柜|氧氣面罩存放櫃]]旁邊。<br/>施工前可以旋轉。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.NAME"] = "氧氣面罩檢查點", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.DESC"] = "如果沒有足夠的氧氣補充面罩,複製人無法通過這座設施。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.EFFECT"] = "從過濾器選擇指定的[[金属矿石|金屬礦物]]來製造 [[氧氣面罩]]。<br/>自動抽取大氣中的[[氧气|氧氣]]填充面罩。<br/>標記一個複製人必須穿上或脫下面罩的門檻。<br/>建造前可旋轉。", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.NAME"] = "氧氣面罩工廠", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.DESC"] = "氧石是一種固體與可方便運送的氧氣消耗來源。", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.EFFECT"] = "使用[[氧气|氧]]與少量的[[金]]合成[[氧石]]。", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.NAME"] = "氧石精煉廠", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.DESC"] = "壁掛可防止擴散的氧氣在儲存箱內浪費。", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.EFFECT"] = "儲存一小塊[[氧石]],逐漸向環境釋放[[氧气|氧氣]]。", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.NAME"] = "氧石壁掛", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.DESC"] = "經過公園會提升複製人的士氣。", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.EFFECT"] = "將區域劃分為公園或自然保護區。", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.NAME"] = "公園標誌", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.DESC"] = "不管你怎麼切它,就是個好看的蛋糕。", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.EFFECT"] = "增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>為複製人的派對增加[[士气|士氣]]加成。", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.NAME"] = "三層裝飾蛋糕", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.DESC"] = "石油發電機提供高電力輸出但產生大量廢棄物。", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.EFFECT"] = "將[[石油]]或[[乙醇]]轉換成[[电力|電力]]。<br/>產生[[二氧化碳]]與[[污染水|汙水]]。", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.NAME"] = "石油發電機", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.DESC"] = "跳舞有助於複製人釋放他們的情緒。", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.EFFECT"] = "在複製人休息時播放音樂讓他們跳舞。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.NAME"] = "點唱機", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.DESC"] = "從軌道上的[[先锋舱|開拓者模組]]中將複製人投放到小行星上。", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.NAME"] = "開拓者著陸艙", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.DESC"] = "對複製人而言只是一小步。", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.EFFECT"] = "可前往沒有[[火箭平台]]的小行星。<br/>可容納一個複製人。<br/>當星圖上的區塊有小行星時可以部署。<br/>必須透過火箭平台建造。", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.NAME"] = "開拓者模組", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.DESC"] = "四個像素可以分別指定不同顏色。", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.EFFECT"] = "像素可以指定不同顏色,當收到<b><span class=\"ingame-logic_on\">綠色訊號</span></b>與一個不同顏色,當收到<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。<br/>[[信号线|訊號線]]控制整個輸入端。[[訊號排線]]可分別控制輸端的像素。", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_NAME"] = "排線輸入端", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:顯示<b><span class=\"ingame-logic_on\">綠色訊號</span></b>設定的像素", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:顯示<b><span class=\"ingame-logic_off\">紅色訊號</span></b>設定的像素", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.LOGIC_PORT"] = "顏色選擇", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.NAME"] = "像素面板", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.SIDESCREEN_TITLE"] = "像素面板", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.DESC"] = "人工栽種的種子比野生植物更快成熟。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.EFFECT"] = "播下[[植物|種子]]成長為[[植物]]。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.DESC"] = "內部飾有小倒鉤。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.NAME"] = "鬃毛綠種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.DESC"] = "培育種植的種子比野生植物成熟得更快。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.NAME"] = "種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.DESC"] = "靈感來自基因改造的植物。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.NAME"] = "虱木藍種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.DESC"] = "並不是一種很微妙的顏色。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.NAME"] = "華麗種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.DESC"] = "厚厚的油漆液滴在遠處就看不到了。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.NAME"] = "雪麥藍種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.DESC"] = "為夢幻的農學家準備的。", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.NAME"] = "冰樹紋種植箱", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.NAME"] = "種植箱", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.DESCRIPTION"] = "不需維護的花比我們每個人都長壽。", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.LORE_DLC2"] = "受引力科技委託,由住宅籌劃英雄有限公司製造,以<b>「讓太空更有家的感覺」</b>。<br/>這種花束聞起來就像新鮮出爐的餅乾,是一個設計點。", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.NAME"] = "塑膠花", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.DESC"] = "塑膠地磚具有輕微的抗菌力,可以限制細菌在殖民地內散布。", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>顯著增加複製人的移動速度。", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.NAME"] = "塑膠磚", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.EFFECT"] = "有著一道複雜基因鎖的堅固大門。", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.NAME"] = "安全門", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.EFFECT"] = "大型雙開大門,與你在一個大型設施的主入口看到的門一樣。", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.NAME"] = "展廳門", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.EFFECT"] = "有著一道複雜基因鎖的堅固大門。", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.NAME"] = "安全門", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.EFFECT"] = "大型雙開門曾經是大型設施的主要入口。", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.NAME"] = "大廳門", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.DESC"] = "塑膠可用於製作獨特的建築物和物品。", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.EFFECT"] = "將[[石油]]或[[花蜜]]轉化為[[塑膠]]。", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.NAME"] = "塑膠工廠", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.DESC"] = "電力控制站一次只能分配一位複製人。", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.EFFECT"] = "生產微晶片可增加發電機組的[[电力|電力]]產能。<br/>複製人必須有[[电气工程|檢修]]技能。<br/>這個建築是發電廠的組成要素之一。", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.NAME"] = "電力控制站", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.DESC"] = "這是一個變壓器,但更大一點。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.EFFECT"] = "變壓器將[[电力|電力]]的輸出功率限制為 4 千瓦。<br/>將[[电池|電池]]接在插座大的那一側作為閥門並防止[[电线|電線]]耗電量超過 4 千瓦。<br/>建造前可旋轉。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.NAME"] = "大變壓器", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.DESC"] = "限制電線的使用功率避免超載受損。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.EFFECT"] = "變壓器將[[电力|電力]]的輸出功率限制為 1 千瓦。<br/>將[[电池|電池]]接在插座大的那一側作為閥門並防止[[电线|電線]]耗電量超過 1 千瓦。<br/>建造前可旋轉。", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.NAME"] = "變壓器", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.DESC"] = "機械氣密門開關的速度比其它種類的門更快速。", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.EFFECT"] = "阻擋[[:Category:液體|液體]]與[[:Category:氣體|氣體]]流動,維持區域之間的壓力。<br/>當無[[电力|電力]]時,功能與 [[手动气闸|手動氣密門]] 一樣。<br/>野生小動物不能通過門。", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.NAME"] = "機械氣密門", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.DESC"] = "氣壓開關依據周圍的氣體壓力,按照設定的臨界值調整電源開關。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.EFFECT"] = "基於環境的[[:Category:環境壓力|氣壓]]自動切換[[电力|電力]]打開或關閉。<br/>不影響開關之前的電路。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.NAME"] = "氣壓開關", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.DESC"] = "液壓開關依據周圍的液體壓力,按照設定的臨界值調整電源開關。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.EFFECT"] = "基於環境的[[:Category:環境壓力|液壓]]自動切換[[电力|電力]]打開或關閉。<br/>不影響開關之前的電路。<br/>必須放在[[:Category:液體|液體]]中。", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.NAME"] = "液壓開關", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.DESC"] = "宣傳當地旅遊景點的海報。<br/>實際風景可能會有所不同。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.NAME"] = "旅行海報", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.DESC"] = "宣傳當地野生動物的海報。<br/>在未完成的系列作品中的第一部。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.NAME"] = "旅行海報", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.DESC"] = "吸音板讓小空間變得更舒適。<br/>該藝術品具有電源。", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.NAME"] = "聲學藝術板", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.DESC"] = "一個簡單的掛鐘<br/>它不再滴答響。", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.NAME"] = "時鐘", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.DESC"] = "容納一件[[保暖外套]]。<br/>不用就太愚蠢了。", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.NAME"] = "衣架", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.DESC"] = "一個完整的辦公桌,裝飾有幾個私人物品和幾乎不能用的電腦。", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.NAME"] = "電腦桌", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.DESC"] = "投影工程項目藍圖的電子顯示器。<br/>它看起來像某種幫浦。", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.NAME"] = "電子顯示器", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.DESC"] = "這種推車有助於將碎屑從機械裝置中沖走。<br/>其中一個輪子吱吱作響。", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.NAME"] = "維護推車", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.DESC"] = "暫停服務。<br/>裡面的按鈕表示,它可以在短時間內下降幾十層。", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.NAME"] = "壞掉的電梯", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.DESC"] = "一個由超輕紡織品製成的儲物櫃。<br/>裡面存有各種私人物品。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.NAME"] = "場外儲物櫃", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.DESC"] = "一個由扁平包裝件製成的架子,可以用各種方式組裝。<br/>這種是以長條方式組裝的。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.NAME"] = "預製長架子", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.DESC"] = "一個由扁平包裝件製成的架子,可以用各種方式組裝。<br/>實際上,看上去還不錯。", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.NAME"] = "預製架子", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.DESC"] = "一張椅子,在約會開始前訪客們可以舒服的等待。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.NAME"] = "大廳椅子", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.DESC"] = "一個大型吊燈,吊在天花板上。<br/>它不再發亮。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.NAME"] = "吊燈", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.DESC"] = "一張沙發,在約會開始前訪客們可以舒服的等待。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.NAME"] = "大廳沙發", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.DESC"] = "一塵不染的辦公桌,上面有著排放整齊的辦公用品。<br/>桌墊下露出一張照片,上面有兩位開心的年輕女孩戴著帽子與穿著禮服。<br/>相當老舊的照片。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.NAME"] = "經理桌", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.DESC"] = "一個電子顯示器,上面投影著一種熟悉設備的藍圖。<br/>看起來像是列印設備。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.NAME"] = "電子顯示器", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.DESC"] = "一個電子顯示器,上面投影著一種熟悉設備的藍圖。<br/>看起來像是採礦槍。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.NAME"] = "電子顯示器", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.DESC"] = "一個電子顯示器,上面投影著一種奇怪設備的藍圖。<br/>也許這些顯示器被用來吸引訪客。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.NAME"] = "電子顯示器", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.DESC"] = "一個檔案櫃保存著紙本的員工資料。<br/>內容物已被切碎。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.NAME"] = "檔案櫃", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.DESC"] = "吊在天花板上的長型燈具<br/>它不再發亮。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.NAME"] = "燈具", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.DESC"] = "這幅畫的特色是一片杉樹林和壯觀的山脈。<br/>房間裡的空氣有種刺痛的感覺,我不應該待在這裡。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.NAME"] = "風景畫", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.DESC"] = "一個大型,現代化的雕塑座落在這座大廳的中央。<br/>一個沙漏形狀與雙螺旋結合的藝術品。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.NAME"] = "引力紀念碑", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.DESC"] = "一張矮的咖啡桌可能以前上面擺放過老舊的科學雜誌。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.NAME"] = "咖啡桌", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.DESC"] = "它憑著塑膠的優點在太空的真空環境下存活下來。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.NAME"] = "辦公室盆栽", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.DESC"] = "應用物理學證書,授予「Jacquelyn A. Stern」。", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.NAME"] = "博士學位", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.DESC"] = "曾經協助實驗室技術人員不再運作的機器人手臂。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.NAME"] = "天花板機器人", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.DESC"] = "有史以來第一隻[[哈奇]]的解剖插圖。<br/>雖然卵囊與大腦的比例看起來可能比較奇怪,但實際上是符合比例的。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.NAME"] = "解剖海報", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.DESC"] = "一個高瘦的窗戶,曾經面向一個庭院。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.NAME"] = "窗戶", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.DESC"] = "一個防凌亂的桌子,能最大程度減少干擾。<br/>在這台電腦中似乎保存著一些東西。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.NAME"] = "電腦講台", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.DESC"] = "一個電子顯示器,上面投影著一個機械設備的藍圖。<br/>看起來像是天花板機器人。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.NAME"] = "電子顯示器", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.DESC"] = "必備的實驗室設備。<br/>檢查標籤顯示其已過期很久。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.NAME"] = "壞掉的滅火器", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.DESC"] = "看起來已經用過好多次了。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.NAME"] = "急救包", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.DESC"] = "用於協助實驗室技術人員的機器手臂。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.NAME"] = "機械手臂", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.DESC"] = "精密的安全裝置。<br/>它似乎使用指紋以外的方法來驗證個人身份。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.NAME"] = "手部掃描儀", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.DESC"] = "一個異常巨大的大腦漂浮在防腐劑中防止分解。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.NAME"] = "大腦樣本罐", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.DESC"] = "原型哈奇的屍體小心的保存在罐子中。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.NAME"] = "樣本罐", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.DESC"] = "一位已離職研究員的精巧研究桌。<br/>也許電腦儲存著一些有趣的東西。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.NAME"] = "實驗室研究桌", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.EFFECT"] = "曾經存在於一個運作中實驗室的普通牆。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.NAME"] = "實驗室牆", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.EFFECT"] = "一個實驗室窗戶。以前是通過外面世界的門戶。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.NAME"] = "實驗室窗戶", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.EFFECT"] = "一個實驗室窗戶。<br/>曾經有人盯著這個沉思著實驗的結果。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.NAME"] = "實驗室窗戶", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.DESC"] = "一個已消失機器人技術員的工作空間,他留下了一些未完成的原型。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.NAME"] = "機器人研究台", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.DESC"] = "架子上放著一些矮個子取不到的罐子。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.NAME"] = "架子", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.DESC"] = "一個小型玻璃櫃。<br/>上面有一個生物危險標誌。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.NAME"] = "壁櫥", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.DESC"] = "用於安全設備的包裝箱。<br/>它已被重新用於工具存放。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.NAME"] = "工具箱", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.DESC"] = "壁掛式架子,用於在不太有用的高度存放和展示有用的工具。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.NAME"] = "工具架", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.EFFECT"] = "曾經偉大的科學設施的牆壁。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.NAME"] = "牆", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.EFFECT"] = "雄心勃勃的研發部門的牆壁。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.NAME"] = "牆", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.EFFECT"] = "雄心勃勃的研發部門的牆壁。", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.NAME"] = "牆", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.DESC"] = "一把豪華椅子,子孫後代可以在上面舒適地坐著,夢見故鄉。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.NAME"] = "展廳椅", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.DESC"] = "一張豪華沙發,潛在居民可以在上面舒適地打盹,夢見故鄉。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.NAME"] = "展廳沙發", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.DESC"] = "一張可以摺疊到牆上的床,適合小型生活/工作空間。<br/>這是顯示模型。", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.NAME"] = "摺疊床", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.DESC"] = "一個堅固的塑膠梯子。", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.NAME"] = "梯子", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.DESC"] = "優雅的天花板燈,有點破損。", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.NAME"] = "燈具", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.DESC"] = "一杯完整的咖啡和一張被遺棄的便條紙在桌子後面。<br/>它給了我一種怪異的感覺,像是接待員只是離開一下並且隨時會回來感覺。", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.NAME"] = "接待處", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.DESC"] = "詳細的解剖模型<br/>它似乎是由樹脂製成。", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.NAME"] = "模型骨架", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.DESC"] = "一種曾經完好的軌道衛星殘骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.NAME"] = "墜毀的衛星", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.DESC"] = "一種曾經完好的軌道衛星殘骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.NAME"] = "衛星的殘骸", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.DESC"] = "一種曾經完好的軌道衛星殘骸。", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.NAME"] = "墜毀的衛星", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.DESC"] = "一張桌子與一些椅子。", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.NAME"] = "桌子", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.DESC"] = "仔細觀察,它似乎是假的。", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.NAME"] = "盆栽植物", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.DESC"] = "複製人如果沒有防護而暴露在輻射環境中的話會生病。", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.EFFECT"] = "消耗[[电力|電力]]並釋放[[辐射|輻射]],輻射可以使用[[輻射粒子產生器]]收集並產生輻射粒子。", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.NAME"] = "輻射燈", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.DESC"] = "爬進去很誘人,但相信我…別這麼做。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.EFFECT"] = "在兩個行星之間發射[[星际载货|星際貨箱]]。<br/>星際貨箱可以運送[[:Category:固體|固體]]、[[:Category:液體|液體]]或[[:Category:氣體|氣體]]資源。<br/>無法運送複製人。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT"] = "切換發射訊號", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:啟用軌道炮。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:停用軌道炮。", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.NAME"] = "行星軌道炮", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.SIDESCREEN_HEP_REQUIRED"] = "發射消耗:{current} / {required} 輻射粒子", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.DESC"] = "星際貨箱拆封機可連接輸送帶、液體管與氣體管來提高分類效率。", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.EFFECT"] = "由複製人拆開 [[星际载货|星際貨箱]]。<br/>自動分離[[:Category:固體|固體]]、[[:Category:液體|液體]]、與[[:Category:氣體|氣體]]資源並分送到適當的物流系統中。", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.NAME"] = "星際貨箱拆封機", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.DESC"] = "美容過的小動物是快樂、健康、多產的小動物。", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.EFFECT"] = "可以分配[[畜牧 I|畜牧員]]照顧小動物。<br/>分配的複製人必須備[[小动物养殖 I|畜牧 I]] 技能。", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.NAME"] = "畜牧站", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.DESC"] = "補給箱可以保護食物免於飢餓動物的魔爪,但不能減緩食物的腐爛。", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.EFFECT"] = "儲存少量[[食物]]<br/>食物必須由複製人放入箱子。", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.NAME"] = "補給箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.DESC"] = "某些環境條件和冰箱一樣可以使食物減緩腐壞。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.EFFECT"] = "將[[食物]]儲存在理想[[热量|溫度]]下防止腐壞。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.DESC"] = "面對如此冷的食物,真讓人淚流滿面。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.DESC"] = "可以藉助環境條件或者冰箱減慢食物變質的速度。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.NAME"] = "冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.DESC"] = "老實說,這種色調尤其令人不寒而慄。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.NAME"] = "泥糕綠冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.DESC"] = "這種冰箱使得顏色協調成為(寒)潮流。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.DESC"] = "靈感來自複製人詩歌《亮紅佳人》。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.NAME"] = "亮紅粉冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.DESC"] = "外表突出,內心冷酷!", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.NAME"] = "粗條紋冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.DESC"] = "有些複製人將其成為「明媚」黃,但只是因為他們從來沒見過太陽。", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃冰箱", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT"] = "已滿/未滿", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_ACTIVE"] = "裝滿時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.NAME"] = "冰箱", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.DESC"] = "研究站是解鎖所有研究等級所必須的。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.EFFECT"] = "進行[[研究|初級研究]]來解鎖新科技。<br/>消耗[[泥土]]。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.NAME"] = "研究站", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.DESC"] = "資料磁片可以在虛擬天文館中進行額外的研究。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.EFFECT"] = "每個太空任務完成一次[[研究|研究任務]]。<br/>無論任務目的地為何,都會產生一個小型資料磁片。<br/>火箭返回時產生[[研究|研究點數]]。", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.NAME"] = "研究模組", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.DESC"] = "重置複製人的技能,回到他們的預設狀態。", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.EFFECT"] = "重置複製人的技能點。<br/>複製人會遺忘全部已學會的技能。", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.NAME"] = "技能重置機", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT"] = "陷阱佈置器", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:佈置陷阱", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:解除裝備並清空陷阱", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT"] = "陷阱被佔用", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_ACTIVE"] = "當捕捉到小動物時,輸出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_INACTIVE"] = "否則,輸出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.DESC"] = "碎石機可以將礦物材料加工成許多不同的資源。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.EFFECT"] = "將材料低效率地生產成精煉材料。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.DESC"] = "只要有原礦,附近就有著一臺碎石機在。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.NAME"] = "氣球碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.DESC"] = "把粗糙的礦石磨成光滑的圓塊。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.NAME"] = "美甲碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.DESC"] = "碎石機可以使原礦鬆散成小塊,能夠處理許多不同的資源。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.NAME"] = "碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.DESC"] = "未破碎的礦石確實會磨碎它的齒輪。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.NAME"] = "超級機械碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.DESC"] = "砰砰砰!", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.NAME"] = "拳擊碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.DESC"] = "靈感來自傳統的研缽和研杵。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.NAME"] = "平滑碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.DESC"] = "將岩石粉碎成遺忘物。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.NAME"] = "尖刺碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.DESC"] = "不是用來處理煮糊的食物而設計的。", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.NAME"] = "牙咬碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_FROM_LIMESTONE_RECIPE_DESCRIPTION"] = "將{0}粉碎成{1}與少量的純{2}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_RECIPE_DESCRIPTION"] = "粉碎{1}製成{0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.METAL_RECIPE_DESCRIPTION"] = "將{1}粉碎成[[沙子]]與純{0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.NAME"] = "碎石機", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION"] = "粉碎{0}製成{1}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION_TWO_OUTPUT"] = "將{0}粉碎為{1}和{2}", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.DESC"] = "看起來很有趣。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.EFFECT"] = "允許複製人可以駕駛火箭。<br/>所有的載貨火箭必須要有火箭駕駛艙才能運作。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.NAME"] = "火箭駕駛艙", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.DESC"] = "當螢幕保護程式啟動時,需要有人輕輕動一下搖桿。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.EFFECT"] = "允許複製人可使用駕駛員操作的火箭。<br/>指派的複製人必須有[[火箭驾驶|火箭駕駛]]技能。", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT"] = "限制建築使用", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:內部建築的使用受限", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:內部建築的使用不受限制", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.NAME"] = "火箭控制站", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.DESC"] = "將太空保持在外面。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.EFFECT"] = "火箭的牆壁。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.NAME"] = "火箭", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.DESC"] = "我可以從這裡看到我的小行星!", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.EFFECT"] = "火箭的窗戶。", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.NAME"] = "火箭窗戶", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.DESC"] = "基本上中心是真空的。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.EFFECT"] = "透過[[气体管道|管線]]將[[:Category:氣體|氣體]]存入火箭貨艙。<br/>將氣體存入有可用空間的第一個火箭模組。<br/>必須建造在火箭模組的內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.NAME"] = "氣體輸入配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.DESC"] = "一個氣體輸入口, 通往火箭外部的輸出口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.EFFECT"] = "可直接連接火箭的[[太空员舱|乘員艙]]模組。<br/>可在太空飛行期間排放[[:Category:氣體|氣體]]。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.NAME"] = "乘員艙氣體輸入口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.DESC"] = "清爽的微風,隨點隨到。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.EFFECT"] = "透過[[气体管道|管線]]抽取火箭貨艙內的[[:Category:氣體|氣體]]。<br/>從有所需資源的第一個火箭模組抽取氣體。<br/>必須建在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.NAME"] = "氣體輸出配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.DESC"] = "一個氣體輸出口, 通往火箭外部的輸入口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.EFFECT"] = "管線可直接連接火箭的[[太空员舱|乘員艙]]模組。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.NAME"] = "乘員艙氣體輸出口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.DESC"] = "去吧,汙穢的水!", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.EFFECT"] = "透過 [[液体管道|管線]] 將[[:Category:液體|液體]]存入火箭貨艙。<br/>將液體存入有可用空間的第一個火箭貨艙。<br/>必須建在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.NAME"] = "液體輸入配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.DESC"] = "一個液體輸入口, 通往火箭外部的輸出口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.EFFECT"] = "可直接連接火箭的[[太空员舱|乘員艙]]模組。<br/>可在太空飛行期間排放[[:Category:液體|液體]]。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.NAME"] = "乘員艙液體輸入口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.DESC"] = "現在,只要我們有一些水…", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.EFFECT"] = "透過 [[液体管道|管線]] 抽取火箭貨艙內的[[:Category:液體|液體]]。<br/>從有所需資源的第一個火箭模組抽取液體。<br/>必須建在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.NAME"] = "液體輸出配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.DESC"] = "一個液體輸出口, 通往火箭外部的輸入口。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.EFFECT"] = "管線可直接連接火箭的[[太空员舱|乘員艙]]。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.NAME"] = "乘員艙液體輸出口", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.DESC"] = "插座使用火箭所儲存的電力,可方便的為駕駛艙內的設施供電。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.EFFECT"] = "為所連接的設施供應[[电力|電力]]。<br/>使用[[电池舱|火箭模組]]與火箭引擎的電力。<br/>必須建造在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.NAME"] = "電力插座配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.DESC"] = "當你可以將全部的東西都堆在這裡時,為什麼還需要整理貨架呢?", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.EFFECT"] = "透過[[运输轨道|輸送帶軌道]]將[[:Category:固體|固體材料]]存入火箭貨艙。<br/>將固體材料存入有可用空間的第一個火箭模組。<br/>必須建造在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.NAME"] = "輸送帶存儲箱配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.DESC"] = "用於飛行中取用你存放的行李。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.EFFECT"] = "透過[[运输轨道|輸送帶軌道]]將[[:Category:固體|固體材料]]搬出火箭貨艙。<br/>從存有所需資源的第一個火箭貨艙取出固體材料。<br/>必須建造在火箭模組內部。", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.NAME"] = "輸送帶裝載機配件", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.DESC"] = "裡面的複製人感到緊張又興奮。", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.EFFECT"] = "部署軌道上[[先锋舱|開拓者模組]]內的複製人。<br/>艙體在抵達時會分解。", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.NAME"] = "開拓者部署裝置", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.DESC"] = "將太空保持在外面。", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.EFFECT"] = "火箭的牆壁。", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.NAME"] = "火箭艙壁", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.DESC"] = "技能板可以教導複製人無法自行學習的特殊技能。", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.EFFECT"] = "使用複製人的技能點學習新[[职业管理|技能]]。", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.NAME"] = "技能板", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.DESC"] = "鐵鏽和鹽進來,氧氣出去。", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.EFFECT"] = "轉換[[铁锈|鐵鏽]]成為[[氧气|氧]]與[[液态氯|氯]]。<br/>當這塊區域達到最大氣壓時會閒置。", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.NAME"] = "鐵鏽脫氧機", ["STRINGS.BUILDINGS.PREFABS.SAUNA.DESC"] = "蒸氣浴室可以緩解所有的酸痛。", ["STRINGS.BUILDINGS.PREFABS.SAUNA.EFFECT"] = "使用[[蒸汽|蒸氣]]打造出的放鬆環境。<br/>提升複製人的[[士气|士氣]]並提供一種如沐春風的溫暖感。", ["STRINGS.BUILDINGS.PREFABS.SAUNA.NAME"] = "蒸氣浴室", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.DESC"] = "讓複製人大膽地前往其它複製人從未去過的地方。", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.EFFECT"] = "在星際旅行中自動分析附近的太空空間。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.NAME"] = "製圖模組", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.DESC"] = "當[[侦察舱|漫遊者模組]]進入軌道時,[[漫遊者]]會登陸小行星。", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.NAME"] = "漫游者登陸器", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.DESC"] = "漫游者可以在沒有建造火箭平台的小行星上進行探測任務。", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.EFFECT"] = "部署一台[[漫遊者]]遠程探索小行星。<br/>當星圖上的區塊有小行星時可以部署。", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.NAME"] = "漫游者模組", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.DESC"] = "祝你在外頭好運,孩子!", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.EFFECT"] = "部署在軌道上[[侦察舱|漫遊者模組]]內的[[侦察舱|漫遊者]]。<br/>艙體在抵達時會解體。", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.NAME"] = "漫遊者機庫", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.AVERAGEQUALITYNAME"] = "平凡雕塑", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.DESC"] = "學會藝術技能的複製人將會創作出有更多裝飾度的雕塑。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EFFECT"] = "適當增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EXCELLENTQUALITYNAME"] = "天才雕塑", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.DESC"] = "對一位陷入深思的科學家的精湛描繪。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.NAME"] = "假設者", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.DESC"] = "對一位被禁止進入公共廚房的運動員的精湛描繪。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.NAME"] = "飛盤投手", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.DESC"] = "對一位使用彈弓的英雄的精湛描繪。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.NAME"] = "戰鬥之前", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.DESC"] = "對一種照料植物的溫和小動物的精湛描繪。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.NAME"] = "狀麗的蟲果果實", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.DESC"] = "它包含眾多東西。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.NAME"] = "垂直的宇宙", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.DESC"] = "再多的物質財富也填補不了內心的空虛。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.NAME"] = "進入虛空", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.DESC"] = "一次對藝術的勇敢嘗試。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.NAME"] = "莫名其妙", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.DESC"] = "歌誦了弓與箭,愛情就像採礦槍……但目標是心。", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.NAME"] = "啊,丘比特,我的丘比特", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.NAME"] = "大型雕刻石", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.POORQUALITYNAME"] = "「抽象」雕塑", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.DESC"] = "一種基本的金屬衣櫃。<br/>它裝著各種各樣的個人物品。", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.NAME"] = "衣櫃", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.DESC"] = "那些小動物可不會自己修剪自己。", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.EFFECT"] = "修剪站可安全地對符合條件的[[:Category:小動物|小動物]]進行修剪,從而獲得有用的原材料。<br/>在這個建築修剪可以恢復[[:Category:小動物|小動物]]的身心健康。", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.NAME"] = "修剪站", ["STRINGS.BUILDINGS.PREFABS.SHOWER.DESC"] = "定期洗澡可以防止複製人將細菌散播到他們所接觸的東西上。", ["STRINGS.BUILDINGS.PREFABS.SHOWER.EFFECT"] = "提升複製人的[[士气|士氣]]並消除表面[[疾病|細菌]]。", ["STRINGS.BUILDINGS.PREFABS.SHOWER.NAME"] = "淋浴間", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.DESC"] = "太空鬥士4!單人遊戲。", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.EFFECT"] = "讓複製人在休息時間能夠獨自玩電子遊戲。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.NAME"] = "單人遊戲機台", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.DESC"] = "哪個複製人不喜歡玩泥巴呢?", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.EFFECT"] = "將[[泥巴|泥漿]]與其他材料分離成基礎元素。<br/>佇列中沒有訂單,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.NAME"] = "脫水機", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.RECIPE_DESCRIPTION"] = "分離{0}成為基本元素。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.DESC"] = "固態氧化劑使火箭燃料在太空中能有效燃燒。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.EFFECT"] = "儲存[[肥料]]與[[氧石]]作為火箭的燃料。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.NAME"] = "小型固體氧化劑艙", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.UI_FILTER_CATEGORY"] = "接收的氧化劑", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.AVERAGEQUALITYNAME"] = "平凡雕塑", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.DESC"] = "學會藝術技能的複製人,會創造有更多裝飾度的雕塑。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EFFECT"] = "增加[[装饰度|裝飾]],提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EXCELLENTQUALITYNAME"] = "天才雕塑", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.DESC"] = "<b>非漏斗也。</b>", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.NAME"] = "不是漏斗", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.DESC"] = "這是均衡展覽的一部分。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.NAME"] = "平衡", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.DESC"] = "它缺乏透光度。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.NAME"] = "不透光的球體", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.DESC"] = "對清潔機器人無與倫比的職業道德和開朗、乾淨的態度的精湛刻畫。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.NAME"] = "本月最佳員工", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.DESC"] = "一次對歐幾里得空間規則的立體反抗。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.NAME"] = "尖銳的不可能", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.DESC"] = "向這位藝術家的朋友致敬,他曾嘗試徒手抓住一個流星。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.NAME"] = "火球", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.DESC"] = "這顆心相當沉重。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.NAME"] = "單相思", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.DESC"] = "這一定是個月亮,因為太空中可沒有香蕉。", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.NAME"] = "新月", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.NAME"] = "雕刻石", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.POORQUALITYNAME"] = "「抽象」雕塑", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.ACTIVATE_TOOLTIP"] = "當存量少於 <b>{0}%</b>時會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,直到存量達到 <b>{1}%(高門檻)</b>為止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.DEACTIVATE_TOOLTIP"] = "當存量達到 <b>{0}%</b> 時會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>,直到存量低於 <b>{1}%(低門檻)</b>為止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT"] = "補充參數", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_ACTIVE"] = "當存量少於<b>低門檻</b>時會發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>,直到存量再次達到<b>高門檻</b>為止", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_INACTIVE"] = "當存量達到<b>高門檻</b>時會發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>,直到存量再次達到<b>低門檻</b>", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_ACTIVATE"] = "低門檻:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_DEACTIVATE"] = "高門檻:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_TITLE"] = "邏輯啟動參數", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.DESC"] = "雪磚熱導率較低,但溫度過高就會融化。", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.EFFECT"] = "用來建造房間的牆體和地面。<br/>將房間隔熱,降低在寒冷環境中的[[热量|熱量]]散失。", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.NAME"] = "雪磚", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.DESC"] = "汽水使複製人的眼睛發光。", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.EFFECT"] = "使用[[水]]與[[二氧化碳]]製造汽水。<br/>飲用汽水會提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.NAME"] = "汽水機", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.DESC"] = "太陽能板將高強度的陽光轉換成電力並且沒有汙染。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.EFFECT"] = "轉換[[照明|陽光]]成為[[电力|電力]]。<br/>必須暴露於太空中。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.NAME"] = "太陽能板", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.DESC"] = "在起飛前與飛行中收集太陽能。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.EFFECT"] = "轉換[[照明|陽光]]成為[[电力|電力]]供火箭使用。<br/>必須透過[[火箭平台]]建造。<br/>必須暴露於太空中。", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.NAME"] = "太陽能板模組", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.DESC"] = "額外的推進器能讓火箭到達遙遠的太空目的地。", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.EFFECT"] = "燃燒[[铁|鐵]]與[[氧石]]增加火箭的探索距離。", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.NAME"] = "固體燃料推進器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.DESC"] = "複製人會用他們在太空任務期間發現的任何資源裝滿貨艙。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.EFFECT"] = "允許複製人儲存在太空任務期間發現的任何[[:Category:固體|固體材料]]。<br/>火箭回到殖民地時,將可以使用貨艙內的資源。<br/>必須透過[[火箭平台]]建造。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.NAME"] = "貨艙", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.DESC"] = "軌道運送材料到所需的地方,節省複製人的移動時間。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.EFFECT"] = "在[[运输装载器|輸送帶裝載機]]與[[运输存放器|輸送帶存儲箱]]之間運送[[:Category:固體|固體材料]]。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.NAME"] = "輸送帶軌道", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.DESC"] = "分離軌道系統有助於確保材料到達預定目的地。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.EFFECT"] = "讓兩段[[运输轨道|輸送帶軌道]]可以交錯,而不會連接在一起。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.NAME"] = "輸送帶連接橋", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.DESC"] = "細菌感測器有助於控制細菌存在時的自化動化行為。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.EFFECT"] = "基於軌道上物體的[[疾病|細菌]]量,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "內部[[疾病|細菌]]數", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "如果軌道中細菌的數量在設定範圍內時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.NAME"] = "輸送帶細菌感測器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.DESC"] = "元素感測器,用於偵測軌道上特定物品的存在。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.EFFECT"] = "偵測到指定物品在軌道上時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "內部[[:Category:液體|物品]]存在", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "偵測到指定物品在軌道上時,,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.NAME"] = "輸送帶元素感測器", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.DESC"] = "材料過濾器可以決定那些資源可以放到軌道上。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.EFFECT"] = "接收[[:Category:固體|固體材料]]放到[[运输轨道|輸送帶軌道]]上運輸。<br/>只接收你所指定的資源。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.NAME"] = "輸送帶裝載機", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.DESC"] = "當材料到達軌道的末端時,會進入輸送帶存儲箱以供複製人使用。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.EFFECT"] = "從[[运输轨道|輸送帶軌道]]將[[:Category:固體|固體材料]]卸載到儲存箱。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.NAME"] = "輸送帶存儲箱", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.DESC"] = "當軌道內容物達到一定溫度時,溫度感測器會停用建築物。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.EFFECT"] = "當軌道內容物的[[热量|溫度]]達到所設定的範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>或<b><span class=\"ingame-logic_off\">紅色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "內部物品[[热量|溫度]]", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "如果內容物的溫度達到所設定的範圍時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.NAME"] = "輸送帶溫度感測器", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.DESC"] = "除了指定的固體,其它所有固體都會被送進這個建築的輸出輸送帶。", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.EFFECT"] = "從輸送帶中分離一種[[:Category:固體|固體材料]],送進專用的[[运输轨道|輸送帶軌道]]中。", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.ELEMENT_NOT_SPECIFIED"] = "未指定", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.NAME"] = "固體分離器", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.STATUS_ITEM"] = "篩選:{0}", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.DESC"] = "在關閉前,輸送帶可以通過一定量的材料。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.EFFECT"] = "連接[[自动化|自動化]]系統,當指定量通過時關閉材料運送。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "達到限制", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_RESET"] = "重設計量", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.NAME"] = "輸送帶計量閥", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "當達到限制時,發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:重設數量", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:無", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.DESC"] = "自動化輸送帶系統,節省能源與減少需要複製人輸入的時間。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.EFFECT"] = "連接到[[自动化|自動化]]系統,可以自動控制打開或關閉[[:Category:固體|固體材料]]運送。", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT"] = "打開/關閉", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">綠色訊號</span></b>:允許材料運送", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">紅色訊號</span></b>:禁止材料運送", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.NAME"] = "輸送帶開關閥", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.DESC"] = "自動清掃器的範圍可以透過點擊建築檢視。", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.EFFECT"] = "自動執行打掃與補給工作,透過吸取附近[[装饰度|雜物]]的方式。<br/>材料自動運送到任何範圍內的[[运输装载器|輸送帶裝載機]]、[[运输存放器|輸送帶存儲箱]]、儲存箱或是建築物。", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.NAME"] = "自動手臂", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.DESC"] = "當材料到達軌道的終點時會掉回世界中。", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.EFFECT"] = "從[[运输轨道|輸送帶軌道]]將[[:Category:固體|固體材料]]卸載到地上。", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.NAME"] = "輸送帶滑道", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.DESC"] = "空間加熱器是解決寒冷溼腳的好方法。", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.EFFECT"] = "放出適度的[[热量|熱量]]。<br/>需要[[电力|電力]]才能運作。", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.NAME"] = "暖氣機", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.DESC"] = "生物貨艙允許複製人帶回太空中的異星植物與野生動物。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.EFFECT"] = "允許複製人儲存在太空任務期間發現的特殊或有機的資源。<br/>當火箭回到殖民地時,將可以利用這些貨艙裡所儲存的資源。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.NAME"] = "生物貨艙", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.DESC"] = "在運輸時,小動物不需要餵食。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.EFFECT"] = "允許複製人在太空中運輸[[:Category:小動物|小動物]]。<br/>火箭返回後,儲存的樣本可釋放到殖民地中。<br/>必須透過[[火箭平台|火箭平臺]]建造。", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.NAME"] = "小動物貨艙", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN"] = "釋放小動物", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN_TOOLTIP"] = "釋放存在其中的小動物", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.DESC"] = "壓碎的種子和其他食物是極好的膳食強化添加劑。", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.EFFECT"] = "生產的原料可為熟練烹飪站所準備的[[食物]]帶來更多好處。", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.INGREDIENTHEADER"] = "每 1000 千卡所需原料:", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.NAME"] = "香料研磨器", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.DESC"] = "激動人心的[[電氣蛞蝓]]蛋。", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.EFFECT"] = "電氣蛞蝓電可以連接到[[电力|電力]]系統作為電力來源。", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.NAME"] = "電氣蛞蝓蛋", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.HUNGRY"] = "飢餓!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.WILD"] = "野生!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.NAME"] = "電氣蛞蝓", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.DESC"] = "火箭可以載著複製人進入太空並帶回稀有資源。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.EFFECT"] = "利用[[蒸汽|蒸氣]]推動火箭進行太空探索。<br/>引擎是火箭的基座,而其它火箭模組加裝在上面。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.NAME"] = "蒸氣引擎", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.DESC"] = "火箭可以載著複製人進入太空並帶回稀有的資源。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.EFFECT"] = "利用[[蒸汽|蒸氣]]推動火箭進行太空探索。<br/>必須透過[[火箭平台]]建造。<br/>引擎是火箭的基座,而其它火箭模組加裝在上面。", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.NAME"] = "蒸氣引擎", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.DESC"] = "可用於將岩漿的地熱轉化為可用電力。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.EFFECT"] = "這個建築已被廢棄並無法建造。<br/>使用高壓、[[热量|高溫]]的[[蒸汽|蒸氣]]來產生出色的[[电力|電力]]。<br/>排放比輸入時低溫的[[蒸汽|蒸氣]]。<br/>該建築物下方的氣壓必須高於上方,空氣才能流動。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.NAME"] = "[廢棄的] 蒸氣渦輪機", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.DESC"] = "可用於將地熱轉化為可用電力。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.EFFECT"] = "從機器的下方吸入[[蒸汽|蒸氣]]用來[[电力|發電]]。<br/>輸出[[水]]。", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.HEAT_SOURCE"] = "發電產生廢熱", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.NAME"] = "蒸氣渦輪機", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.DESC"] = "驚喜裝飾衝擊複製人無聊的一天。", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.NAME"] = "貼紙炸彈", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.DESC"] = "未收納的地上資源會變成「雜物」並降低裝飾值。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.EFFECT"] = "儲存你選擇的[[:Category:固體|固體材料]]。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.DESC"] = "顏色編排的儲存箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.DESC"] = "地面上的資源若不及時移走,會變成「雜物」並降低裝飾度。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.NAME"] = "儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.DESC"] = "顏色編排的儲存箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.NAME"] = "泥糕綠儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "一個有趣的基本材料的有趣儲存解決方案。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "聚會波點儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "由於雜亂殖民地的影響,這無疑是時髦的儲存箱。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "摩登波點儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.DESC"] = "顏色編排的儲存箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.NAME"] = "淡淺紫儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.DESC"] = "顏色編排的儲存箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.NAME"] = "亮紅粉儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.DESC"] = "這是最快樂的儲存箱了。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.NAME"] = "粗條紋儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.DESC"] = "顏色編排的儲存箱能使物品更容易找到。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.NAME"] = "儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.DESC"] = "智慧儲存箱,基於種類與質量自動的儲存資源。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.EFFECT"] = "儲存你選擇的[[:Category:固體|固體材料]]。<br/>裝滿時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>。", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT"] = "已滿/未滿", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_ACTIVE"] = "裝滿時發出<b><span class=\"ingame-logic_on\">綠色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_INACTIVE"] = "否則,發出<b><span class=\"ingame-logic_off\">紅色訊號</span></b>", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.NAME"] = "智慧儲存箱", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.DESC"] = "儲存磚可以將已選取的不可食用固體儲存起來避免擋路。", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.EFFECT"] = "用來建造房間的牆體和地面。<br/>為狹小空間提供內建儲存區。", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.NAME"] = "儲存磚", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.DESC"] = "昇華是固體直接由變成氣體的過程。", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.EFFECT"] = "加快[[污染土|汙土]]轉換成[[汙氧]]的速度。<br/>當區域的氣壓達到最大時會閒置。", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.NAME"] = "昇華機", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.DESC"] = "不是最時尚的太空旅行方式,但一定是最美味的。", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.EFFECT"] = "燃燒[[蔗糖]]推動火箭進行短距離太空探索。<br/>蔗糖引擎的高度限制比[[二氧化碳引擎]]高,但速度較慢。<br/>必須透過[[火箭平台]]建造。<br/>一旦引擎建造好了,可以加裝更多的火箭模組。", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.NAME"] = "糖引擎", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.DESC"] = "太空衣可以填充氧氣,讓複製人可以安全地進入危險區域。", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.EFFECT"] = "製作防護用的太空衣給複製人穿。<br/>佇列中沒有訂單,複製人將不會製作。", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.NAME"] = "太空衣工廠", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.DESC"] = "太空衣存放櫃可以清理骯髒的太空衣,但一次只能處理一件。", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.EFFECT"] = "存放[[太空衣]]並補充[[氧气|氧氣]]。<br/>清空太空衣內的[[污染水|汙水]]。<br/>建在[[气压服检查站|太空衣檢查點]]旁邊,讓複製人在通過時穿脫太空衣。", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.NAME"] = "太空衣存放櫃", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.DESC"] = "檢查點箭頭所指的後方必須建造相關的存放櫃。", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.EFFECT"] = "標記一個位置,複製人必須在這裡穿脫[[太空衣]]<br/>必須建造在[[气压服存放柜|太空衣存放櫃]]旁邊。<br/>建造前可旋轉。", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.NAME"] = "太空衣檢查點", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.DESC"] = "人造的陽光。", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.EFFECT"] = "發出[[照明|陽光]]等級的勒克斯。<br/>可與[[海灘椅]]搭配使用。", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.NAME"] = "日光燈", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.DESC"] = "稀有材料可以透過火箭任務從太空中取得。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.EFFECT"] = "加工[[:Category:稀有資源|稀有材料]]製成高級工業產品。<br/>稀有材料可從太空任務取得。<br/>佇列中沒有訂單,複製人將不會生產。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.FULLERENE_RECIPE_DESCRIPTION"] = "富勒烯是一種[[:Category:固體|固體材料]]用來製作[[超级冷却剂|超級冷卻液]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.HARDPLASTIC_RECIPE_DESCRIPTION"] = "塑膠質是一種具有很強的耐熱性、用於太空建築的塑膠狀[[:Category:固體|固體材料]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.NAME"] = "分子冶煉廠", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERCOOLANT_RECIPE_DESCRIPTION"] = "超級冷卻液是一種工業級的[[富勒烯]]冷卻劑。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERINSULATOR_RECIPE_DESCRIPTION"] = "隔熱質由再結晶的[[深渊晶石|深淵晶石]]構成,可減緩[[热量|熱傳導]]。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.TEMPCONDUCTORSOLID_RECIPE_DESCRIPTION"] = "超導體是一種工業金屬合金,可使[[热量|熱傳遞]]與熱散失最大化。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.VISCOGEL_RECIPE_DESCRIPTION"] = "凝膠是一種高表面張力的[[:Category:液體|液體]]聚合物。", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.YELLOWCAKE_RECIPE_DESCRIPTION"] = "黃餅是一種[[:Category:固體|固體材料]],用於製造濃縮鈾。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.DESC"] = "可愛的小臉預先安裝好了。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.EFFECT"] = "部署[[清潔機器人]]來打掃[[:Category:固體|固體]]與[[:Category:液體|液體]]。<br/>儲存清潔機器人身上的[[:Category:液體|液體]]與[[:Category:固體|固體]]。<br/>需要[[电力|電力]]為清潔機器人充電。<br/>複製人會將清潔櫃內的東西存進儲存箱中。", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAME"] = "清潔櫃", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAMEDSTATION"] = "{0} 的充電座", ["STRINGS.BUILDINGS.PREFABS.SWITCH.DESC"] = "開關只會影響電路後面的建築。", ["STRINGS.BUILDINGS.PREFABS.SWITCH.EFFECT"] = "將[[电力|電力]]打開或關閉。<br/>不影響開關之前的電路。", ["STRINGS.BUILDINGS.PREFABS.SWITCH.NAME"] = "開關", ["STRINGS.BUILDINGS.PREFABS.SWITCH.SIDESCREEN_TITLE"] = "開關", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF"] = "關閉", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF_TOOLTIP"] = "關閉 {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON"] = "打開", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON_TOOLTIP"] = "打開 {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.DESC"] = "你永遠不知道誰會接起電話。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT"] = "提供一種方式讓複製人可以和他們的朋友在不同的地點聊天。<br/>聊天提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE"] = "{attrib}:{amount}(沒有人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE_TOOLTIP"] = "如果他們自言自語,複製人會獲得 {amount} {attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT"] = "{attrib}:{amount}(最少一位複製人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT_TOOLTIP"] = "如果最少與一位複製人聊天,複製人會獲得 {amount} {attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE"] = "{attrib}:{amount}(最少一位跨星際的複製人)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE_TOOLTIP"] = "如果最少與一位複製人進行跨星際聊天,複製人會獲得 {amount} {attrib}。", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.NAME"] = "派對專線電話", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.DESC"] = "對這台機器而言複製人只是原子。", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.EFFECT"] = "傳送門將複製人與物品移動到其它有著相同傳送代碼的傳送門。", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT"] = "傳送代碼輸入端", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_ACTIVE"] = "1", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_INACTIVE"] = "0", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.NAME"] = "傳送臺", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.DESC"] = "學習星圖與進行火箭任務必須使用望遠鏡。", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.EFFECT"] = "顯示星圖上的目的地。<br/>複製人必須擁備[[实地研究|野外調查]]技能。<br/>建築必須暴露在太空中才能運作。", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.NAME"] = "望遠鏡", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.REQUIREMENT_TOOLTIP"] = "需要穩定的供應{0}給工作中的複製人呼吸。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.DESC"] = "自動開關,可以管理無法進入區域內的電路。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.EFFECT"] = "基於環境的[[热量|溫度]],自動切換[[电力|電力]]打開或關閉。<br/>不影響開關之前的電路。", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.NAME"] = "溫控開關", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.DESC"] = "無限的可能性,還有伴隨流星雨的歡迎。", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.EFFECT"] = "一種能夠撕裂時空結構的強大機器。", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.NAME"] = "時空裂縫開啟器", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TEXT"] = "啟動!", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TOOLTIP"] = "大顆紅色按鈕。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.DESC"] = "建築材料的屬性決定它們的保溫能力。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.EFFECT"] = "基於使用的建材,加速或減緩[[热量|熱]]散失。<br/>影響小區域。", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.NAME"] = "散熱板", ["STRINGS.BUILDINGS.PREFABS.TILE.DESC"] = "磚塊可以用來建造橋樑,到達不能呼吸的區域。", ["STRINGS.BUILDINGS.PREFABS.TILE.EFFECT"] = "可用來建造房間的牆壁與地板。<br/>增加複製人的移動速度。", ["STRINGS.BUILDINGS.PREFABS.TILE.NAME"] = "磚塊", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.EFFECT"] = "用於建造房間的牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.NAME"] = "磚塊", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.DESC"] = "在火箭飛行時必須有一位太空人陪伴觀光客們。", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.EFFECT"] = "讓一位觀光客可以到太空旅行。<br/>搭火箭觀光可以降低[[压力|壓力]]。", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.NAME"] = "觀光模組", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.DESC"] = "只有當下方有安全著陸區域時,複製人才會離開運輸管道。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.EFFECT"] = "快速的將複製人從[[运载管道入口|運輸站]]運送到這條管道的終點。<br/>只能運送複製人。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.NAME"] = "運輸管", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.DESC"] = "複製人需要運輸站才能進入管道,但離開時不需要。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.EFFECT"] = "允許複製人進入已連接的[[运载管道|運輸管]]系統。<br/>一旦充滿能源,停止消耗[[电力|電力]]。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.NAME"] = "運輸站", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.DESC"] = "運輸管連接磚可以讓運輸管穿過牆,不會泄漏氣體和液體。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.EFFECT"] = "允許[[运载管道|運輸管]]穿過牆壁和地板。<br/>功能和普通磚塊相同。", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.NAME"] = "運輸管連接磚", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.DESC"] = "某天可以將有用的東西存放在這", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.EFFECT"] = "可以改裝為不同的火箭模組", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.NAME"] = "火箭模組空位", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.DESC"] = "即使是野生小動物,在短暫休息與娛樂後也會更開心。", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.EFFECT"] = "一個別緻的休息區,用於成年的[[:Category:拋殼蟹|拋殼蟹]]和[[:Category:帕庫|帕庫]]。", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.NAME"] = "水中城堡", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.DESC"] = "濃縮鈾是一種特殊物質,可以作為研究反應爐的燃料。", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.EFFECT"] = "將[[铀矿|鈾礦]]提煉成[[浓缩铀|濃縮鈾]]<br/>輸出液態的[[贫铀|貧鈾]]。", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.NAME"] = "鈾離心機", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.RECIPE_DESCRIPTION"] = "將鈾礦轉換成液態鈾與濃縮鈾", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.DESC"] = "一個舊的[[营养棒|營養口糧]]自動販賣機。", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.NAME"] = "自動販賣機", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DESC"] = "複製人們喜愛強風吹過他們頭髮的感覺。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT"] = "氣體釋放:{amount}", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT_TOOLTIP"] = "這個建築在使用時會吹出 {amount} 的氣體。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.EFFECT"] = "必須接上[[电力|電源]],建築的下方必須保持空曠。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.NAME"] = "垂直風洞機", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.DESC"] = "壁掛式廁所傳播給複製人的細菌較少,而且無須打掃。", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.EFFECT"] = "給複製人上廁所的地方,直接從牆的另一邊排放。<br/>會散播非常少量的[[疾病|細菌]]。", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.NAME"] = "壁掛馬桶", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.DESC"] = "後面的管道消失不見了。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.EFFECT"] = "一台可以傳送[[:Category:液體|液體]]、[[:Category:固體|固體]]與[[:Category:氣體|氣體]]資源到其它小行星的機器。<br/>擁有 [[实地研究|野外調查]] 技能的複製人可以啟動它。<br/>這裡是接收端。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.NAME"] = "補給接收器", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.DESC"] = "後面的管道消失不見了。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.EFFECT"] = "一台可以傳送[[:Category:液體|液體]]、[[:Category:固體|固體]]與[[:Category:氣體|氣體]]資源到其它小行星的機器。<br/>擁有 [[实地研究|野外調查]] 技能的複製人可以啟動它。<br/>這裡是傳送端。", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.NAME"] = "補給傳送器", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.DESC"] = "一個異常複雜傳送系統所殘留的功能。<br/>這裡是發射端,並有一個預先設定好的目的地。", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.NAME"] = "傳送發射裝置", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.DESC"] = "一個錯綜複雜傳送系統的殘留功能。<br/>這是接收端。", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.NAME"] = "傳送接收裝置", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.DESC"] = "在複製人經常弄髒的地方建造洗手盆,可以減少細菌傳播。", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.EFFECT"] = "殺死複製人身上大部分的[[疾病|細菌]]。<br/>帶有細菌的複製人從設定方向通過時會使用洗手盆。", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.NAME"] = "洗手盆", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.DESC"] = "洗手台使用管線提供水源,不需要複製人手動清空或補充。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.EFFECT"] = "清除複製人身上大部分的[[疾病|細菌]]。<br/>帶有細菌的複製人從設定方向通過時會使用洗手台。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.DESC"] = "一種平靜色彩的洗手池,適合心情沉重的複製人。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.DESC"] = "洗手台已鋪設水管,因此無需手動注水或放水。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.NAME"] = "洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.DESC"] = "甚至連肥皂都是泥糕色的。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.NAME"] = "泥糕綠洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.DESC"] = "為頭暈目眩的人帶來清新的色彩。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.DESC"] = "一些複製人說它就像吞噬病菌的大嘴。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.NAME"] = "亮紅粉洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.DESC"] = "「嘔吐」和「乾淨」並置可以說是相當令人滿意了。", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃洗手台", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.NAME"] = "洗手台", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.DESC"] = "與朋友交談改善複製人的情緒與減少他們的壓力。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.EFFECT"] = "在休息時間提供複製人一個社交場所。<br/>提升複製人的[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.DESC"] = "有一種有趣的餘韻。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.NAME"] = "充氣飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.DESC"] = "有點複製人眼淚的鹹味。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.NAME"] = "淚泣藍飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.DESC"] = "複製人在這裡喝東西和社交。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.NAME"] = "飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.DESC"] = "非常適合吃完泥糕後重置一下味覺。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.NAME"] = "泥糕綠飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.DESC"] = "大多數複製人一致認為這應該提供果汁才對。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.NAME"] = "迷眩紫飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.DESC"] = "玫瑰色紙杯:玫瑰色玻璃杯的防碎替代品。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.NAME"] = "亮紅粉飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.DESC"] = "真的能讓休息室優雅起來。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.NAME"] = "優雅飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.DESC"] = "有人在這水裡煮雞蛋了嗎?", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.NAME"] = "嘔吐黃飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.NAME"] = "飲水機", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.MILK"] = "[[咸乳|鹹乳]]<br/>一種鹹味、綠色的飲料。", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.WATER"] = "[[水]]<br/>普通飲用水。", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.DESC"] = "淨水器無法殺死細菌,並且會隨著汙水進入,然後隨著水排出。", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.EFFECT"] = "使用[[沙子]]過濾[[污染水|汙水]]產生乾淨的[[水]]。<br/>產生[[污染土|汙土]]。", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.NAME"] = "淨水器", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.DESC"] = "自動打包捕獲的魚類,以便運輸。", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.EFFECT"] = "吸引並捕捉游泳的[[帕庫]]。<br/>只有具有[[小动物养殖 I|畜牧 I]] 技能的複製人才能佈置陷阱。可重複使用!", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.NAME"] = "捕魚陷阱", ["STRINGS.BUILDINGS.PREFABS.WIRE.DESC"] = "電線用於連接發電機、電池和建築。", ["STRINGS.BUILDINGS.PREFABS.WIRE.EFFECT"] = "將建築物連接到[[电力|電力]]來源。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.WIRE.NAME"] = "電線", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.DESC"] = "將發電機組拆開成各自獨立的系統,可以避免超載和浪費電力。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.EFFECT"] = "讓兩段電線可以交錯而不會連接在一起。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.NAME"] = "電線橋接器", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.DESC"] = "連接板可以讓高壓電線穿過牆壁,而不會泄漏氣體或液體。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.EFFECT"] = "讓[[高负荷电线|高壓電線]]可以穿過牆壁和地板。<br/>功能與一般磚塊一樣。", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.NAME"] = "高壓電連接板", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.DESC"] = "我的複製人們較喜歡導線的外觀而不是常見的破爛外觀。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.EFFECT"] = "將建築連接到[[电力|電力]]來源。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.NAME"] = "導線", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.DESC"] = "將發電機組拆開成各自獨立的系統,可以避免超載和浪費電力。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.EFFECT"] = "較一般[[电线桥|電線橋接器]]承載更多[[电力|瓦數]]而不會超載。<br/>使兩段電線可以獨立而不會連接在一起。<br/>可以穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.NAME"] = "導線橋接器", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.DESC"] = "連接板可以讓高壓電線穿過牆而不會泄漏氣體或液體。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.EFFECT"] = "較一般[[高负荷电线接合板|高壓電連接板]]承載更多的[[电力|瓦數]]而不會超載。<br/>讓[[高负荷电线|高壓電線]]可穿過牆壁和地板。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.NAME"] = "高壓導線連接板", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.DESC"] = "更高功率的電線能避免電力超載,特別是對大型發電機而言。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.EFFECT"] = "較一般[[电线|電線]]承載更多[[电力|瓦數]]而不會超過負載。<br/>無法穿過牆壁與地板。", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.NAME"] = "高壓導線", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.DESC"] = "木材發電機是小型與容易維持的,但會產生大量的熱。", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.EFFECT"] = "燃燒[[木材]]以產生[[电力|電力]]。<br/>產生[[二氧化碳]]和[[热量|熱量]]。", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.NAME"] = "木材發電機", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.AVERAGEQUALITYNAME"] = "普通木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.DESC"] = "非常適合更小的空間。", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EFFECT"] = "適度提高[[装饰度|裝飾度]],從而提升[[士气|士氣]]。<br/>必須由複製人雕刻。", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EXCELLENTQUALITYNAME"] = "天才木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.NAME"] = "木雕塑塊", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.POORQUALITYNAME"] = "「抽象」木雕塑", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.DESC"] = "空了之後就沒用了。", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.EFFECT"] = "儲存有限的[[木材]]供應,可以用於建造或產生[[热量|熱量]]。", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.NAME"] = "木材堆", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.DESC"] = "用木磚建造的房間舒適宜人。", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.EFFECT"] = "用來建造房間的牆體和地面。<br/>提供良好的隔熱並提高[[装饰度|裝飾度]],從而提升[[士气|士氣]]。", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.NAME"] = "木磚", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.NAME"] = "停用自動修理", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.TOOLTIP"] = "主動下令才會修理這個建築", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.NAME"] = "啟用自動修理", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.TOOLTIP"] = "當建築受損時,複製人會自動修理它", }, en = { ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.NAME"] = "Disable Disinfect", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.DISABLE_AUTODISINFECT.TOOLTIP"] = "Do not automatically disinfect this building", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.NAME"] = "Enable Disinfect", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.ENABLE_AUTODISINFECT.TOOLTIP"] = "Automatically disinfect this building when it becomes contaminated", ["STRINGS.BUILDINGS.AUTODISINFECTABLE.NO_DISEASE.TOOLTIP"] = "This building is clean", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.NAME"] = "Enable Manual", ["STRINGS.BUILDINGS.AUTOMATABLE.DISABLE_AUTOMATIONONLY.TOOLTIP"] = "This building's storage may be accessed by both Duplicants and Auto-Sweeper buildings", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.NAME"] = "Disable Manual", ["STRINGS.BUILDINGS.AUTOMATABLE.ENABLE_AUTOMATIONONLY.TOOLTIP"] = "This building's storage may be accessed by Auto-Sweepers only<br/>Duplicants will not be permitted to add or remove materials from this building", ["STRINGS.BUILDINGS.DAMAGESOURCES.BAD_INPUT_ELEMENT"] = "receiving an incorrect substance", ["STRINGS.BUILDINGS.DAMAGESOURCES.BUILDING_OVERHEATED"] = "overheating", ["STRINGS.BUILDINGS.DAMAGESOURCES.CIRCUIT_OVERLOADED"] = "an overloaded circuit", ["STRINGS.BUILDINGS.DAMAGESOURCES.COMET"] = "falling space rocks", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_BOILED"] = "pipe contents becoming too hot", ["STRINGS.BUILDINGS.DAMAGESOURCES.CONDUIT_CONTENTS_FROZE"] = "pipe contents becoming too cold", ["STRINGS.BUILDINGS.DAMAGESOURCES.CORROSIVE_ELEMENT"] = "corrosive element", ["STRINGS.BUILDINGS.DAMAGESOURCES.LIQUID_PRESSURE"] = "neighboring liquid pressure", ["STRINGS.BUILDINGS.DAMAGESOURCES.LOGIC_CIRCUIT_OVERLOADED"] = "an overloaded logic circuit", ["STRINGS.BUILDINGS.DAMAGESOURCES.MICROMETEORITE"] = "micrometeorite", ["STRINGS.BUILDINGS.DAMAGESOURCES.MINION_DESTRUCTION"] = "an angry Duplicant. Rude!", ["STRINGS.BUILDINGS.DAMAGESOURCES.NOTIFICATION_TOOLTIP"] = "A {0} sustained damage from {1}", ["STRINGS.BUILDINGS.DAMAGESOURCES.ROCKET"] = "rocket engine", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.NAME"] = "Cancel Disinfect", ["STRINGS.BUILDINGS.DISINFECTABLE.DISABLE_DISINFECT.TOOLTIP"] = "Cancel this disinfect order", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.NAME"] = "Disinfect", ["STRINGS.BUILDINGS.DISINFECTABLE.ENABLE_DISINFECT.TOOLTIP"] = "Mark this building for disinfection", ["STRINGS.BUILDINGS.DISINFECTABLE.NO_DISEASE.TOOLTIP"] = "This building is already clean", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.DESC"] = "Some medications help prevent diseases, while others aim to alleviate existing illness.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.EFFECT"] = "Produces [[Medicine]] to cure most basic [[疾病|Diseases]].<br/>Duplicants must possess the Medicine Compounding [[复制人技能|Skill]] to fabricate medicines.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDAPOTHECARY.NAME"] = "Nuclear Apothecary", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.DESC"] = "Disease clinics require power, but treat more serious illnesses than sick bays alone.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.EFFECT"] = "Allows Duplicants to administer powerful treatments to sick Duplicants.<br/>Duplicants must possess the Advanced Medical Care [[复制人技能|Skill]] to treat peers.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDDOCTORSTATION.NAME"] = "Disease Clinic", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.DESC"] = "Super computers unlock higher technology tiers than research stations alone.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.EFFECT"] = "Conducts [[研究|Advanced Research]] to unlock new technologies.<br/>Consumes [[水|Water]].<br/>Assigned Duplicants must possess the [[高级研究|Advanced Research]] skill.", ["STRINGS.BUILDINGS.PREFABS.ADVANCEDRESEARCHCENTER.NAME"] = "Super Computer", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.DESC"] = "Lures can relocate Pufts or Shine Bugs to specific locations in my colony.", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.EFFECT"] = "Attracts one type of airborne critter at a time.<br/>Must be baited with [[菌泥|Slime]] or [[磷矿|Phosphorite]].", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECREATURELURE.NAME"] = "Airborne Critter Lure", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.DESC"] = "Triggers natural nesting instincts and improves critters' moods.", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.EFFECT"] = "A hanging respite area for adult [[Puft|Pufts]], [[:Category:Moos|Gassy Moos]] and [[Shine Bug|Shine Bugs]].", ["STRINGS.BUILDINGS.PREFABS.AIRBORNECRITTERCONDO.NAME"] = "Airborne Critter Condo", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.DESC"] = "A thermo regulator doesn't remove heat, but relocates it to a new area.", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.EFFECT"] = "Cools the [[:Category:Gases|Gas]] piped through it, but outputs [[热量|Heat]] in its immediate vicinity.", ["STRINGS.BUILDINGS.PREFABS.AIRCONDITIONER.NAME"] = "Thermo Regulator", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.DESC"] = "Oh! Citrus scented!", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.EFFECT"] = "Uses [[沙子|Sand]] to filter [[Polluted Oxygen]] from the air, reducing [[疾病|Disease]] spread.", ["STRINGS.BUILDINGS.PREFABS.AIRFILTER.NAME"] = "Deodorizer", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.DESC"] = "Algae distillers convert disease-causing slime into algae for oxygen production.", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.EFFECT"] = "Refines [[菌泥|Slime]] into [[藻类|Algae]].", ["STRINGS.BUILDINGS.PREFABS.ALGAEDISTILLERY.NAME"] = "Algae Distiller", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.DESC"] = "Algae colony, Duplicant colony... we're more alike than we are different.", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.EFFECT"] = "Consumes [[藻类|Algae]] to produce [[氧气|Oxygen]] and remove some [[二氧化碳|Carbon Dioxide]].<br/>Gains a 10% efficiency boost in direct [[照明|Light]].", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.NAME"] = "Algae Terrarium", ["STRINGS.BUILDINGS.PREFABS.ALGAEHABITAT.SIDESCREEN_TITLE"] = "Empty [[污染水|Polluted Water]] Threshold", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.DESC"] = "Some medications help prevent diseases, while others aim to alleviate existing illness.", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.EFFECT"] = "Produces [[Medicine]] to cure most basic [[疾病|Diseases]].<br/>Duplicants must possess the Medicine Compounding [[复制人技能|Skill]] to fabricate medicines.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.APOTHECARY.NAME"] = "Apothecary", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.DESC"] = "Komet Kablam-O!<br/>For up to two players.", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.EFFECT"] = "Allows Duplicants to play video games on their breaks.<br/>Increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.ARCADEMACHINE.NAME"] = "Arcade Cabinet", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.DESC"] = "Discover the mysteries of the past.", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.EFFECT"] = "Analyses and extracts [[中子质|Neutronium]] from artifacts of interest.", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.NAME"] = "Artifact Analysis Station", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE"] = "Vacillator Recharge drop chance: {chance}", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTANALYSISSTATION.PAYLOAD_DROP_RATE_TOOLTIP"] = "This artifact has a {chance} to drop a Vacillator Recharge when analyzed at the [[工艺品分析站|Artifact Analysis Station]]", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.DESC"] = "Holds artifacts found in space.", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.EFFECT"] = "Allows Duplicants to store any artifacts they uncover during space missions.<br/>Artifacts become available to the colony upon the rocket's return. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.ARTIFACTCARGOBAY.NAME"] = "Artifact Transport Module", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.DESC"] = "Duplicants must complete astronaut training in order to pilot space rockets.", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.EFFECT"] = "Trains Duplicants to become [[火箭驾驶|Astronaut]].<br/>Duplicants must possess the [[火箭驾驶|Astronaut]] trait to receive training.", ["STRINGS.BUILDINGS.PREFABS.ASTRONAUTTRAININGCENTER.NAME"] = "Space Cadet Centrifuge", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.DESC"] = "A robo-miner's range can be viewed at any time by selecting the building.", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.EFFECT"] = "Automatically digs out all materials in a set range.", ["STRINGS.BUILDINGS.PREFABS.AUTOMINER.NAME"] = "Robo-Miner", ["STRINGS.BUILDINGS.PREFABS.BATTERY.CHARGE_LOSS"] = "{Battery} charge loss", ["STRINGS.BUILDINGS.PREFABS.BATTERY.DESC"] = "Batteries allow power from generators to be stored for later.", ["STRINGS.BUILDINGS.PREFABS.BATTERY.EFFECT"] = "Stores [[电力|Power]] from generators, then provides that power to buildings.<br/>Loses charge over time.", ["STRINGS.BUILDINGS.PREFABS.BATTERY.NAME"] = "Battery", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.DESC"] = "Larger batteries hold more power and keep systems running longer before recharging.", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.EFFECT"] = "Stores [[电力|Power]] from generators, then provides that power to buildings.<br/>Slightly loses charge over time.", ["STRINGS.BUILDINGS.PREFABS.BATTERYMEDIUM.NAME"] = "Jumbo Battery", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.DESC"] = "Charging a battery module before takeoff makes it easier to power buildings during flight.", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.EFFECT"] = "Stores the excess [[电力|Power]] generated by a Rocket Engine or [[火箭平台|Rocket Platform]].<br/>Provides stored power to [[电源插座配件|Interior Rocket Outlets]].<br/>Loses charge over time. <br/>Must be built via Rocket Platform.", ["STRINGS.BUILDINGS.PREFABS.BATTERYMODULE.NAME"] = "Battery Module", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.ACTIVATE_TOOLTIP"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when battery is less than <b>{0}%</b> charged, until it is <b>{1}% (High Threshold)</b> charged", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DEACTIVATE_TOOLTIP"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when battery is <b>{0}%</b> charged, until it is less than <b>{1}% (Low Threshold)</b> charged", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.DESC"] = "Smart batteries send a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when they require charging.", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.EFFECT"] = "Stores [[电力|Power]] from generators, then provides that power to buildings.<br/>Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on the configuration of the Logic Activation Parameters.<br/>Very slightly loses charge over time.", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT"] = "Charge Parameters", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when battery is less than <b>Low Threshold</b> charged, until <b>High Threshold</b> is reached again", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.LOGIC_PORT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when the battery is more than <b>High Threshold</b> charged, until <b>Low Threshold</b> is reached again", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.NAME"] = "Smart Battery", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_ACTIVATE"] = "Low Threshold:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_DEACTIVATE"] = "High Threshold:", ["STRINGS.BUILDINGS.PREFABS.BATTERYSMART.SIDESCREEN_TITLE"] = "Logic Activation Parameters", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.DESC"] = "Soak up some relaxing sun rays.", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.EFFECT"] = "Duplicants can relax by lounging in [[照明|Sunlight]].<br/>Increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH"] = "{attrib}: {amount} (Bright Light)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_HIGH_TOOLTIP"] = "Duplicants will gain {amount} {attrib} if this building is in at least {lux} light.", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW"] = "{attrib}: {amount} (Dim Light)", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.LIGHTEFFECT_LOW_TOOLTIP"] = "Duplicants will gain {amount} {attrib} if this building is in light dimmer than {lux}.", ["STRINGS.BUILDINGS.PREFABS.BEACHCHAIR.NAME"] = "Beach Chair", ["STRINGS.BUILDINGS.PREFABS.BED.DESC"] = "Duplicants without a bed will develop sore backs from sleeping on the floor.", ["STRINGS.BUILDINGS.PREFABS.BED.EFFECT"] = "Gives one Duplicant a place to sleep.<br/>Duplicants will automatically return to their cots to sleep at night.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.DESC"] = "It's sturdier than it looks.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.CREAKY.NAME"] = "Camping Cot", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.DESC"] = "A safe place to sleep.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.DEFAULT_BED.NAME"] = "Cot", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.DESC"] = "For the Duplicant who dreams of scientific discoveries.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.SCIENCELAB.NAME"] = "Lab Cot", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.DESC"] = "Now Duplicants can sleep beneath the stars without wearing an Atmo Suit to bed.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STARCURTAIN.NAME"] = "Stargazer Cot", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.DESC"] = "Like a weekend away, except... not.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STAYCATION.NAME"] = "Staycation Cot", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.DESC"] = "Wrapped in shiny gold stars, to help sleepy Duplicants feel accomplished.", ["STRINGS.BUILDINGS.PREFABS.BED.FACADES.STRINGLIGHTS.NAME"] = "Good Job Cot", ["STRINGS.BUILDINGS.PREFABS.BED.NAME"] = "Cot", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.DESC"] = "A moderately [[辐射|Radioactive]] nest made by [[Beeta|Beetas]].<br/>Converts [[铀矿|Uranium Ore]] into [[浓缩铀|Enriched Uranium]] when worked by a Beeta.<br/>Will not function if ground below has been destroyed.", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.EFFECT"] = "The cozy home of a Beeta.", ["STRINGS.BUILDINGS.PREFABS.BEEHIVE.NAME"] = "Beeta Hive", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.DESC"] = "A bottle emptier's Element Filter can be used to designate areas for specific liquid storage.", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.EFFECT"] = "Empties bottled [[:Category:Liquids|Liquids]] back into the world.", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIER.NAME"] = "Bottle Emptier", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.DESC"] = "A canister emptier's Element Filter can designate areas for specific gas storage.", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.EFFECT"] = "Empties [[:Category:Gases|Gas]] canisters back into the world.", ["STRINGS.BUILDINGS.PREFABS.BOTTLEEMPTIERGAS.NAME"] = "Canister Emptier", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.DESC"] = "A massive, slow-moving door which is nearly indestructible.", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.EFFECT"] = "Blocks [[:Category:Liquids|Liquid]] and [[:Category:Gases|Gas]] flow, maintaining pressure between areas.<br/>Can withstand extremely high pressures and impacts.", ["STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.NAME"] = "Bunker Door", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.DESC"] = "Bunker tile can build strong shelters in otherwise dangerous environments.", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Can withstand extreme pressures and impacts.", ["STRINGS.BUILDINGS.PREFABS.BUNKERTILE.NAME"] = "Bunker Tile", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.DESC"] = "Wood heaters dry out soggy feet and help Duplicants forget how cold they are.", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.EFFECT"] = "Consumes [[Wood]] in order to [[热量|Heat]] chilly surroundings.", ["STRINGS.BUILDINGS.PREFABS.CAMPFIRE.NAME"] = "Wood Heater", ["STRINGS.BUILDINGS.PREFABS.CANVAS.AVERAGEQUALITYNAME"] = "Mediocre Painting", ["STRINGS.BUILDINGS.PREFABS.CANVAS.DESC"] = "Once built, a Duplicant can paint a blank canvas to produce a decorative painting.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EFFECT"] = "Increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be painted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.EXCELLENTQUALITYNAME"] = "Masterpiece", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.DESC"] = "A sweet, amateurish interpretation of the Duplicant form.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_A.NAME"] = "Doodle Dee Duplicant", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.DESC"] = "The fast-food equivalent of high art.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_B.NAME"] = "Midnight Meal", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.DESC"] = "Some viewers swear they've seen it blink.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_C.NAME"] = "Dupa Leesa", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.DESC"] = "If art could speak, this piece would be far less popular.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_D.NAME"] = "The Screech", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.DESC"] = "Scratching and sniffing the flower yields no scent.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_E.NAME"] = "Fridup Kallo", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.DESC"] = "Portrait of a leader astride their mighty steed.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_F.NAME"] = "Moopoleon Bonafarte", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.DESC"] = "The raw emotion conveyed here often renders viewers speechless.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_G.NAME"] = "Expressive Genius", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.DESC"] = "A candid moment of affection between two organisms.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_H.NAME"] = "The Smooch", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.DESC"] = "A multi-layered exploration of the artist as a subject.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_I.NAME"] = "Self-Self-Self Portrait", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.DESC"] = "A painting that captures the true nature of hunger.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_J.NAME"] = "Nikola Devouring His Mush Bar", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.DESC"] = "The perfect painting for dark, dank spaces.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_K.NAME"] = "Sketchy Fungi", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.DESC"] = "The furry hat helped keep the artist's bandage on.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_L.NAME"] = "Post-Ear Era", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.DESC"] = "She's not angry, just disappointed.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_M.NAME"] = "Maternal Gaze", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.DESC"] = "Most Duplicants believe that the balloon in this image is about to be caught.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_N.NAME"] = "Always Hope", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.DESC"] = "It's all about cooperation, really.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_O.NAME"] = "Hands-On", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.DESC"] = "It is a cruel guest who does not RSVP.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_P.NAME"] = "Pour Soul", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.DESC"] = "The only kind of gift that poorly behaved Duplicants can expect to receive.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_Q.NAME"] = "Ore Else", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.DESC"] = "It combines two things that everyone loves: pips and lasers.", ["STRINGS.BUILDINGS.PREFABS.CANVAS.FACADES.ART_R.NAME"] = "Lazer Pipz", ["STRINGS.BUILDINGS.PREFABS.CANVAS.NAME"] = "Blank Canvas", ["STRINGS.BUILDINGS.PREFABS.CANVAS.POORQUALITYNAME"] = "Crude Painting", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.AVERAGEQUALITYNAME"] = "Mediocre Painting", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.DESC"] = "Once built, a Duplicant can paint a blank canvas to produce a decorative painting.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EFFECT"] = "Moderately increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be painted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.EXCELLENTQUALITYNAME"] = "Masterpiece", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.DESC"] = "Even amateur art is essential to life.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_A.NAME"] = "Ode to O2", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.DESC"] = "It certainly is colorful.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_B.NAME"] = "A Cool Wheeze", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.DESC"] = "Chaotic, yet compelling.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_C.NAME"] = "Luxe Splatter", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.DESC"] = "It doesn't have to taste good, it's art.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_D.NAME"] = "Pickled Meal Lice II", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.DESC"] = "Rumor has it that the model was self-conscious about their uneven eyebrows.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_E.NAME"] = "Fruit Face", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.DESC"] = "The earring is nice too.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_F.NAME"] = "Girl with the Blue Scarf", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.DESC"] = "A poetic ink painting depicting the beginning of an end.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_G.NAME"] = "A Farewell at Sunrise", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.DESC"] = "The type of painting that ambitious Duplicants gravitate to.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_H.NAME"] = "Conqueror of Clusters", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.DESC"] = "When the future calls, Duplicants answer.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_I.NAME"] = "Pei Phone", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.DESC"] = "A poster for a blockbuster film that was never made.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_J.NAME"] = "Duplicants of the Galaxy", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.DESC"] = "The glass and frame are hydrophobic, for easy cleaning.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_K.NAME"] = "Cubist Loo", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.DESC"] = "Nearby, a companion animal waited for the object to be thrown.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_L.NAME"] = "Mirror Ball", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.DESC"] = "No one likes being interrupted when they're waiting for inspiration to strike.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_M.NAME"] = "Do Not Disturb", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.DESC"] = "There were greasy fingerprints on the canvas even before the paint had dried.", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.FACADES.ART_TALL_P.NAME"] = "The Feast", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.NAME"] = "Portrait Canvas", ["STRINGS.BUILDINGS.PREFABS.CANVASTALL.POORQUALITYNAME"] = "Crude Painting", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.AVERAGEQUALITYNAME"] = "Mediocre Painting", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.DESC"] = "Once built, a Duplicant can paint a blank canvas to produce a decorative painting.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EFFECT"] = "Moderately increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be painted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.EXCELLENTQUALITYNAME"] = "Masterpiece", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.DESC"] = "The effort is admirable, though the execution is not.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_A.NAME"] = "The Twins", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.DESC"] = "Every story has its origin.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_B.NAME"] = "Ground Zero", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.DESC"] = "Food this good deserves to be immortalized.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_C.NAME"] = "Still Life with Barbeque and Frost Bun", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.DESC"] = "All the other colors in the artist's palette had dried up.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_D.NAME"] = "Composition with Three Colors", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.DESC"] = "Each tine represents a branch of science.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_E.NAME"] = "Behold, A Fork", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.DESC"] = "Its companion piece, \"The Astronomer at Work\" was lost in a meteor shower.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_F.NAME"] = "The Astronomer at Home", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.DESC"] = "For the art collector who doesn't mind a bit of repetition.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_G.NAME"] = "Iconic Iteration", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.DESC"] = "A daring piece, guaranteed to cause a stir.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_H.NAME"] = "La Belle Meep", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.DESC"] = "A moody study of the renowned tunneler.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_I.NAME"] = "Glorious Vole", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.DESC"] = "As far as wave-themed art goes, it's great.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_J.NAME"] = "The Swell Swell", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.DESC"] = "The delight on the subjects' faces is contagious.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_K.NAME"] = "Flight of the Slicksters", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.DESC"] = "A dreamy abundance of swirls, whirls and whorls.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_L.NAME"] = "The Shiny Night", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.DESC"] = "Things get a bit melty if they're forgotten in the sun.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_M.NAME"] = "Hot Afternoon", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.DESC"] = "Even just exhaling nearby could damage this historical work.", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.FACADES.ART_WIDE_O.NAME"] = "Super Old Mural", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.NAME"] = "Landscape Canvas", ["STRINGS.BUILDINGS.PREFABS.CANVASWIDE.POORQUALITYNAME"] = "Crude Painting", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.DESC"] = "Duplicants will fill cargo bays with any resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.EFFECT"] = "Allows Duplicants to store any [[:Category:Solids|Solid Materials]] found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.", ["STRINGS.BUILDINGS.PREFABS.CARGOBAY.NAME"] = "Cargo Bay", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.DESC"] = "Holds more than a regular cargo bay.", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.EFFECT"] = "Allows Duplicants to store most of the [[:Category:Solids|Solid Materials]] found during space missions.<br/>Stored resources become available to the colony upon the rocket's return. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.CARGOBAYCLUSTER.NAME"] = "Large Cargo Bay", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.DESC"] = "Soft on little Duplicant toesies.", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.CARPETTILE.NAME"] = "Carpeted Tile", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.DESC"] = "Light reduces Duplicant stress and is required to grow certain plants.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.EFFECT"] = "Provides [[照明|Light]] when [[电力|Powered]].<br/>Increases Duplicant workspeed within light radius.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.DESC"] = "For Duplicants who can't keep real plants alive.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.BLOSSOM.NAME"] = "Blossom Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.DESC"] = "It does not go on the floor.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.DEFAULT_CEILINGLIGHT.NAME"] = "Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.DESC"] = "The height of plumbing-inspired interior design.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.FAUXPIPE.NAME"] = "Faux Pipe Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.DESC"] = "For best results, do not fill with liquids.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.LABFLASK.NAME"] = "Lab Flask Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.DESC"] = "The protective cage makes it the safest choice for underground parties.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.MINING.NAME"] = "Mining Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.DESC"] = "A fun lampshade for fun spaces.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.POLKADOT.NAME"] = "Polka Dot Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.DESC"] = "The initials E.R. are sewn into the lampshade.", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.FACADES.RUBIKS.NAME"] = "Puzzle Cube Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CEILINGLIGHT.NAME"] = "Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.DESC"] = "Checkpoints can be connected to automated sensors to determine when it's safe to enter.", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.EFFECT"] = "Allows Duplicants to pass when receiving a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.<br/>Prevents Duplicants from passing when receiving a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT"] = "Duplicant Stop/Go", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow Duplicant passage", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Prevent Duplicant passage", ["STRINGS.BUILDINGS.PREFABS.CHECKPOINT.NAME"] = "Duplicant Checkpoint", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.DESC"] = "Bleach stone is useful for sanitation and geotuning.", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.EFFECT"] = "Uses [[盐|Salt]] and [[金|Gold]] to produce [[漂白石|Bleach Stone]].", ["STRINGS.BUILDINGS.PREFABS.CHLORINATOR.NAME"] = "Bleach Stone Hopper", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.DESC"] = "Allows skilled Duplicants to add extra personal pizzazz to their wardrobe.", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.EFFECT"] = "Upgrades [[新潮时装|Snazzy Suits]] into [[Primo Garb]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGALTERATIONSTATION.NAME"] = "Clothing Refashionator", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.DESC"] = "A textile loom can be used to spin Reed Fiber into wearable Duplicant clothing.", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.EFFECT"] = "Tailors Duplicant [[Stations|Clothing]] items.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.CLOTHINGFABRICATOR.NAME"] = "Textile Loom", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH"] = "Launch Rocket", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Launch rocket", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Awaits launch command", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY"] = "Rocket Checklist", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when its rocket launch checklist is complete", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCOMMANDMODULE.NAME"] = "Command Capsule", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.DESC"] = "A hatch for getting in and out of the rocket.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.EFFECT"] = "Warning: Do not open mid-flight.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERCRAFTINTERIORDOOR.NAME"] = "Interior Hatch", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.DESC"] = "Telescopes are necessary for studying space, allowing rocket travel to other worlds.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.EFFECT"] = "Reveals visitable Planetoids in space.<br/>Assigned Duplicants must possess the [[天文学|Astronomy]] skill.<br/>Building must be exposed to space to function.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.NAME"] = "Telescope", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPE.REQUIREMENT_TOOLTIP"] = "A steady {0} supply is required to sustain working Duplicants.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.DESC"] = "Telescopes are necessary for studying space, allowing rocket travel to other worlds.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.EFFECT"] = "Reveals visitable Planetoids in space... in comfort!<br/>Assigned Duplicants must possess the [[天文学|Astronomy]] skill.<br/>Excellent sunburn protection (100%), partial [[辐射|Radiation]] protection (50%) .<br/>Building must be exposed to space to function.", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.NAME"] = "Enclosed Telescope", ["STRINGS.BUILDINGS.PREFABS.CLUSTERTELESCOPEENCLOSED.REQUIREMENT_TOOLTIP"] = "A steady {0} supply is required to sustain working Duplicants.", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.DESC"] = "Rockets can be used to send Duplicants into space and retrieve rare resources.", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.EFFECT"] = "Uses pressurized [[二氧化碳|Carbon Dioxide]] to propel rockets for short range space exploration.<br/>Carbon Dioxide Engines are relatively fast engine for their size but with limited height restrictions.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.CO2ENGINE.NAME"] = "Carbon Dioxide Engine", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.DESC"] = "Skimmers remove large amounts of carbon dioxide, but produce no breathable air.", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.EFFECT"] = "Uses [[水|Water]] to filter [[二氧化碳|Carbon Dioxide]] from the air.", ["STRINGS.BUILDINGS.PREFABS.CO2SCRUBBER.NAME"] = "Carbon Skimmer", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.DESC"] = "Networks of many scanners will scan more efficiently than one on its own.", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to its automation circuit when it detects incoming objects from space.<br/>Can be configured to detect incoming meteor showers or returning space rockets.", ["STRINGS.BUILDINGS.PREFABS.COMETDETECTOR.NAME"] = "Space Scanner", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.DESC"] = "At least one astronaut must be assigned to the command module to pilot a rocket.", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.EFFECT"] = "Contains passenger seating for Duplicant [[火箭驾驶|Astronauts]].<br/>A Command Capsule must be the last module installed at the top of a rocket.", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH"] = "Launch Rocket", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Launch rocket", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_LAUNCH_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Awaits launch command", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY"] = "Rocket Checklist", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when its rocket launch checklist is complete", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.LOGIC_PORT_READY_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.COMMANDMODULE.NAME"] = "Command Capsule", ["STRINGS.BUILDINGS.PREFABS.COMPOST.DESC"] = "Composts safely deal with biological waste, producing fresh dirt.", ["STRINGS.BUILDINGS.PREFABS.COMPOST.EFFECT"] = "Reduces [[污染土|Polluted Dirt]] and other compostables down into [[泥土|Dirt]].", ["STRINGS.BUILDINGS.PREFABS.COMPOST.NAME"] = "Compost", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.NAME"] = "Marked for Emptying", ["STRINGS.BUILDINGS.PREFABS.CONDUIT.STATUS_ITEM.TOOLTIP"] = "Awaiting a [[Plumbing|Plumber]] to clear this pipe", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.DESC"] = "It can transfer heat effectively even if no liquid is passing through.", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.EFFECT"] = "Carries [[:Category:Liquids|Liquid]], allowing extreme [[热量|Temperature]] exchange with overlapping buildings.<br/>Can function in a vacuum.<br/>Can be run through wall and floor tiles.", ["STRINGS.BUILDINGS.PREFABS.CONTACTCONDUCTIVEPIPEBRIDGE.NAME"] = "Conduction Panel", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.DESC"] = "Proper cooking eliminates foodborne disease and produces tasty, stress-relieving meals.", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.EFFECT"] = "Cooks a wide variety of improved [[食物|Foods]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.COOKINGSTATION.NAME"] = "Electric Grill", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.DESC"] = "Corner trim is a purely decorative addition for ceiling corners.", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.EFFECT"] = "Used to decorate the ceiling corners of rooms.<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.DESC"] = "It really dresses up a ceiling corner.", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.DEFAULT_CORNERMOULDING.NAME"] = "Corner Trim", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "Why deck the halls, when you could <i>festoon</i> them?", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "Fancy Bug Corner Garland", ["STRINGS.BUILDINGS.PREFABS.CORNERMOULDING.NAME"] = "Corner Trim", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.DESC"] = "Planetariums allow the simulated exploration of locations discovered with a telescope.", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.EFFECT"] = "Conducts [[研究|Interstellar Research]] to unlock new technologies.<br/>Consumes data from [[研究舱|Research Modules]].<br/>Assigned Duplicants must possess the [[天文学|Astronomy]] skill.", ["STRINGS.BUILDINGS.PREFABS.COSMICRESEARCHCENTER.NAME"] = "Virtual Planetarium", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.DESC"] = "Crafting stations allow Duplicants to make oxygen masks to wear in low breathability areas.", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.EFFECT"] = "Produces items and equipment for Duplicant use.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.CRAFTINGTABLE.NAME"] = "Crafting Station", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.DESC"] = "It needs to be armed prior to use.", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.EFFECT"] = "Attracts and captures airborne [[:Category:Critters|Critters]].<br/>Only Duplicants with the [[小动物养殖 I|Critter Ranching I]] skill can arm this trap. It's reusable!", ["STRINGS.BUILDINGS.PREFABS.CREATUREAIRTRAP.NAME"] = "Airborne Critter Trap", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.DESC"] = "Duplicants automatically bring captured critters to these relocation points for release.", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.EFFECT"] = "Releases trapped [[:Category:Critters|Critters]] back into the world.<br/>Can be used multiple times.", ["STRINGS.BUILDINGS.PREFABS.CREATUREDELIVERYPOINT.NAME"] = "Critter Drop-Off", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.DESC"] = "Critters tend to stay close to their food source and wander less when given a feeder.", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.EFFECT"] = "Automatically dispenses food for hungry [[:Category:Critters|Critters]].", ["STRINGS.BUILDINGS.PREFABS.CREATUREFEEDER.NAME"] = "Critter Feeder", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.DESC"] = "It's designed for land critters, but flopping fish sometimes find their way in too.", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.EFFECT"] = "Captures a living [[:Category:Critters|Critter]] for transport.<br/>Only Duplicants with the [[小动物养殖 I|Critter Ranching I]] skill can arm this trap. It's reusable!", ["STRINGS.BUILDINGS.PREFABS.CREATUREGROUNDTRAP.NAME"] = "Critter Trap", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.DESC"] = "Critter traps cannot catch swimming or flying critters.", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.EFFECT"] = "Captures a living [[:Category:Critters|Critter]] for transport.<br/>Single use.", ["STRINGS.BUILDINGS.PREFABS.CREATURETRAP.NAME"] = "Critter Trap", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.DESC"] = "It's nice to have nice things.", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.EFFECT"] = "Provides a comfortable lounge area that boosts [[:Category:Critters|Critter]] happiness.", ["STRINGS.BUILDINGS.PREFABS.CRITTERCONDO.NAME"] = "Critter Condo", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.DESC"] = "Duplicants automatically bring captured critters to these relocation points for release.", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.EFFECT"] = "Releases trapped [[:Category:Critters|Critters]] back into the world.<br/>Monitoring and drop-off are limited to the specified species.", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.DESC"] = "Enable/Disable", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Enable critter drop-off", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Disable critter drop-off", ["STRINGS.BUILDINGS.PREFABS.CRITTERDROPOFF.NAME"] = "Critter Drop-Off", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.DESC"] = "Duplicants will automatically wrangle excess critters.", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.EFFECT"] = "Ensures the prompt relocation of [[:Category:Critters|Critters]] that exceed the maximum amount set.<br/>Monitoring and pick-up are limited to the specified species.", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.DESC"] = "Enable/Disable", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Wrangle excess critters", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.LOGIC_INPUT.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Ignore excess critters", ["STRINGS.BUILDINGS.PREFABS.CRITTERPICKUP.NAME"] = "Critter Pick-Up", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.DESC"] = "Ceiling trim is a purely decorative addition to one's overhead area.", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.EFFECT"] = "Used to decorate the ceilings of rooms.<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.DESC"] = "Ceiling trim is a purely decorative addition to one's overhead area.", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.DEFAULT_CROWNMOULDING.NAME"] = "Ceiling Trim", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.DESC"] = "Someone spent their entire weekend gluing ribbons to paper Shine Bug cut-outs, and it shows.", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.FACADES.SHINEORNAMENTS.NAME"] = "Fancy Bug Ceiling Garland", ["STRINGS.BUILDINGS.PREFABS.CROWNMOULDING.NAME"] = "Ceiling Trim", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTON"] = "Defrost Friend", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DEFROSTBUTTONTOOLTIP"] = "A new pal is just an icebreaker away", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.DESC"] = "The tank appears impossibly old, but smells crisp and brand new.<br/>A silhouette just barely visible through the frost of the glass.", ["STRINGS.BUILDINGS.PREFABS.CRYOTANK.NAME"] = "Cryotank 3000", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.DESC"] = "Don't forget to decontaminate behind your ears.", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.EFFECT"] = "Uses [[水|Water]] to remove [[疾病|Germs]] and [[辐射|Radiation]].<br/>Decontaminates both Duplicants and their [[Stations|Clothing]].", ["STRINGS.BUILDINGS.PREFABS.DECONTAMINATIONSHOWER.NAME"] = "Decontamination Shower", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.DESC"] = "Everything tastes better when it's deep-fried.", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.EFFECT"] = "Uses [[动物油脂|Tallow]] to cook a wide variety of improved [[食物|Foods]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.NAME"] = "Deep Fryer", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.NAME"] = "Outside of Kitchen", ["STRINGS.BUILDINGS.PREFABS.DEEPFRYER.STATUSITEMS.OUTSIDE_KITCHEN.TOOLTIP"] = "This building must be in a Kitchen before it can be used", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.DESC"] = "Salt can be refined into table salt for a mealtime morale boost.", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.EFFECT"] = "Removes [[盐|Salt]] from [[Brine]] or [[盐水|Salt Water]], producing [[水|Water]].", ["STRINGS.BUILDINGS.PREFABS.DESALINATOR.NAME"] = "Desalinator", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.DESC"] = "Runs on coffee.", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.EFFECT"] = "Generates testing power for late nights.", ["STRINGS.BUILDINGS.PREFABS.DEVGENERATOR.NAME"] = "Dev Generator", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.DESC"] = "Did someone touch the thermostat?", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.EFFECT"] = "Generates on-demand heat for testing toastiness.", ["STRINGS.BUILDINGS.PREFABS.DEVHEATER.NAME"] = "Dev Heater", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.DESC"] = "Radbolts are necessary for producing Materials Science research.", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.EFFECT"] = "Generates Radbolts.", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT"] = "Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.DEVHEPSPAWNER.NAME"] = "Dev Radbolt Generator", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.DESC"] = "Keeps Duplicants cozy and breathing.", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.EFFECT"] = "Generates warm, oxygen-rich air.", ["STRINGS.BUILDINGS.PREFABS.DEVLIFESUPPORT.NAME"] = "Dev Life Support", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.BRIGHTNESS_LABEL"] = "Brightness", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.DESC"] = "Brightens up a dev's darkest hours.", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.EFFECT"] = "Generates dimmable light on demand.", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.FALLOFF_LABEL"] = "Falloff Rate", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.NAME"] = "Dev Light Source", ["STRINGS.BUILDINGS.PREFABS.DEVLIGHTGENERATOR.RANGE_LABEL"] = "Range", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.DESC"] = "Piping a pump's output to a building's intake will send gas to that building.", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.EFFECT"] = "Draws in [[:Category:Gases|Gas]] and runs it through [[Ventilation|Pipes]].<br/>Must be immersed in [[:Category:Gases|Gas]].", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPGAS.NAME"] = "Dev Pump Gas", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.DESC"] = "Piping a pump's output to a building's intake will send liquid to that building.", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.EFFECT"] = "Draws in [[:Category:Liquids|Liquid]] and runs it through [[Plumbing|Pipes]].<br/>Must be submerged in [[:Category:Liquids|Liquid]].", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPLIQUID.NAME"] = "Dev Pump Liquid", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.DESC"] = "Piping a pump's output to a building's intake will send solids to that building.", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.EFFECT"] = "Generates chosen [[:Category:Solids|Solid Materials]] and runs it through [[运输轨道|Conveyor Rail]]", ["STRINGS.BUILDINGS.PREFABS.DEVPUMPSOLID.NAME"] = "Dev Pump Solid", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.DESC"] = "That's some <i>strong</i> coffee.", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.EFFECT"] = "Generates on-demand radiation to keep things clear. <i>Nu-</i>clear.", ["STRINGS.BUILDINGS.PREFABS.DEVRADIATIONGENERATOR.NAME"] = "Dev Radiation Emitter", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.DESC"] = "Crushes refined carbon into diamond.", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.EFFECT"] = "Uses [[电力|Power]] and [[辐射|Radbolts]] to crush [[精炼碳|Refined Carbon]] into [[Diamond]].<br/>Duplicants will not fabricate items unless recipes are queued and [[精炼碳|Refined Carbon]] has been discovered.", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.NAME"] = "Diamond Press", ["STRINGS.BUILDINGS.PREFABS.DIAMONDPRESS.REFINED_CARBON_RECIPE_DESCRIPTION"] = "Converts {1} to {0}", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.DESC"] = "Duplicants prefer to dine at a table, rather than eat off the floor.", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.EFFECT"] = "Gives one Duplicant a place to eat.<br/>Duplicants will automatically eat at their assigned table when hungry.", ["STRINGS.BUILDINGS.PREFABS.DININGTABLE.NAME"] = "Mess Table", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.DESC"] = "Channels move more volume than pumps and require no power, but need sufficient pressure to function.", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.EFFECT"] = "Directionally moves large volumes of [[:Category:Liquids|LIQUID]] through a channel.<br/>Can be used as floor tile and rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.NAME"] = "Liquid Channel", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.DESC"] = "Gets hot and steamy.", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.EFFECT"] = "Separates any [[污染水|Contaminated Water]] piped through it into [[蒸汽|Steam]] and [[污染土|Polluted Dirt]].", ["STRINGS.BUILDINGS.PREFABS.DISTILLATIONCOLUMN.NAME"] = "Distillation Column", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.DESC"] = "Planetariums allow the simulated exploration of locations recorded in Data Banks.", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.EFFECT"] = "Conducts [[研究|Data Analysis Research]] to unlock new technologies.<br/>Consumes Data Banks generated by exploration.", ["STRINGS.BUILDINGS.PREFABS.DLC1COSMICRESEARCHCENTER.NAME"] = "Virtual Planetarium", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.DESC"] = "A functional research decrypter with one transmission remaining.<br/>It was designed to support colony survival.", ["STRINGS.BUILDINGS.PREFABS.DLC2POITECHUNLOCKS.NAME"] = "Research Portal", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.DESC"] = "Sick bays can be placed in hospital rooms to decrease the likelihood of disease spreading.", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.EFFECT"] = "Allows Duplicants to administer basic treatments to sick Duplicants.<br/>Duplicants must possess the Bedside Manner [[复制人技能|Skill]] to treat peers.", ["STRINGS.BUILDINGS.PREFABS.DOCTORSTATION.NAME"] = "Sick Bay", ["STRINGS.BUILDINGS.PREFABS.DOOR.ABOVE"] = "above", ["STRINGS.BUILDINGS.PREFABS.DOOR.BELOW"] = "below", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.NAME"] = "Auto", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.AUTO.TOOLTIP"] = "Duplicants open and close this door as needed", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.NAME"] = "Lock", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.CLOSE.TOOLTIP"] = "Nothing may pass through", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.NAME"] = "Open", ["STRINGS.BUILDINGS.PREFABS.DOOR.CONTROL_STATE.OPEN.TOOLTIP"] = "This door will remain open", ["STRINGS.BUILDINGS.PREFABS.DOOR.DESC"] = "Door controls can be used to prevent Duplicants from entering restricted areas.", ["STRINGS.BUILDINGS.PREFABS.DOOR.EFFECT"] = "Encloses areas without blocking [[:Category:Liquids|Liquid]] or [[:Category:Gases|Gas]] flow.<br/>Wild [[:Category:Critters|Critters]] cannot pass through doors.", ["STRINGS.BUILDINGS.PREFABS.DOOR.LEFT"] = "on left", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN"] = "Open/Close", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Open", ["STRINGS.BUILDINGS.PREFABS.DOOR.LOGIC_OPEN_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Close and lock", ["STRINGS.BUILDINGS.PREFABS.DOOR.NAME"] = "Pneumatic Door", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_NOT_REQUIRED"] = "[[Atmo Suit]] not required {0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.PRESSURE_SUIT_REQUIRED"] = "[[Atmo Suit]] required {0}", ["STRINGS.BUILDINGS.PREFABS.DOOR.RIGHT"] = "on right", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.DESC"] = "Raw eggs are an ingredient in certain high quality food recipes.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.EFFECT"] = "Converts viable [[:Category:Critters|Critter]] eggs into cooking ingredients.<br/>Cracked Eggs cannot hatch.<br/>Duplicants will not crack eggs unless tasks are queued.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.DESC"] = "A practical exercise in physics.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.BEAKER.NAME"] = "Beaker Cracker", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.DESC"] = "It cracks eggs.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.DEFAULT_EGGCRACKER.NAME"] = "Egg Cracker", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.DESC"] = "Now with EZ-clean petals.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.FLOWER.NAME"] = "Blossom Cracker", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.DESC"] = "Just like Mi-Ma used to have.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.FACADES.HANDS.NAME"] = "Handy Cracker", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.NAME"] = "Egg Cracker", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RECIPE_DESCRIPTION"] = "Turns {0} into {1}.", ["STRINGS.BUILDINGS.PREFABS.EGGCRACKER.RESULT_DESCRIPTION"] = "Cracked {0}", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.DESC"] = "Incubators can maintain the ideal internal conditions for several species of critter egg.", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.EFFECT"] = "Incubates [[:Category:Critters|Critter]] eggs until ready to hatch.<br/>Assigned Duplicants must possess the [[小动物养殖 I|Critter Ranching]] skill.", ["STRINGS.BUILDINGS.PREFABS.EGGINCUBATOR.NAME"] = "Incubator", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.DESC"] = "Water goes in one end, life sustaining oxygen comes out the other.", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.EFFECT"] = "Converts [[水|Water]] into [[氧气|Oxygen]] and [[氢气|Hydrogen Gas]].<br/>Becomes idle when the area reaches maximum pressure capacity.", ["STRINGS.BUILDINGS.PREFABS.ELECTROLYZER.NAME"] = "Electrolyzer", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.DESC"] = "Delivers a Duplicant from a stranded rocket to the nearest Planetoid.", ["STRINGS.BUILDINGS.PREFABS.ESCAPEPOD.NAME"] = "Escape Pod", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.DESC"] = "A shot of espresso helps Duplicants relax after a long day.", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.EFFECT"] = "Provides refreshment for Duplicants on their breaks.<br/>Increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.ESPRESSOMACHINE.NAME"] = "Espresso Machine", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.DESC"] = "Ethanol distillers convert [[Wood]] into burnable [[乙醇|Ethanol]] fuel.", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.EFFECT"] = "Refines [[Wood]] into [[乙醇|Ethanol]].", ["STRINGS.BUILDINGS.PREFABS.ETHANOLDISTILLERY.NAME"] = "Ethanol Distiller", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.DESC"] = "A quick and easy substitute, though it'll never live up to the original.", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.EFFECT"] = "A portable bioprinter that produces new Duplicants or care packages containing resources.<br/>Only one Printing Pod or Mini-Pod is permitted per Planetoid.", ["STRINGS.BUILDINGS.PREFABS.EXOBASEHEADQUARTERS.NAME"] = "Mini-Pod", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.DESC"] = "Drywall can be used in conjunction with tiles to build airtight rooms on the surface.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.EFFECT"] = "Prevents [[:Category:Gases|Gas]] and [[:Category:Liquids|Liquid]] loss in space.<br/>Builds an insulating backwall behind buildings.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.DESC"] = "A multi-hued blue wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.AQUATICMOSAIC.NAME"] = "Aquatic Mosaic", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.DESC"] = "A mellow floral wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BALM_LILY.NAME"] = "Balm Lily Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.DESC"] = "It doesn't cure the blues, so much as emphasize them.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_BLUE_COBALT.NAME"] = "Solid Cobalt", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.DESC"] = "It's cheaper than having a garden.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREEN_KELLY.NAME"] = "Spring Green", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.DESC"] = "An elevated take on \"gray\".", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_GREY_CHARCOAL.NAME"] = "Solid Charcoal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.DESC"] = "Less fruit-forward, but just as fresh.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_ORANGE_SATSUMA.NAME"] = "Solid Satsuma", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.DESC"] = "A bold statement, for bold Duplicants.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_PINK_FLAMINGO.NAME"] = "Solid Pink", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.DESC"] = "It really spices up dull walls.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_RED_DEEP.NAME"] = "Chili Red", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.DESC"] = "It's just so fresh and so clean.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_WHITE.NAME"] = "Fresh White", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.DESC"] = "The original coal-mine chic.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BASIC_YELLOW_LEMON.NAME"] = "Canary Yellow", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.DESC"] = "It stains the fingers.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.BLUEBERRIES.NAME"] = "Juicy Blueberry", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.DESC"] = "It can be arranged into giant blue polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_BLUE_COBALT_WHITE.NAME"] = "H2O Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.DESC"] = "It can be arranged into giant green polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREEN_KELLY_WHITE.NAME"] = "Algae Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.DESC"] = "It can be arranged into giant shadowy polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_GREY_CHARCOAL_WHITE.NAME"] = "Charcoal Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.DESC"] = "It can be arranged into giant orange polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_ORANGE_SATSUMA_WHITE.NAME"] = "Bright Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.DESC"] = "It can be arranged into giant pink polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_PINK_FLAMINGO_WHITE.NAME"] = "Petal Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.DESC"] = "It can be arranged into giant red polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_RED_DEEP_WHITE.NAME"] = "Magma Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.DESC"] = "A radiation-free pattern that can be arranged into giant polka dots.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CIRCLE_YELLOW_LEMON_WHITE.NAME"] = "Yellowcake Wedge", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.DESC"] = "A soft, fluffy wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.CLOUDS.NAME"] = "Cloud Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.DESC"] = "A caffeine-themed wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.COFFEE.NAME"] = "Cafe Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.DESC"] = "It gets the job done.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DEFAULT_EXTERIORWALL.NAME"] = "Drywall", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.DESC"] = "A damp wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_BLUE_COBALT_WHITE.NAME"] = "H2O Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.DESC"] = "A slippery wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREEN_KELLY_WHITE.NAME"] = "Algae Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.DESC"] = "A sleek wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_GREY_CHARCOAL_WHITE.NAME"] = "Charcoal Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.DESC"] = "An orange wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_ORANGE_SATSUMA_WHITE.NAME"] = "Bright Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.DESC"] = "A pink wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_PINK_FLAMINGO_WHITE.NAME"] = "Petal Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.DESC"] = "A red wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_RED_DEEP_WHITE.NAME"] = "Magma Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.DESC"] = "A radiation-free wallpaper with a diagonal stripe.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DIAGONAL_YELLOW_LEMON_WHITE.NAME"] = "Yellowcake Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_1.NAME"] = "Roll One", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_2.NAME"] = "Roll Two", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_3.NAME"] = "Roll Three", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_4.NAME"] = "Roll Four", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_5.NAME"] = "Roll Five", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.DESC"] = "Inspired by classic dice.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.DICE_6.NAME"] = "High Roller", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.DESC"] = "A fun blue print in honor of information storage.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_AZULENE_VITRO.NAME"] = "Waterlogged Databank", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.DESC"] = "A chic black-and-white print in honor of information storage.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_BLACK_WHITE.NAME"] = "Monochrome Databank", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.DESC"] = "A fun red print in honor of information storage.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_MAGMA_AMINO.NAME"] = "Flashy Databank", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.DESC"] = "A fun green print in honor of information storage.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_PEAGREEN_BALMY.NAME"] = "Lush Databank", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.DESC"] = "A fun orange print in honor of information storage.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.FLOPPY_SATSUMA_YELLOWCAKE.NAME"] = "Hi-Vis Databank", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.DESC"] = "It's seedless, if that matters.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.GRAPES.NAME"] = "Grape Escape", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.DESC"] = "Some diners find it nostalgic.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.KITCHEN_RETRO1.NAME"] = "Cafeteria Kitsch", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.DESC"] = "A bitter yet refreshing style.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LEMON.NAME"] = "Sour Lemon", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.DESC"] = "Contains no actual vitamin C.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.LIME.NAME"] = "Juicy Lime", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.DESC"] = "A gag-inducing wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.MUSHBAR.NAME"] = "Mush Bar Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.DESC"] = "If the liquids never hit the floor, is it really a spill?", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.ORANGE_JUICE.NAME"] = "Infinite Spill", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.DESC"] = "There are no mistakes, only cheerful little splotches.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PAINT_BLOTS.NAME"] = "Happy Accidents", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.DESC"] = "A soothing blue wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELBLUE.NAME"] = "Pastel Blue", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.DESC"] = "A soothing green wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELGREEN.NAME"] = "Pastel Green", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.DESC"] = "A soothing pink wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPINK.NAME"] = "Pastel Pink", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.DESC"] = "A soothing, dotted wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPOLKA.NAME"] = "Pastel Polka Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.DESC"] = "A soothing purple wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELPURPLE.NAME"] = "Pastel Purple", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.DESC"] = "A soothing yellow wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PASTELYELLOW.NAME"] = "Pastel Yellow", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.DESC"] = "A cozy flannel wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLAID.NAME"] = "Aqua Plaid Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.DESC"] = "Unclogs one's creative impulses.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUNGER.NAME"] = "Plunger Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.DESC"] = "A pixelated blue-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_BLUE_COBALT_WHITE.NAME"] = "Digital Cobalt", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.DESC"] = "A pixelated green-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREEN_KELLY_WHITE.NAME"] = "Digital Lawn", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.DESC"] = "It's futuristic, so it must be good.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_GREY_CHARCOAL_WHITE.NAME"] = "Digital Charcoal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.DESC"] = "A pixelated orange-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_ORANGE_SATSUMA_WHITE.NAME"] = "Digital Satsuma", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.DESC"] = "A pixelated pink-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_PINK_FLAMINGO_WHITE.NAME"] = "Digital Pink", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.DESC"] = "A pixelated red-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_RED_DEEP_WHITE.NAME"] = "Digital Chili", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.DESC"] = "A pixelated yellow-and-white print.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.PLUS_YELLOW_LEMON_WHITE.NAME"] = "Digital Lemon", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.DESC"] = "A precipitation-themed wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAIN.NAME"] = "Rainy Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.DESC"] = "A wallpaper with <i>all</i> the colors.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.RAINBOW.NAME"] = "Rainbow Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.DESC"] = "Adds some much-needed zest to the room.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SATSUMA.NAME"] = "Satsuma Slice", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.DESC"] = "A wallpaper as unique as my colony.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SNOW.NAME"] = "Snowflake Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.DESC"] = "Drink it all in!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_BLUE_COBALT_WHITE.NAME"] = "H2O Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.DESC"] = "Now with real simulated algae color!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREEN_KELLY_WHITE.NAME"] = "Algae Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.DESC"] = "So retro!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_GREY_CHARCOAL_WHITE.NAME"] = "Charcoal Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.DESC"] = "Every tile feels like four tiles!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_ORANGE_SATSUMA_WHITE.NAME"] = "Bright Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.DESC"] = "Fiercely fluorescent floral-inspired pink!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_PINK_FLAMINGO_WHITE.NAME"] = "Petal Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.DESC"] = "They're so hot right now!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_RED_DEEP_WHITE.NAME"] = "Magma Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.DESC"] = "Any brighter, and they'd be radioactive!", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SQUARES_YELLOW_LEMON_WHITE.NAME"] = "Yellowcake Checkers", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.DESC"] = "Fruity freckles for naturally sweet spaces.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRAWBERRY.NAME"] = "Strawberry Speckle", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.DESC"] = "Thick stripes in alternating shades of blue.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_BLUE.NAME"] = "Blue Awning Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.DESC"] = "A stripe that curves to the right.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_BLUE.NAME"] = "Blue Circle Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.DESC"] = "This wallpaper, like this colony's journey, is full of twists and turns.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_MUSH.NAME"] = "Mush Curves", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.DESC"] = "This wallpaper, like this colony's journey, is full of twists and turns.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_PURPLE_BRAINFAT.NAME"] = "Fainting Curves", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.DESC"] = "It's pronounced \"peeyoo-ss,\" a sound that Duplicants just can't seem to reproduce.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_ROSE.NAME"] = "Puce Curves", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.DESC"] = "This wallpaper, like this colony's journey, is full of twists and turns.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_CIRCLE_YELLOW_TARTAR.NAME"] = "Ick Curves", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.DESC"] = "Inspired by the ties worn during intraoffice sports.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_BLUE.NAME"] = "Blue Regimental Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.DESC"] = "Diagonal stripes in alternating shades of mush bar.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_MUSH.NAME"] = "Mush Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.DESC"] = "Diagonal stripes in alternating shades of purple.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_PURPLE_BRAINFAT.NAME"] = "Fainting Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.DESC"] = "Some describe this color as \"squashed bug.\"", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_ROSE.NAME"] = "Puce Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.DESC"] = "Diagonal stripes in alternating shades of yellow.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_DIAGONAL_YELLOW_TARTAR.NAME"] = "Ick Diagonal", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.DESC"] = "The kind of green that makes one feel slightly nauseated.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_MUSH.NAME"] = "Mush Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.DESC"] = "Vertical stripes make it quite obvious when nearby objects are askew.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_PURPLE_BRAINFAT.NAME"] = "Fainting Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.DESC"] = "Vertical stripes make it quite obvious when nearby objects are askew.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_ROSE.NAME"] = "Puce Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.DESC"] = "Vertical stripes make it quite obvious when nearby objects are askew.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.STRIPES_YELLOW_TARTAR.NAME"] = "Ick Stripe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.DESC"] = "A UV-free wallpaper.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.SUN.NAME"] = "Sunshine Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.DESC"] = "The perfect wallpaper for skygazers.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TELESCOPE.NAME"] = "Telescope Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.DESC"] = "A crisp black 'O' on a clean white background. Ideal for monochromatic games rooms.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_O.NAME"] = "TicTacToe O", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.DESC"] = "A crisp black 'X' on a clean white background. Ideal for monochromatic games rooms.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TICTACTOE_X.NAME"] = "TicTacToe X", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.DESC"] = "Softly undulating lines create an undeniable air of loo-xury.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TOILETPAPER.NAME"] = "De-loo-xe", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.DESC"] = "The original scratch-and-sniff version was immediately recalled.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.TROPICAL.NAME"] = "Sporechid Print", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.DESC"] = "Far more practical than gluing real fruit on a wall.", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.FACADES.WATERMELON.NAME"] = "Juicy Watermelon", ["STRINGS.BUILDINGS.PREFABS.EXTERIORWALL.NAME"] = "Drywall", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.EFFECT"] = "A tall, thin window.", ["STRINGS.BUILDINGS.PREFABS.FACILITYBACKWALLWINDOW.NAME"] = "Window", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.DESC"] = "This station only has an effect on crops grown within the same room.", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.EFFECT"] = "Produces Micronutrient Fertilizer to increase [[植物|Plant]] growth rates.<br/>Assigned Duplicants must possess the [[作物照料|Crop Tending]] trait.<br/>This building is a necessary component of the Greenhouse room.", ["STRINGS.BUILDINGS.PREFABS.FARMSTATION.NAME"] = "Farm Station", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.DESC"] = "Duplicants can deliver fertilizer and liquids to farm tiles, accelerating plant growth.", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.EFFECT"] = "Grows one [[植物|Plant]] from a [[植物|Seed]].<br/>Can be used as floor tile and rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.FARMTILE.NAME"] = "Farm Tile", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.DESC"] = "Fertilizer synthesizers convert polluted dirt into fertilizer for domestic plants.", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.EFFECT"] = "Uses [[污染水|Polluted Water]] and [[磷矿|Phosphorite]] to produce [[肥料|Fertilizer]].", ["STRINGS.BUILDINGS.PREFABS.FERTILIZERMAKER.NAME"] = "Fertilizer Synthesizer", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.DESC"] = "Build these in addition to ladders for efficient upward and downward movement.", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.EFFECT"] = "Allows rapid Duplicant descent.<br/>Significantly slows upward climbing.", ["STRINGS.BUILDINGS.PREFABS.FIREPOLE.NAME"] = "Fire Pole", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.DESC"] = "A fish release must be built above liquid to prevent released fish from suffocating.", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.EFFECT"] = "Releases trapped [[Pacu]] back into the world.<br/>Can be used multiple times.", ["STRINGS.BUILDINGS.PREFABS.FISHDELIVERYPOINT.NAME"] = "Fish Release", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.DESC"] = "Build this feeder above a body of water to feed the fish within.", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.EFFECT"] = "Automatically dispenses stored [[:Category:Critters|Critter]] food into the area below.<br/>Dispenses continuously as food is consumed.", ["STRINGS.BUILDINGS.PREFABS.FISHFEEDER.NAME"] = "Fish Feeder", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.DESC"] = "Trapped fish will automatically be bagged for transport.", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.EFFECT"] = "Attracts and traps swimming [[Pacu]].<br/>Single use.", ["STRINGS.BUILDINGS.PREFABS.FISHTRAP.NAME"] = "Fish Trap", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.DESC"] = "Any building's light emitting radius can be viewed in the light overlay.", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.EFFECT"] = "Provides [[照明|Light]] when [[电力|Powered]].<br/>Increases Duplicant workspeed within light radius.", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.DESC"] = "It's a bit prickly, but it casts a festive glow.", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.BRISTLEBLOSSOM.NAME"] = "Holiday Lamp", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.DESC"] = "Any building's light emitting radius can be viewed in the light overlay.", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.DEFAULT_FLOORLAMP.NAME"] = "Lamp", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.DESC"] = "This lamp blazes forth in unparalleled glory.", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.FACADES.LEG.NAME"] = "Fragile Leg Lamp", ["STRINGS.BUILDINGS.PREFABS.FLOORLAMP.NAME"] = "Lamp", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.DESC"] = "Weight plates can be used to turn on amenities only when Duplicants pass by.", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when an object or Duplicant is placed atop of it.<br/>Cannot be triggered by [[:Category:Gases|Gas]] or [[:Category:Liquids|Liquids]].", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.LOGIC_PORT_DESC"] = "Active</link>/<link=\"LOGIC\">Inactive", ["STRINGS.BUILDINGS.PREFABS.FLOORSWITCH.NAME"] = "Weight Plate", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.DESC"] = "Flower pots allow decorative plants to be moved to new locations.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.EFFECT"] = "Houses a single [[植物|Plant]] when sown with a [[植物|Seed]].<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.DESC"] = "The original container for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.DEFAULT_FLOWERVASE.NAME"] = "Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.DESC"] = "A funky red flower pot for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BOLD.NAME"] = "Bold Retro Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.DESC"] = "A funky green flower pot for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_BRIGHT.NAME"] = "Bright Retro Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.DESC"] = "A funky blue flower pot for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_DREAMY.NAME"] = "Dreamy Retro Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.DESC"] = "A funky white flower pot for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_ELEGANT.NAME"] = "Elegant Retro Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.DESC"] = "A funky yellow flower pot for plants on the move.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.FACADES.RETRO_SUNNY.NAME"] = "Sunny Retro Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASE.NAME"] = "Flower Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.DESC"] = "Hanging pots can add some Decor to a room, without blocking buildings on the floor.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.EFFECT"] = "Houses a single [[植物|Plant]] when sown with a [[植物|Seed]].<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be hung from a ceiling.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.DESC"] = "A measured approach to indoor plant decor.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.BEAKER.NAME"] = "Beaker Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.DESC"] = "Suspended vessels really elevate a plant display.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_BLUE.NAME"] = "Dreamy Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.DESC"] = "Suspended vessels really elevate a plant display.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_GREEN.NAME"] = "Bright Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.DESC"] = "Suspended vessels really elevate a plant display.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_RED.NAME"] = "Bold Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.DESC"] = "Suspended vessels really elevate a plant display.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_WHITE.NAME"] = "Elegant Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.DESC"] = "Suspended vessels really elevate a plant display.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RETRO_YELLOW.NAME"] = "Sunny Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.DESC"] = "The real puzzle is how to keep indoor plants alive.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.FACADES.RUBIKS.NAME"] = "Puzzle Cube Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGING.NAME"] = "Hanging Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.DESC"] = "Aero pots can be hung from the ceiling and have extremely high Decor.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.EFFECT"] = "Houses a single [[植物|Plant]] when sown with a [[植物|Seed]].<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be hung from a ceiling.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEHANGINGFANCY.NAME"] = "Aero Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.DESC"] = "Placing a plant in a wall pot can add a spot of Decor to otherwise bare walls.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.EFFECT"] = "Houses a single [[植物|Plant]] when sown with a [[植物|Seed]].<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be hung from a wall.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.DESC"] = "Facilitates vertical plant displays.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.DEFAULT_FLOWERVASEWALL.NAME"] = "Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.DESC"] = "Vertical gardens are pretty nifty.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_BLUE.NAME"] = "Dreamy Retro Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.DESC"] = "Vertical gardens are pretty nifty.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_GREEN.NAME"] = "Bright Retro Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.DESC"] = "Vertical gardens are pretty nifty.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_RED.NAME"] = "Bold Retro Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.DESC"] = "Vertical gardens are pretty nifty.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_WHITE.NAME"] = "Elegant Retro Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.DESC"] = "Vertical gardens are pretty nifty.", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.FACADES.RETRO_YELLOW.NAME"] = "Sunny Retro Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLOWERVASEWALL.NAME"] = "Wall Pot", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.DESC"] = "Lavatories transmit fewer germs to Duplicants' skin and require no emptying.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.EFFECT"] = "Gives Duplicants a place to relieve themselves.<br/>Spreads very few [[疾病|Germs]].", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.DESC"] = "A private place to feel big feelings.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.DESC"] = "Lavatories transmit fewer germs to Duplicants' skin and require no emptying.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.DEFAULT_FLUSHTOILET.NAME"] = "Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.DESC"] = "Mush in, mush out.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.GREEN_MUSH.NAME"] = "Mush Green Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "Smooth moves happen here.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "Party Dot Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "For those who've really got to a-go-go.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "Mod Dot Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.DESC"] = "It's like pooping inside Hexalent fruit!", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.DESC"] = "The scented pink toilet paper smells like a rosebush in a sewage plant.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.RED_ROSE.NAME"] = "Puce Pink Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.DESC"] = "Someone thought it'd be a good idea to have the outside match the inside.", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLUSHTOILET.NAME"] = "Lavatory", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.DESC"] = "The type of critter attracted by critter bait depends on the construction material.", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.EFFECT"] = "Attracts one type of airborne critter.<br/>Single use.", ["STRINGS.BUILDINGS.PREFABS.FLYINGCREATUREBAIT.NAME"] = "Airborne Critter Bait", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.DESC"] = "Some of the eliminated liquid inevitably ends up on the floor.", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.EFFECT"] = "Uses low, even heat to eliminate moisture from eligible [[食物|Foods]] and render them shelf-stable.<br/>Dehydrated meals must be processed at the [[充水机|Rehydrator]] before they can be eaten.", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.NAME"] = "Dehydrator", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RECIPE_NAME"] = "Dried {0}", ["STRINGS.BUILDINGS.PREFABS.FOODDEHYDRATOR.RESULT_DESCRIPTION"] = "Dehydrated portions of {0} do not require refrigeration.", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.DESC"] = "Rehydrated food is nutritious and only slightly less delicious.", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.EFFECT"] = "Restores moisture to convert shelf-stable packaged meals into edible [[食物|Food]].", ["STRINGS.BUILDINGS.PREFABS.FOODREHYDRATOR.NAME"] = "Rehydrator", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.DESC"] = "It's not from around here.", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.EFFECT"] = "Contains a partial [[化石|Fossil]] left behind by a giant critter.<br/>Studying the full skeleton could yield the information required to access a valuable new resource.", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG.NAME"] = "Ancient Specimen", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.DESC"] = "There sure are a lot of old bones in this area.", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.EFFECT"] = "Contains a deep cache of harvestable [[化石|Fossils]].", ["STRINGS.BUILDINGS.PREFABS.FOSSILDIG_COMPLETED.NAME"] = "Fossil Quarry", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.DESCRIPTION"] = "Cuts through red tape better than a sword ever could.", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.LORE_DLC2"] = "The handcrafted gold nib features a triangular logo with the letters V and I inside.<br/>Its owner was too proud to report it stolen, and would be shocked to learn of its whereabouts.", ["STRINGS.BUILDINGS.PREFABS.FOUNTAINPEN.NAME"] = "Fountain Pen", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.DESC"] = "Nuke your food.", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.EFFECT"] = "Cooks a variety of [[食物|Foods]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.GAMMARAYOVEN.NAME"] = "Gamma Ray Oven", ["STRINGS.BUILDINGS.PREFABS.GANTRY.DESC"] = "A gantry can be built over rocket pieces where ladders and tile cannot.", ["STRINGS.BUILDINGS.PREFABS.GANTRY.EFFECT"] = "Provides scaffolding across rocket modules to allow Duplicant access.", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT"] = "Extend/Retract", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_ACTIVE"] = "<b>Extends gantry</b> when a <b><span class=\"ingame-logic_on\">Green Signal</span></b> signal is received", ["STRINGS.BUILDINGS.PREFABS.GANTRY.LOGIC_PORT_INACTIVE"] = "<b>Retracts gantry</b> when a <b><span class=\"ingame-logic_off\">Red Signal</span></b> signal is received", ["STRINGS.BUILDINGS.PREFABS.GANTRY.NAME"] = "Gantry", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.DESC"] = "Canisters allow Duplicants to manually deliver gases from place to place.", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.EFFECT"] = "Automatically stores piped [[:Category:Gases|Gases]] into canisters for manual transport.", ["STRINGS.BUILDINGS.PREFABS.GASBOTTLER.NAME"] = "Canister Filler", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.DESC"] = "Duplicants will fill cargo bays with any resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.EFFECT"] = "Allows Duplicants to store any [[:Category:Gases|Gas]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAY.NAME"] = "Gas Cargo Canister", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.DESC"] = "Holds more than a typical gas cargo canister.", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.EFFECT"] = "Allows Duplicants to store most of the [[:Category:Gases|Gas]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.<br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYCLUSTER.NAME"] = "Large Gas Cargo Canister", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.DESC"] = "Duplicants fill cargo canisters with any resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.EFFECT"] = "Allows Duplicants to store some of the [[:Category:Gases|Gas]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.GASCARGOBAYSMALL.NAME"] = "Gas Cargo Canister", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.DESC"] = "Gas pipes are used to connect the inputs and outputs of ventilated buildings.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.EFFECT"] = "Carries [[:Category:Gases|Gas]] between [[Ventilation|Outputs]] and [[Ventilation|Intakes]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUIT.NAME"] = "Gas Pipe", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.DESC"] = "Separate pipe systems prevent mingled contents from causing building damage.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.EFFECT"] = "Runs one [[Ventilation|Gas Pipe]] section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITBRIDGE.NAME"] = "Gas Bridge", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.DESC"] = "Germ sensors can help control automation behavior in the presence of germs.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on the internal [[疾病|Germ]] count of the pipe.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT"] = "Internal [[疾病|Germ]] Count", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the number of Germs in the pipe is within the selected range", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITDISEASESENSOR.NAME"] = "Gas Pipe Germ Sensor", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.DESC"] = "Element sensors can be used to detect the presence of a specific gas in a pipe.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the selected [[:Category:Gases|Gas]] is detected within a pipe.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT"] = "Internal [[:Category:Gases|Gas]] Presence", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the configured Gas is detected", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITELEMENTSENSOR.NAME"] = "Gas Pipe Element Sensor", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.DESC"] = "Overflow valves can be used to prioritize which buildings should receive precious resources first.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.EFFECT"] = "Fills a secondary[[:Category:Gases|Gas]] output only when its primary output is blocked.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITOVERFLOW.NAME"] = "Gas Overflow Valve", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.DESC"] = "Priority flows ensure important buildings are filled first when on a system with other buildings.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.EFFECT"] = "Diverts [[:Category:Gases|Gas]] to a secondary input when its primary input overflows.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITPREFERENTIALFLOW.NAME"] = "Priority Gas Flow", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.DESC"] = "Radiant pipes pumping cold gas can be run through hot areas to help cool them down.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.EFFECT"] = "Carries [[:Category:Gases|Gas]], allowing extreme [[热量|Temperature]] exchange with the surrounding environment.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITRADIANT.NAME"] = "Radiant Gas Pipe", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.DESC"] = "Thermo sensors disable buildings when their pipe contents reach a certain temperature.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when pipe contents enter the chosen [[热量|Temperature]] range.", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "Internal [[:Category:Gases|Gas]] [[热量|Temperature]]", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the contained Gas is within the selected Temperature range", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASCONDUITTEMPERATURESENSOR.NAME"] = "Gas Pipe Thermo Sensor", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.DESC"] = "All gases are sent into the building's output pipe, except the gas chosen for filtering.", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.EFFECT"] = "Sieves one [[:Category:Gases|Gas]] from the air, sending it into a dedicated [[Ventilation|Pipe]].", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.ELEMENT_NOT_SPECIFIED"] = "Not Specified", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.NAME"] = "Gas Filter", ["STRINGS.BUILDINGS.PREFABS.GASFILTER.STATUS_ITEM"] = "Filters: {0}", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.DESC"] = "Meter Valves let an exact amount of gas pass through before shutting off.", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[:Category:Gases|Gas]] flow off when the specified amount has passed through it.", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_OUTPUT"] = "Limit Reached", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.LOGIC_PORT_RESET"] = "Reset Meter", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.NAME"] = "Gas Meter Valve", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if limit has been reached", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reset the amount", ["STRINGS.BUILDINGS.PREFABS.GASLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.DESC"] = "Automated piping saves power and time by removing the need for Duplicant input.", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[:Category:Gases|Gas]] flow on or off.", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT"] = "Open/Close", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow gas flow", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Prevent gas flow", ["STRINGS.BUILDINGS.PREFABS.GASLOGICVALVE.NAME"] = "Gas Shutoff", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.DESC"] = "Mini pumps are useful for moving small quantities of gas with minimum power.", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.EFFECT"] = "Draws in a small amount of [[:Category:Gases|Gas]] and runs it through [[Ventilation|Pipes]].<br/>Must be immersed in [[:Category:Gases|Gas]].", ["STRINGS.BUILDINGS.PREFABS.GASMINIPUMP.NAME"] = "Mini Gas Pump", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.DESC"] = "Building with airflow tile promotes better gas circulation within a colony.", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Blocks [[:Category:Liquids|Liquid]] flow without obstructing [[:Category:Gases|Gas]].", ["STRINGS.BUILDINGS.PREFABS.GASPERMEABLEMEMBRANE.NAME"] = "Airflow Tile", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.DESC"] = "Piping a pump's output to a building's intake will send gas to that building.", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.EFFECT"] = "Draws in [[:Category:Gases|Gas]] and runs it through [[Ventilation|Pipes]].<br/>Must be immersed in [[:Category:Gases|Gas]].", ["STRINGS.BUILDINGS.PREFABS.GASPUMP.NAME"] = "Gas Pump", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.DESC"] = "Reservoirs cannot receive manually delivered resources.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.EFFECT"] = "Stores any [[:Category:Gases|Gas]] resources piped into it.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.DESC"] = "Reservoirs cannot receive manually delivered resources.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.DEFAULT_GASRESERVOIR.NAME"] = "Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.GREEN_MUSH.NAME"] = "Mush Green Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTCOBALT.NAME"] = "Bluemoon Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.LIGHTGOLD.NAME"] = "Golden Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PEAGREEN.NAME"] = "Greenpea Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "Safe gas storage doesn't have to be dull.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "Party Dot Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "It sports the cheeriest of paint jobs. What a gas!", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "Mod Dot Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.RED_ROSE.NAME"] = "Puce Pink Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.DESC"] = "A colorful reservoir keeps gases neatly organized.", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASRESERVOIR.NAME"] = "Gas Reservoir", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.DESC"] = "Valves control the amount of gas that moves through pipes, preventing waste.", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.EFFECT"] = "Controls the [[:Category:Gases|Gas]] volume permitted through [[Ventilation|Pipes]].", ["STRINGS.BUILDINGS.PREFABS.GASVALVE.NAME"] = "Gas Valve", ["STRINGS.BUILDINGS.PREFABS.GASVENT.DESC"] = "Vents are an exit point for gases from ventilation systems.", ["STRINGS.BUILDINGS.PREFABS.GASVENT.EFFECT"] = "Releases [[:Category:Gases|Gas]] from [[Ventilation|Gas Pipes]].", ["STRINGS.BUILDINGS.PREFABS.GASVENT.NAME"] = "Gas Vent", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.DESC"] = "High pressure vents can expel gas into more highly pressurized environments.", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.EFFECT"] = "Releases [[:Category:Gases|Gas]] from [[Ventilation|Gas Pipes]] into high pressure locations.", ["STRINGS.BUILDINGS.PREFABS.GASVENTHIGHPRESSURE.NAME"] = "High Pressure Gas Vent", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.DESC"] = "Burning coal produces more energy than manual power, but emits heat and exhaust.", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.EFFECT"] = "Converts [[煤炭|Coal]] into electrical [[电力|Power]].<br/>Produces [[二氧化碳|Carbon Dioxide]].", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.NAME"] = "Coal Generator", ["STRINGS.BUILDINGS.PREFABS.GENERATOR.OVERPRODUCTION"] = "{Generator} overproduction", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.DESC"] = "Omniprinters are incapable of printing organic matter.", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.EFFECT"] = "Converts Raw Mineral into unique materials and objects.", ["STRINGS.BUILDINGS.PREFABS.GENERICFABRICATOR.NAME"] = "Omniprinter", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.DESC"] = "A massive synthetic brain, suspended in saline solution.<br/>There is a chair attached to the device with room for one person.", ["STRINGS.BUILDINGS.PREFABS.GENESHUFFLER.NAME"] = "Neural Vacillator", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.DESC"] = "Would a mutated rose still smell as sweet?", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.EFFECT"] = "Identifies new [[植物|Seed]] subspecies.", ["STRINGS.BUILDINGS.PREFABS.GENETICANALYSISSTATION.NAME"] = "Botanical Analyzer", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.DESC"] = "What comes out depends very much on the initial temperature of what goes in.", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.EFFECT"] = "Uses [[热量|Heat]] from the planet's core to dramatically increase the temperature of [[:Category:Liquids|Liquid]] inputs.<br/>Materials will be emitted at connected Geo Vents.", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALCONTROLLER.NAME"] = "Geothermal Heat Pump", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.BLOCKED_DESC"] = "Blocked geo vents can be cleared using [[:Category:Liquids|liquids]] that are hot enough to melt [[Lead]].", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.DESC"] = "Geo vents must finish their current emission before accepting new materials.", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.EFFECT"] = "Emits high-[[热量|temperature]] materials received from the Geothermal Heat Pump.", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT"] = "Material Content Monitor", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when geo vent has materials to emit", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME"] = "Geo Vent", ["STRINGS.BUILDINGS.PREFABS.GEOTHERMALVENT.NAME_FMT"] = "Geo Vent C-{ID}", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.DESC"] = "The targeted geyser receives stored amplification data when it is erupting.", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.EFFECT"] = "Increases the [[热量|Temperature]] and output of an analyzed [[Geysers|Geyser]].<br/>Multiple Geotuners can be directed at a single [[Geysers|Geyser]] anywhere on an asteroid.", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT"] = "Geyser Eruption Monitor", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when geyser is erupting", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.GEOTUNER.NAME"] = "Geotuner", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.DESC"] = "Glass can be used to construct window tile.", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.EFFECT"] = "Produces [[熔融玻璃|Molten Glass]] from raw [[沙子|Sand]].<br/>Outputs [[热量|High Temperature]] [[:Category:Liquids|Liquid]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.NAME"] = "Glass Forge", ["STRINGS.BUILDINGS.PREFABS.GLASSFORGE.RECIPE_DESCRIPTION"] = "Extracts pure {0} from {1}.", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.DESC"] = "Window tiles provide a barrier against liquid and gas and are completely transparent.", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Allows [[照明|Light]] and [[装饰度|Decor]] to pass through.", ["STRINGS.BUILDINGS.PREFABS.GLASSTILE.NAME"] = "Window Tile", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.DESC"] = "Luxury meals increase Duplicants' morale and prevents them from becoming stressed.", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.EFFECT"] = "Cooks a wide variety of quality [[食物|Foods]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.GOURMETCOOKINGSTATION.NAME"] = "Gas Range", ["STRINGS.BUILDINGS.PREFABS.GRAVE.DESC"] = "Burying dead Duplicants reduces health hazards and stress on the colony.", ["STRINGS.BUILDINGS.PREFABS.GRAVE.EFFECT"] = "Provides a final resting place for deceased Duplicants.<br/>Living Duplicants will automatically place an unburied corpse inside.", ["STRINGS.BUILDINGS.PREFABS.GRAVE.NAME"] = "Tasteful Memorial", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.EFFECT"] = "A clothing storage unit.<br/>It contains ultra-soft sleepwear.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCONTAINER.NAME"] = "Pajama Cubby", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.EFFECT"] = "An experimental DNA manipulator.<br/>Analyzes [[:Category:Critters|Critters]] to transform base morphs into random variants of their species.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASCREATUREMANIPULATOR.NAME"] = "Critter Flux-O-Matic", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.EFFECT"] = "An office door to an office that no longer exists.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASDOOR.NAME"] = "Gravitas Door", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.EFFECT"] = "An overhead light therapy lamp designed to soothe the minds.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASLABLIGHT.NAME"] = "LED Light", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DESC"] = "Perception can be drastically changed by a bit of thoughtful presentation.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.DISPLAYED_ITEM_FMT"] = "Displayed {0}", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.EFFECT"] = "Displays a single object, doubling its [[装饰度|Decor]] value.<br/>Objects with negative Decor will gain some positive Decor when displayed.", ["STRINGS.BUILDINGS.PREFABS.GRAVITASPEDESTAL.NAME"] = "Pedestal", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.DESC"] = "Allows Duplicants to survive space travel... Hopefully.", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.EFFECT"] = "Functions as a Command Module.<br/>Holds up to ten Duplicant travellers.<br/>One Command Module may be installed per rocket. <br/>Engine must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULEMEDIUM.NAME"] = "Spacefarer Module", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.DESC"] = "One lucky Duplicant gets the best view from the whole rocket.", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.EFFECT"] = "Functions as a Command Module and a Nosecone.<br/>Holds one Duplicant traveller.<br/>One Command Module may be installed per rocket.<br/>Must be built via [[火箭平台|Rocket Platform]]. <br/>Must be built at the top of a rocket.", ["STRINGS.BUILDINGS.PREFABS.HABITATMODULESMALL.NAME"] = "Solo Spacefarer Nosecone", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.DESC"] = "Hand sanitizers kill germs more effectively than wash basins.", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.EFFECT"] = "Removes most [[疾病|Germs]] from Duplicants.<br/>Germ-covered Duplicants use Hand Sanitizers when passing by in the selected direction.", ["STRINGS.BUILDINGS.PREFABS.HANDSANITIZER.NAME"] = "Hand Sanitizer", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.DESC"] = "New Duplicants come out here, but thank goodness, they never go back in.", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.EFFECT"] = "An exceptionally advanced bioprinter of unknown origin.<br/>It periodically produces new Duplicants or care packages containing resources.", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERS.NAME"] = "Printing Pod", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.NAME"] = "Printing Pod", ["STRINGS.BUILDINGS.PREFABS.HEADQUARTERSCOMPLETE.UNIQUE_POPTEXT"] = "A clone of the cloning machine? What a novel thought.<br/>Alas, it won't work.", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.DESC"] = "\"Room temperature\" is relative, really.", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.EFFECT"] = "Heats or cools [[:Category:Liquids|Liquid]] to match ambient [[热量|Air Temperature]].", ["STRINGS.BUILDINGS.PREFABS.HEATCOMPRESSOR.NAME"] = "Liquid Heatquilizer", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.DESC"] = "Particles packed up and ready to go.", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.EFFECT"] = "Stores Radbolts in a high-energy state, ready for transport.<br/>Requires a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to release radbolts from storage when the Radbolt threshold is reached.<br/>Radbolts in storage will rapidly decay while this building is disabled.", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT"] = "Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE"] = "Radbolt Storage", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when its Radbolt Storage is full", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.LOGIC_PORT_STORAGE_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPBATTERY.NAME"] = "Radbolt Chamber", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.DESC"] = "Allows Radbolts to pass through walls.", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.EFFECT"] = "Receives [[辐射|Radbolts]] from [[Radbolt Generator|Radbolt Generators]] and directs them through walls. All other materials and elements will be blocked from passage.", ["STRINGS.BUILDINGS.PREFABS.HEPBRIDGETILE.NAME"] = "Radbolt Joint Plate", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.DESC"] = "Radbolt-fueled rockets support few modules, but travel exceptionally far.", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.EFFECT"] = "Injects [[辐射|Radbolts]] into a reaction chamber to propel rockets for long-range space exploration.<br/>Radbolt Engines are faster than [[液氢引擎|Hydrogen Engines]] but with a more restrictive height allowance.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE"] = "Radbolt Storage", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when its Radbolt Storage is full", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.LOGIC_PORT_STORAGE_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.HEPENGINE.NAME"] = "Radbolt Engine", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.DESC"] = "We were all out of mirrors.", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.EFFECT"] = "Receives and redirects Radbolts from [[Radbolt Generator|Radbolt Generators]].", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT"] = "Ignore incoming Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow incoming Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Ignore incoming Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLEREDIRECTOR.NAME"] = "Radbolt Reflector", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.DESC"] = "Radbolts are necessary for producing Materials Science research.", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.EFFECT"] = "Attracts nearby [[辐射|Radiation]] to generate Radbolts.<br/>Emits generated Radbolts in the direction of your choosing when the set Radbolt threshold is reached.<br/>Radbolts collected will rapidly decay while this building is disabled.", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT"] = "Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Do not emit Radbolts", ["STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.NAME"] = "Radbolt Generator", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.DESC"] = "Higher wattage wire is used to avoid power overloads, particularly for strong generators.", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.EFFECT"] = "Carries more [[电力|Wattage]] than regular [[电线|Wire]] without overloading.<br/>Cannot be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.NAME"] = "Heavi-Watt Wire", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.DESC"] = "Relaxes Duplicants with massaging jets of heated liquid.", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.EFFECT"] = "Requires [[Plumbing|Pipes]] to and from tub and [[电力|Power]] to run the jets.<br/>Water must be a comfortable temperature and will cool rapidly.<br/>Increases Duplicant [[士气|Morale]] and leaves them feeling deliciously warm.", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.NAME"] = "Hot Tub", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT"] = "Minimum {element} Temperature: {temperature}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.TEMPERATURE_REQUIREMENT_TOOLTIP"] = "The Hot Tub will only be usable if supplied with {temperature} {element}. If the {element} gets too cold, the Hot Tub will drain and require refilling with {element}.", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT"] = "{element}: {amount}", ["STRINGS.BUILDINGS.PREFABS.HOTTUB.WATER_REQUIREMENT_TOOLTIP"] = "This building must be filled with {amount} {element} in order to function.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.DESC"] = "Hydrogen engines can propel rockets further than steam or petroleum engines.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.EFFECT"] = "Burns [[液态氢|Liquid Hydrogen]] to propel rockets for long-range space exploration.<br/>Hydrogen Engines have the same generous height restrictions as [[石油引擎|Petroleum Engines]] but are slightly faster.<br/>The engine must be built first before more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINE.NAME"] = "Hydrogen Engine", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.DESC"] = "Hydrogen engines can propel rockets further than steam or petroleum engines.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.EFFECT"] = "Burns [[液态氢|Liquid Hydrogen]] to propel rockets for long-range space exploration.<br/>Hydrogen Engines have the same generous height restrictions as [[石油引擎|Petroleum Engines]] but are slightly faster.<br/>Engine must be built via [[火箭平台|Rocket Platform]].<br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENENGINECLUSTER.NAME"] = "Hydrogen Engine", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.DESC"] = "Hydrogen generators are extremely efficient, emitting next to no waste.", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.EFFECT"] = "Converts [[氢气|Hydrogen Gas]] into electrical [[电力|Power]].", ["STRINGS.BUILDINGS.PREFABS.HYDROGENGENERATOR.NAME"] = "Hydrogen Generator", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.DESC"] = "Hydroponic farms reduce Duplicant traffic by automating irrigating crops.", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.EFFECT"] = "Grows one [[植物|Plant]] from a [[植物|Seed]].<br/>Can be used as floor tile and rotated before construction.<br/>Must be irrigated through [[Plumbing|Liquid Piping]].", ["STRINGS.BUILDINGS.PREFABS.HYDROPONICFARM.NAME"] = "Hydroponic Farm", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.DESC"] = "A Duplicant can work an Ice-E fan to temporarily cool small areas as needed.", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.EFFECT"] = "Uses [[冰|Ice]] to dissipate a small amount of the [[热量|Heat]].", ["STRINGS.BUILDINGS.PREFABS.ICECOOLEDFAN.NAME"] = "Ice-E Fan", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.DESC"] = "The water never gets hot enough to burn the tongue.", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.EFFECT"] = "Consumes [[Wood]] to melt [[冰|Ice]] into [[水|Water]], which can be bottled for transport.", ["STRINGS.BUILDINGS.PREFABS.ICEKETTLE.NAME"] = "Ice Liquefier", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.DESC"] = "Ice makers can be used as a small renewable source of ice and snow.", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.EFFECT"] = "Converts [[水|Water]] into [[冰|Ice]] or [[雪|Snow]].", ["STRINGS.BUILDINGS.PREFABS.ICEMACHINE.NAME"] = "Ice Maker", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Ice Sculpture", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.DESC"] = "Prone to melting.", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EFFECT"] = "Majorly increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Ice Sculpture", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.DESC"] = "These incisors are the stuff of dental legend.", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_1.NAME"] = "Exquisite Chompers", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.DESC"] = "A charming depiction of the mighty Pokeshell in mid-rampage.", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_2.NAME"] = "Frosty Crustacean", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.DESC"] = "Some aquarists posit that Pacus are the original creators of the game now known as \"Tag.\"", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_AMAZING_3.NAME"] = "The Chase", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.DESC"] = "It's structurally unsound, but otherwise not entirely terrible.", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.FACADES.ICESCULPTURE_CRAP.NAME"] = "Cubi I", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.NAME"] = "Ice Block", ["STRINGS.BUILDINGS.PREFABS.ICESCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Ice Sculpture", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.DESC"] = "Pipe insulation prevents gas contents from significantly changing temperature in transit.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.EFFECT"] = "Carries [[:Category:Gases|Gas]] with minimal change in [[热量|Temperature]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDGASCONDUIT.NAME"] = "Insulated Gas Pipe", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.DESC"] = "Pipe insulation prevents liquid contents from significantly changing temperature in transit.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.EFFECT"] = "Carries [[:Category:Liquids|Liquid]] with minimal change in [[热量|Temperature]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDLIQUIDCONDUIT.NAME"] = "Insulated Liquid Pipe", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.DESC"] = "This stuff won't go melting if things get heated.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.EFFECT"] = "Connects buildings to [[电力|Power]] sources in extreme [[热量|Heat]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.INSULATEDWIRE.NAME"] = "Insulated Wire", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.DESC"] = "The low thermal conductivity of insulated tiles slows any heat passing through them.", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Reduces [[热量|Heat]] transfer between walls, retaining ambient heat in an area.", ["STRINGS.BUILDINGS.PREFABS.INSULATIONTILE.NAME"] = "Insulated Tile", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DESC"] = "Perception can be drastically changed by a bit of thoughtful presentation.", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.DISPLAYED_ITEM_FMT"] = "Displayed {0}", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.EFFECT"] = "Displays a single object, doubling its [[装饰度|Decor]] value.<br/>Objects with negative Decor will gain some positive Decor when displayed.", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.DESC"] = "Perception can be drastically changed by a bit of thoughtful presentation.", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.DEFAULT_ITEMPEDESTAL.NAME"] = "Pedestal", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.DESC"] = "This pedestal cradles precious objects in the palm of its hand.", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.FACADES.HAND.NAME"] = "Hand of Dupe Pedestal", ["STRINGS.BUILDINGS.PREFABS.ITEMPEDESTAL.NAME"] = "Pedestal", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.DESC"] = "Jet suit docks can refill jet suits with air and fuel, or empty them of waste.", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.EFFECT"] = "Stores [[Jet Suit|Jet Suits]] and refuels them with [[氧气|Oxygen]] and [[Petroleum]].<br/>Empties suits of [[污染水|Polluted Water]].<br/>Build next to a [[喷气服检查站|Jet Suit Checkpoint]] to make Duplicants change into suits when passing by.", ["STRINGS.BUILDINGS.PREFABS.JETSUITLOCKER.NAME"] = "Jet Suit Dock", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.DESC"] = "A checkpoint must have a correlating dock built on the opposite side its arrow faces.", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.EFFECT"] = "Marks a threshold where Duplicants must change into or out of [[Jet Suit|Jet Suits]].<br/>Must be built next to a [[喷气服存放柜|Jet Suit Dock]].<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.JETSUITMARKER.NAME"] = "Jet Suit Checkpoint", ["STRINGS.BUILDINGS.PREFABS.JUICER.DESC"] = "Fruity juice can really brighten a Duplicant's breaktime", ["STRINGS.BUILDINGS.PREFABS.JUICER.EFFECT"] = "Provides refreshment for Duplicants on their breaks.<br/>Drinking juice increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.JUICER.NAME"] = "Juicer", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.DESC"] = "Rockets can be used to send Duplicants into space and retrieve rare resources.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.EFFECT"] = "Burns [[Petroleum]] to propel rockets for mid-range space exploration.<br/>Petroleum Engines have generous height restrictions, ideal for hauling many modules.<br/>The engine must be built first before more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINE.NAME"] = "Petroleum Engine", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.DESC"] = "More powerful rocket engines can propel heavier burdens.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.EFFECT"] = "Burns [[Petroleum]] to propel rockets for mid-range space exploration.<br/>Petroleum Engines have generous height restrictions, ideal for hauling many modules.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTER.NAME"] = "Petroleum Engine", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.DESC"] = "Rockets can be used to send Duplicants into space and retrieve rare resources.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.EFFECT"] = "Burns [[Petroleum]] to propel rockets for mid-range space exploration.<br/>Small Petroleum Engines possess the same speed as a [[石油引擎|Petroleum Engines]] but have smaller height restrictions.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.KEROSENEENGINECLUSTERSMALL.NAME"] = "Small Petroleum Engine", ["STRINGS.BUILDINGS.PREFABS.KILN.DESC"] = "Kilns can also be used to refine coal into pure carbon.", ["STRINGS.BUILDINGS.PREFABS.KILN.EFFECT"] = "Fires [[粘土|Clay]] to produce [[Ceramic]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.KILN.NAME"] = "Kiln", ["STRINGS.BUILDINGS.PREFABS.LADDER.DESC"] = "(That means they climb it.)", ["STRINGS.BUILDINGS.PREFABS.LADDER.EFFECT"] = "Enables vertical mobility for Duplicants.", ["STRINGS.BUILDINGS.PREFABS.LADDER.NAME"] = "Ladder", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.DESC"] = "Duplicant's sleep will be interrupted if another Duplicant uses the ladder.", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.EFFECT"] = "Provides a sleeping area for one Duplicant and also functions as a ladder.<br/>Duplicants will automatically sleep in their assigned beds at night.", ["STRINGS.BUILDINGS.PREFABS.LADDERBED.NAME"] = "Ladder Bed", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.DESC"] = "Plastic ladders are mildly antiseptic and can help limit the spread of germs in a colony.", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.EFFECT"] = "Increases Duplicant climbing speed.", ["STRINGS.BUILDINGS.PREFABS.LADDERFAST.NAME"] = "Plastic Ladder", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.DESC"] = "Geronimo!", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.EFFECT"] = "Contains a Duplicant deployed from orbit.<br/>Pod will disintegrate on arrival.", ["STRINGS.BUILDINGS.PREFABS.LANDING_POD.NAME"] = "Spacefarer Deploy Pod", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.DESC"] = "Microtarget where your [[星际载货|Interplanetary Payload]] lands on a Planetoid surface.", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.EFFECT"] = "Guides [[星际载货|Interplanetary Payloads]] and [[环轨货舱|Orbital Cargo Modules]] to land nearby.<br/>[[星际载货|Interplanetary Payloads]] must be launched from a [[星际发射器|Interplanetary Launcher]].", ["STRINGS.BUILDINGS.PREFABS.LANDINGBEACON.NAME"] = "Targeting Beacon", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.DESC"] = "A platform from which rockets can be launched and on which they can land.", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.EFFECT"] = "Precursor to construction of all other Rocket modules.<br/>Allows Rockets to launch from or land on the host Planetoid.<br/>Automatically links up to [[Solid Rocket Port Loader|Rocket Port]][[Solid Rocket Port Loader|s]] built to either side of the platform.", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET"] = "Landed Rocket", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_ACTIVE"] = "Sends a Green Signal when its rocket is on the [[火箭平台|Rocket Platform]]", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LANDED_ROCKET_INACTIVE"] = "Otherwise, sends a Red Signal", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH"] = "Launch Rocket", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_ACTIVE"] = "Green Signal: Launch rocket", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_LAUNCH_INACTIVE"] = "Red Signal: Cancel launch", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY"] = "Rocket Checklist", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_ACTIVE"] = "Sends a Green Signal when its rocket is ready for flight", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.LOGIC_PORT_READY_INACTIVE"] = "Otherwise, sends a Red Signal", ["STRINGS.BUILDINGS.PREFABS.LAUNCHPAD.NAME"] = "Rocket Platform", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.DESC"] = "Lead suit docks can refill lead suits with air and empty them of waste.", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.EFFECT"] = "Stores [[Lead Suit|Lead Suits]] and refuels them with [[氧气|Oxygen]].<br/>Empties suits of [[污染水|Polluted Water]].<br/>Build next to a [[铅服检查站|Lead Suit Checkpoint]] to make Duplicants change into suits when passing by.", ["STRINGS.BUILDINGS.PREFABS.LEADSUITLOCKER.NAME"] = "Lead Suit Dock", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.DESC"] = "A checkpoint must have a correlating dock built on the opposite side its arrow faces.", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.EFFECT"] = "Marks a threshold where Duplicants must change into or out of [[Lead Suit|Lead Suits]].<br/>Must be built next to a [[铅服存放柜|Lead Suit Dock]]<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.LEADSUITMARKER.NAME"] = "Lead Suit Checkpoint", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.DESC"] = "Duplicants will fill cargo bays with any resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.EFFECT"] = "Allows Duplicants to store any [[:Category:Liquids|Liquid]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAY.NAME"] = "Liquid Cargo Tank", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.DESC"] = "Holds more than a regular cargo tank.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.EFFECT"] = "Allows Duplicants to store most of the [[:Category:Liquids|Liquid]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.<br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYCLUSTER.NAME"] = "Large Liquid Cargo Tank", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.DESC"] = "Duplicants will fill cargo tanks with whatever resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.EFFECT"] = "Allows Duplicants to store some of the [[:Category:Liquids|Liquid]] resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCARGOBAYSMALL.NAME"] = "Liquid Cargo Tank", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.DESC"] = "A thermo aquatuner cools liquid and outputs the heat elsewhere.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.EFFECT"] = "Cools the [[:Category:Liquids|Liquid]] piped through it, but outputs [[热量|Heat]] in its immediate vicinity.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDITIONER.NAME"] = "Thermo Aquatuner", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.DESC"] = "Liquid pipes are used to connect the inputs and outputs of plumbed buildings.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.EFFECT"] = "Carries [[:Category:Liquids|Liquid]] between [[Plumbing|Outputs]] and [[Plumbing|Intakes]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUIT.NAME"] = "Liquid Pipe", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.DESC"] = "Separate pipe systems help prevent building damage caused by mingled pipe contents.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.EFFECT"] = "Runs one [[Plumbing|Liquid Pipe]] section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITBRIDGE.NAME"] = "Liquid Bridge", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.DESC"] = "Germ sensors can help control automation behavior in the presence of germs.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on the internal [[疾病|Germ]] count of the pipe.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "Internal [[疾病|Germ]] Count", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the number of Germs in the pipe is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITDISEASESENSOR.NAME"] = "Liquid Pipe Germ Sensor", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.DESC"] = "Element sensors can be used to detect the presence of a specific liquid in a pipe.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the selected [[:Category:Liquids|Liquid]] is detected within a pipe.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "Internal [[:Category:Liquids|Liquid]] Presence", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the configured Liquid is detected within the pipe", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITELEMENTSENSOR.NAME"] = "Liquid Pipe Element Sensor", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.DESC"] = "Overflow valves can be used to prioritize which buildings should receive precious resources first.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.EFFECT"] = "Fills a secondary[[:Category:Liquids|Liquid]] output only when its primary output is blocked.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITOVERFLOW.NAME"] = "Liquid Overflow Valve", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.DESC"] = "Priority flows ensure important buildings are filled first when on a system with other buildings.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.EFFECT"] = "Diverts [[:Category:Liquids|Liquid]] to a secondary input when its primary input overflows.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITPREFERENTIALFLOW.NAME"] = "Priority Liquid Flow", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.DESC"] = "Radiant pipes pumping cold liquid can be run through hot areas to help cool them down.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.EFFECT"] = "Carries [[:Category:Liquids|Liquid]], allowing extreme [[热量|Temperature]] exchange with the surrounding environment.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITRADIANT.NAME"] = "Radiant Liquid Pipe", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.DESC"] = "Thermo sensors disable buildings when their pipe contents reach a certain temperature.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when pipe contents enter the chosen [[热量|Temperature]] range.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "Internal [[:Category:Liquids|Liquid]] [[热量|Temperature]]", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the contained Liquid is within the selected Temperature range", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCONDUITTEMPERATURESENSOR.NAME"] = "Liquid Pipe Thermo Sensor", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.DESC"] = "A Duplicant can work a hydrofan to temporarily cool small areas as needed.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.EFFECT"] = "Dissipates a small amount of the [[热量|Heat]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDCOOLEDFAN.NAME"] = "Hydrofan", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.DESC"] = "All liquids are sent into the building's output pipe, except the liquid chosen for filtering.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.EFFECT"] = "Sieves one [[:Category:Liquids|Liquid]] out of a mix, sending it into a dedicated [[Plumbing|Filtered Output Pipe]].<br/>Can only filter one liquid type at a time.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFILTER.NAME"] = "Liquid Filter", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.DESC"] = "Storing additional fuel increases the distance a rocket can travel before returning.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.EFFECT"] = "Stores the [[:Category:Liquids|Liquid]] fuel piped into it to supply rocket engines.<br/>The stored fuel type is determined by the rocket engine it is built upon.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANK.NAME"] = "Liquid Fuel Tank", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.DESC"] = "Storing additional fuel increases the distance a rocket can travel before returning.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.EFFECT"] = "Stores the [[:Category:Liquids|Liquid]] fuel piped into it to supply rocket engines.<br/>The stored fuel type is determined by the rocket engine it is built upon. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDFUELTANKCLUSTER.NAME"] = "Large Liquid Fuel Tank", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.DESC"] = "Tepidizers heat liquid which can kill waterborne germs.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.EFFECT"] = "Warms large bodies of [[:Category:Liquids|Liquid]].<br/>Must be fully submerged.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDHEATER.NAME"] = "Liquid Tepidizer", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.DESC"] = "Meter Valves let an exact amount of liquid pass through before shutting off.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[:Category:Liquids|Liquid]] flow off when the specified amount has passed through it.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "Limit Reached", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.LOGIC_PORT_RESET"] = "Reset Meter", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.NAME"] = "Liquid Meter Valve", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if limit has been reached", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reset the amount", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.DESC"] = "Automated piping saves power and time by removing the need for Duplicant input.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[:Category:Liquids|Liquid]] flow on or off.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT"] = "Open/Close", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow Liquid flow", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Prevent Liquid flow", ["STRINGS.BUILDINGS.PREFABS.LIQUIDLOGICVALVE.NAME"] = "Liquid Shutoff", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.DESC"] = "Mini pumps are useful for moving small quantities of liquid with minimum power.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.EFFECT"] = "Draws in a small amount of [[:Category:Liquids|Liquid]] and runs it through [[Plumbing|Pipes]].<br/>Must be submerged in [[:Category:Liquids|Liquid]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDMINIPUMP.NAME"] = "Mini Liquid Pump", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.DESC"] = "Piping a pump's output to a building's intake will send liquid to that building.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.EFFECT"] = "Draws in [[:Category:Liquids|Liquid]] and runs it through [[Plumbing|Pipes]].<br/>Must be submerged in [[:Category:Liquids|Liquid]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMP.NAME"] = "Liquid Pump", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.DESC"] = "Pitcher pumps allow Duplicants to bottle and deliver liquids from place to place.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.EFFECT"] = "Manually pumps [[:Category:Liquids|Liquid]] into bottles for transport.<br/>Duplicants can only carry liquids that are bottled.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDPUMPINGSTATION.NAME"] = "Pitcher Pump", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.DESC"] = "Reservoirs cannot receive manually delivered resources.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.EFFECT"] = "Stores any [[:Category:Liquids|Liquid]] resources piped into it.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDRESERVOIR.NAME"] = "Liquid Reservoir", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.DESC"] = "Valves control the amount of liquid that moves through pipes, preventing waste.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.EFFECT"] = "Controls the [[:Category:Liquids|Liquid]] volume permitted through [[Plumbing|Pipes]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVALVE.NAME"] = "Liquid Valve", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.DESC"] = "Vents are an exit point for liquids from plumbing systems.", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.EFFECT"] = "Releases [[:Category:Liquids|Liquid]] from [[Plumbing|Liquid Pipes]].", ["STRINGS.BUILDINGS.PREFABS.LIQUIDVENT.NAME"] = "Liquid Vent", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.DESC"] = "Sends a notification when it receives a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.EFFECT"] = "Attach to sensors to send a notification when certain conditions are met.<br/>Notifications can be customized.", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_NAME"] = "INPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Push notification", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.LOGIC_PORT"] = "Notification", ["STRINGS.BUILDINGS.PREFABS.LOGICALARM.NAME"] = "Automated Notifier", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.DESC"] = "Starmap Location sensors can signal when a spacecraft is at a certain location", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.EFFECT"] = "Send <b><span class=\"ingame-logic_on\">Green Signals</span></b> at the chosen Starmap locations and <b><span class=\"ingame-logic_off\">Red Signals</span></b> everywhere else.", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT"] = "Starmap Location Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b>when a spacecraft is at the chosen Starmap locations", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCLUSTERLOCATIONSENSOR.NAME"] = "Starmap Location Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.DESC"] = "For numbers higher than ten connect multiple counters together.", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.EFFECT"] = "Counts how many times a <b><span class=\"ingame-logic_on\">Green Signal</span></b> has been received up to a chosen number.<br/>When the chosen number is reached it sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> until it receives another <b><span class=\"ingame-logic_on\">Green Signal</span></b>, when it resets automatically and begins counting again.", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Increase counter by one", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT"] = "Internal Counter Value", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_OUTPUT"] = "Number Reached", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.LOGIC_PORT_RESET"] = "Reset Counter", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.NAME"] = "Signal Counter", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the counter matches the selected value", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.OUTPUT_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reset counter", ["STRINGS.BUILDINGS.PREFABS.LOGICCOUNTER.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_CRITTER_LABEL"] = "Count Critters", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.COUNT_EGG_LABEL"] = "Count Eggs", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.DESC"] = "Detecting critter populations can help adjust their automated feeding and care regimens.", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on the number of eggs and critters in a room.", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT"] = "Critter Count", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the number of Critters and Eggs in the Room is greater than the selected threshold.", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.NAME"] = "Critter Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICCRITTERCOUNTSENSOR.SIDESCREEN_TITLE"] = "Critter Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.DESC"] = "Detecting germ populations can help block off or clean up dangerous areas.", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on quantity of surrounding [[疾病|Germs]].", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT"] = "[[疾病|Germ]] Count", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the number of Germs is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDISEASESENSOR.NAME"] = "Germ Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.DESC"] = "Motion sensors save power by only enabling buildings when Duplicants are nearby.", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on whether a Duplicant is in the sensor's range.", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT"] = "Duplicant Motion Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> while a Duplicant is in the sensor's tile range", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICDUPLICANTSENSOR.NAME"] = "Duplicant Motion Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.DESC"] = "These sensors can detect the presence of a specific gas and alter systems accordingly.", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the selected [[:Category:Gases|Gas]] is detected on this sensor's tile.<br/>Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when the selected [[:Category:Gases|Gas]] is not present.", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT"] = "Specific [[:Category:Gases|Gas]] Presence", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the selected Gas is detected", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORGAS.NAME"] = "Gas Element Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.DESC"] = "These sensors can detect the presence of a specific liquid and alter systems accordingly.", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the selected [[:Category:Liquids|Liquid]] is detected on this sensor's tile.<br/>Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when the selected [[:Category:Liquids|Liquid]] is not present.", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT"] = "Specific [[:Category:Liquids|Liquid]] Presence", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the selected Liquid is detected", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICELEMENTSENSORLIQUID.NAME"] = "Liquid Element Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.DESC"] = "This gate outputs a Green Signal when both its inputs are receiving Green Signals at the same time.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.EFFECT"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when both Input A <b>AND</b> Input B are receiving <b><span class=\"ingame-logic_on\">Green</span></b>.<br/>Outputs a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when even one Input is receiving <b><span class=\"ingame-logic_off\">Red</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.NAME"] = "AND Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if both Inputs are receiving <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if any Input is receiving <b><span class=\"ingame-logic_off\">Red</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEAND.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.DESC"] = "This gate continues outputting a Green Signal for a short time after the gate stops receiving a Green Signal.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.EFFECT"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the Input is receiving a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.<br/>Continues sending a <b><span class=\"ingame-logic_on\">Green Signal</span></b> for an amount of buffer time after the Input receives a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.NAME"] = "BUFFER Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> while receiving <b><span class=\"ingame-logic_on\">Green</span></b>. After receiving <b><span class=\"ingame-logic_off\">Red</span></b>, will continue sending <b><span class=\"ingame-logic_on\">Green</span></b> until the timer has expired", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEBUFFER.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.DESC"] = "Signal Distributors can be used to choose which circuit should receive a given automation signal.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.EFFECT"] = "Route a single Input signal out one of four possible Outputs, based on the selection made by the Control Inputs.<br/>Send a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to the two Control Inputs to determine which Output is selected.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.NAME"] = "Signal Distributor", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green</span></b> or <b><span class=\"ingame-logic_off\">Red</span></b> signal to the selected output", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_INACTIVE"] = "Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEDEMULTIPLEXER.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.DESC"] = "This gate only lets a Green Signal through if its Input has received a Green Signal that lasted longer than the selected filter time.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.EFFECT"] = "Only lets a <b><span class=\"ingame-logic_on\">Green Signal</span></b> through if the Input has received a <b><span class=\"ingame-logic_on\">Green Signal</span></b> for longer than the selected filter time.<br/>Will continue outputting a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if the <b><span class=\"ingame-logic_on\">Green Signal</span></b> did not last long enough.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.NAME"] = "FILTER Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> after receiving <b><span class=\"ingame-logic_on\">Green</span></b> for longer than the selected filter timer", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEFILTER.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.DESC"] = "Signal Selectors can be used to select which automation signal is relevant to pass through to a given circuit", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.EFFECT"] = "Select which one of four Input signals should be sent out the Output, using Control Inputs.<br/>Send a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to the two Control Inputs to determine which Input is selected.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.NAME"] = "Signal Selector", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_ACTIVE"] = "Receives a <b><span class=\"ingame-logic_on\">Green</span></b> or <b><span class=\"ingame-logic_off\">Red</span></b> signal from the selected input", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_INACTIVE"] = "Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEMULTIPLEXER.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.DESC"] = "This gate reverses automation signals, turning a Green Signal into a Red Signal and vice versa.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.EFFECT"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the Input is receiving a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.<br/>Outputs a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when its Input is receiving a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.NAME"] = "NOT Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if receiving <b><span class=\"ingame-logic_off\">Red</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if receiving <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATENOT.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.DESC"] = "This gate outputs a Green Signal if receiving one or more Green Signals.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.EFFECT"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if at least one of Input A <b>OR</b> Input B is receiving <b><span class=\"ingame-logic_on\">Green</span></b>.<br/>Outputs a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when neither Input A or Input B are receiving <b><span class=\"ingame-logic_on\">Green</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.NAME"] = "OR Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if any Input is receiving <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if both Inputs are receiving <b><span class=\"ingame-logic_off\">Red</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEOR.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.DESC"] = "This gate outputs a Green Signal if exactly one of its Inputs is receiving a Green Signal.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.EFFECT"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if exactly one of its Inputs is receiving <b><span class=\"ingame-logic_on\">Green</span></b>.<br/>Outputs a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if both or neither Inputs are receiving a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.NAME"] = "XOR Gate", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if exactly one of its Inputs is receiving <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if both Input signals match (any color)", ["STRINGS.BUILDINGS.PREFABS.LOGICGATEXOR.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.DESC"] = "The hammer makes neat sounds when it strikes buildings.", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.EFFECT"] = "In its default orientation, the hammer strikes the building to the left when it receives a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.<br/>Each building has a unique sound when struck by the hammer.<br/>The hammer does no damage when it strikes.", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_NAME"] = "INPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Hammer strikes once", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.LOGIC_PORT"] = "Resonating Buildings", ["STRINGS.BUILDINGS.PREFABS.LOGICHAMMER.NAME"] = "Hammer", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.DESC"] = "Radbolt sensors can send a signal when a Radbolt passes over them.", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when Radbolts detected enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT"] = "Detected Radbolts", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if detected Radbolts are within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICHEPSENSOR.NAME"] = "Radbolt Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.DESC"] = "Receives automation signals from space.", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.EFFECT"] = "Receives a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> from an [[信号播报器|Automation Broadcaster]] over vast distances in space.<br/>Both the Automation Receiver and the Automation Broadcaster must be exposed to space to function.", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT"] = "Receiving Signal", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_ACTIVE"] = "Receiving: <b><span class=\"ingame-logic_on\">Green Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.LOGIC_PORT_INACTIVE"] = "Receiving: <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDRECEIVER.NAME"] = "Automation Receiver", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DEFAULTNAME"] = "Unnamed Broadcaster", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.DESC"] = "Sends automation signals into space.", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to an [[信号接收器|Automation Receiver]] over vast distances in space.<br/>Both the Automation Broadcaster and the Automation Receiver must be exposed to space to function.", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT"] = "Broadcasting Signal", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_ACTIVE"] = "Broadcasting: <b><span class=\"ingame-logic_on\">Green Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.LOGIC_PORT_INACTIVE"] = "Broadcasting: <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICINTERASTEROIDSENDER.NAME"] = "Automation Broadcaster", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.DESC"] = "Light sensors can tell surface bunker doors above solar panels to open or close based on solar light levels.", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when ambient [[照明|Brightness]] enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT"] = "Ambient [[照明|Brightness]]", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if ambient [[照明|Brightness]] is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICLIGHTSENSOR.NAME"] = "Light Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.DESC"] = "A Memory stores a Green Signal received in the Set Port (S) until the Reset Port (R) receives a Green Signal.", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.EFFECT"] = "Contains an internal Memory, and will output whatever signal is stored in that Memory.<br/>Signals sent to the Inputs <i>only</i> affect the Memory, and do not pass through to the Output. <br/>Sending a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to the Set Port (S) will set the memory to <b><span class=\"ingame-logic_on\">Green</span></b>. <br/>Sending a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to the Reset Port (R) will reset the memory back to <b><span class=\"ingame-logic_off\">Red</span></b>.", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.NAME"] = "Memory Toggle", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT"] = "MEMORY OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_ACTIVE"] = "Outputs a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the internal Memory is set to <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.READ_PORT_INACTIVE"] = "Outputs a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if the internal Memory is set to <b><span class=\"ingame-logic_off\">Red</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT"] = "RESET PORT (R)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reset the internal Memory to <b><span class=\"ingame-logic_off\">Red</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: No effect", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT"] = "SET PORT (S)", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Set the internal Memory to <b><span class=\"ingame-logic_on\">Green</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.SET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: No effect", ["STRINGS.BUILDINGS.PREFABS.LOGICMEMORY.STATUS_ITEM_VALUE"] = "Current Value: {0}", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.DESC"] = "Automated systems save power and time by removing the need for Duplicant input.", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[电力|Power]] on or off.<br/>Does not affect circuitry preceding the switch.", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT"] = "Kill Power", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow [[Power]] through connected circuits", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Prevent [[Power]] from flowing through connected circuits", ["STRINGS.BUILDINGS.PREFABS.LOGICPOWERRELAY.NAME"] = "Power Shutoff", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.DESC"] = "Atmo sensors can be used to prevent excess oxygen production and overpressurization.", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when [[:Category:Gases|Gas]] pressure enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT"] = "[[:Category:Gases|Gas]] Pressure", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if Gas pressure is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORGAS.NAME"] = "Atmo Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.DESC"] = "A hydro sensor can tell a pump to refill its basin as soon as it contains too little liquid.", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when [[:Category:Liquids|Liquid]] pressure enters the chosen range.<br/>Must be submerged in [[:Category:Liquids|Liquid]].", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT"] = "[[:Category:Liquids|Liquid]] Pressure", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if Liquid pressure is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICPRESSURESENSORLIQUID.NAME"] = "Hydro Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.DESC"] = "Radiation sensors can disable buildings when they detect dangerous levels of radiation.", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when ambient [[辐射|Radiation]] enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT"] = "Ambient [[辐射|Radiation]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if ambient [[辐射|Radiation]] is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRADIATIONSENSOR.NAME"] = "Radiation Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.DESC"] = "Logic ribbons use significantly less space to carry multiple automation signals.", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.EFFECT"] = "A 4-Bit [[信号线|Automation Wire]] which can carry up to four automation signals.<br/>Use a [[线组写入器|Ribbon Writer]] to output to multiple Bits, and a [[线组读取器|Ribbon Reader]] to input from multiple Bits.", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBON.NAME"] = "Automation Ribbon", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.DESC"] = "Wire bridges allow multiple automation grids to exist in a small area without connecting.", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.EFFECT"] = "Runs one [[Automation Ribbon]] section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT"] = "Transmit Signal", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Pass through the <b><span class=\"ingame-logic_on\">Green Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Pass through the <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONBRIDGE.NAME"] = "Automation Ribbon Bridge", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.DESC"] = "Inputs the signal from a single Bit in an [[Automation Ribbon]] into an [[信号线|Automation Wire]].", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.EFFECT"] = "Reads a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> from the specified Bit of an [[Automation Ribbon]] onto an [[信号线|Automation Wire]].", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_NAME"] = "RIBBON INPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reads a <b><span class=\"ingame-logic_on\">Green Signal</span></b> from selected Bit", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Reads a <b><span class=\"ingame-logic_off\">Red Signal</span></b> from selected Bit", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT"] = "4-Bit Input", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.LOGIC_PORT_OUTPUT"] = "Bit Reading", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.NAME"] = "Ribbon Reader", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_NAME"] = "OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to attached [[信号线|Automation Wire]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONREADER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to attached [[信号线|Automation Wire]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.DESC"] = "Translates the signal from an [[信号线|Automation Wire]] to a single Bit in an [[Automation Ribbon]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.EFFECT"] = "Writes a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to the specified Bit of an [[Automation Ribbon]]<br/>[[Automation Ribbon]] must be used as the output wire to avoid overloading.", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_NAME"] = "INPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Receives <b><span class=\"ingame-logic_on\">Green Signal</span></b> to be written to selected Bit", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Receives <b><span class=\"ingame-logic_off\">Red Signal</span></b> to to be written selected Bit", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT"] = "1-Bit Input", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.LOGIC_PORT_OUTPUT"] = "Bit Writing", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.NAME"] = "Ribbon Writer", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_NAME"] = "RIBBON OUTPUT", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Writes a <b><span class=\"ingame-logic_on\">Green Signal</span></b> to selected Bit of an [[Automation Ribbon]]", ["STRINGS.BUILDINGS.PREFABS.LOGICRIBBONWRITER.OUTPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Writes a <b><span class=\"ingame-logic_off\">Red Signal</span></b> to selected Bit of an [[Automation Ribbon]]", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.DESC"] = "Signal switches don't turn grids on and off like power switches, but add an extra signal.", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> on an [[自动化|Automation]] grid.", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT"] = "Signal Toggle", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if toggled ON", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.LOGIC_PORT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> if toggled OFF", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.NAME"] = "Signal Switch", ["STRINGS.BUILDINGS.PREFABS.LOGICSWITCH.SIDESCREEN_TITLE"] = "Signal Switch", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.DESC"] = "Thermo sensors can disable buildings when they approach dangerous temperatures.", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when ambient [[热量|Temperature]] enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT"] = "Ambient [[热量|Temperature]]", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if ambient [[热量|Temperature]] is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTEMPERATURESENSOR.NAME"] = "Thermo Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.DESC"] = "Cycle sensors ensure systems always turn on at the same time, day or night, every cycle.", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.EFFECT"] = "Sets an automatic <b><span class=\"ingame-logic_on\">Green Signal</span></b> and <b><span class=\"ingame-logic_off\">Red Signal</span></b> schedule within one day-night cycle.", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT"] = "Cycle Time", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if current time is within the selected <b><span class=\"ingame-logic_on\">Green</span></b> range", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMEOFDAYSENSOR.NAME"] = "Cycle Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.DESC"] = "Timer sensors create automation schedules for very short or very long periods of time.", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.EFFECT"] = "Creates a timer to send <b><span class=\"ingame-logic_on\">Green Signals</span></b> and <b><span class=\"ingame-logic_off\">Red Signals</span></b> for specific amounts of time.", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT"] = "Timer Schedule", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> for the selected amount of Green time", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.LOGIC_PORT_INACTIVE"] = "Then, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> for the selected amount of Red time", ["STRINGS.BUILDINGS.PREFABS.LOGICTIMERSENSOR.NAME"] = "Timer Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.DESC"] = "Wattage sensors can send a signal when a building has switched on or off.", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when [[电力|Wattage]] consumed enters the chosen range.", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT"] = "Consumed [[电力|Wattage]]", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if current [[电力|Wattage]] is within the selected range", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWATTAGESENSOR.NAME"] = "Wattage Sensor", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.DESC"] = "Automation wire is used to connect building ports to automation gates.", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.EFFECT"] = "Connects buildings to [[自动化|Sensors]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LOGICWIRE.NAME"] = "Automation Wire", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.DESC"] = "Wire bridges allow multiple automation grids to exist in a small area without connecting.", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.EFFECT"] = "Runs one [[信号线|Automation Wire]] section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT"] = "Transmit Signal", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Pass through the <b><span class=\"ingame-logic_on\">Green Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Pass through the <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.LOGICWIREBRIDGE.NAME"] = "Automation Wire Bridge", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.DESC"] = "There's nothing quite like receiving homemade gifts in the mail.", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.EFFECT"] = "Displays a single edible object.", ["STRINGS.BUILDINGS.PREFABS.LONELYMAILBOX.NAME"] = "Mailbox", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.DESC"] = "Its occupant has been alone for so long, he's forgotten what friendship feels like.", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.EFFECT"] = "A large transport unit from the facility's sub-sub-basement.<br/>It has been modified into a crude yet functional temporary shelter.", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE.NAME"] = "Gravitas Shipping Container", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.DESC"] = "Someone lived inside it for a while.", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.EFFECT"] = "A super-spacious container for the [[:Category:Solids|Solid Materials]] of your choosing.", ["STRINGS.BUILDINGS.PREFABS.LONELYMINIONHOUSE_COMPLETE.NAME"] = "Gravitas Shipping Container", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.DESC"] = "Duplicants prefer comfy beds to cots and wake up more rested after sleeping in them.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.EFFECT"] = "Provides a sleeping area for one Duplicant and restores additional stamina.<br/>Duplicants will automatically sleep in their assigned beds at night.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.DESC"] = "Ahoy! Set sail for zzzzz's.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOAT.NAME"] = "Dreamboat Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.DESC"] = "An inflatable party prop makes a surprisingly good bed.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.BOUNCY_BED.NAME"] = "Bouncy Castle Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.DESC"] = "Much comfier than a cot.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.DEFAULT_LUXURYBED.NAME"] = "Comfy Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.DESC"] = "Where every Duplicant wakes up a winner.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GRANDPRIX.NAME"] = "Grand Prix Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.DESC"] = "The mattress is so soft, it's almost impossible to climb out of.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.GREEN_MUSH.NAME"] = "Comfy Mush Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.DESC"] = "It's so nice to be held.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.HAND.NAME"] = "Cradled Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.DESC"] = "A comfy, if somewhat 'fragrant', place to sleep.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PUFT_BED.NAME"] = "Puft Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.DESC"] = "A soft landing spot for swooners.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.PURPLE_BRAINFAT.NAME"] = "Comfy Fainting Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.DESC"] = "A pink-hued bed for rosy dreams.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RED_ROSE.NAME"] = "Comfy Puce Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.DESC"] = "Launches sleepy Duplicants into a deep-space slumber.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.ROCKET_BED.NAME"] = "S.S. Napmaster Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.DESC"] = "A little pattern recognition at bedtime soothes the mind.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.RUBIKS.NAME"] = "Puzzle Cube Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.DESC"] = "When life is icky, bed rest is the only answer.", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.FACADES.YELLOW_TARTAR.NAME"] = "Comfy Ick Bed", ["STRINGS.BUILDINGS.PREFABS.LUXURYBED.NAME"] = "Comfy Bed", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.DESC"] = "Duplicants will only improve the efficiency of buildings in the same room as this station.", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.EFFECT"] = "Allows the assigned Engineer to improve building production efficiency.<br/>This building is a necessary component of the Machine Shop room.", ["STRINGS.BUILDINGS.PREFABS.MACHINESHOP.NAME"] = "Mechanics Station", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.DESC"] = "Watching Duplicants run on it is adorable... the electrical power is just an added bonus.", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.EFFECT"] = "Converts manual labor into electrical [[电力|Power]].", ["STRINGS.BUILDINGS.PREFABS.MANUALGENERATOR.NAME"] = "Manual Generator", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.DESC"] = "Radbolts are necessary for producing Materials Science research.", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.EFFECT"] = "Refines radioactive ores to generate Radbolts.<br/>Emits generated Radbolts in the direction of your choosing.", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.NAME"] = "Manual Radbolt Generator", ["STRINGS.BUILDINGS.PREFABS.MANUALHIGHENERGYPARTICLESPAWNER.RECIPE_DESCRIPTION"] = "Creates [[辐射|Radbolts]] by processing {0}. Also creates {1} as a byproduct.", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.DESC"] = "Airlocks can quarter off dangerous areas and prevent gases from seeping into the colony.", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.EFFECT"] = "Blocks [[:Category:Liquids|Liquid]] and [[:Category:Gases|Gas]] flow, maintaining pressure between areas.<br/>Wild [[:Category:Critters|Critters]] cannot pass through doors.", ["STRINGS.BUILDINGS.PREFABS.MANUALPRESSUREDOOR.NAME"] = "Manual Airlock", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Marble Sculpture", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.DESC"] = "Duplicants who have learned art skills can produce more decorative sculptures.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EFFECT"] = "Majorly increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Marble Sculpture", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.DESC"] = "She's not afraid to take up space.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_1.NAME"] = "The Large-ish Mermaid", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.DESC"] = "The artist took great pleasure in conveying their displeasure.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_2.NAME"] = "Grouchy Beast", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.DESC"] = "Will not play fetch.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_3.NAME"] = "The Guardian", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.DESC"] = "A masterful celebration of one of the universe's most mysterious - and flatulent - organisms.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_4.NAME"] = "Truly A-Moo-Zing", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.DESC"] = "A masterful celebration of the deep bond between a horticulturalist and her prize Bristle Blossom.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_AMAZING_5.NAME"] = "Green Goddess", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.DESC"] = "The artist was a very fungi.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_CRAP_1.NAME"] = "Lumpy Fungus", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.DESC"] = "It has real \"mane\" character energy.", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.FACADES.SCULPTURE_MARBLE_GOOD_1.NAME"] = "Unicorn Bust", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.NAME"] = "Marble Block", ["STRINGS.BUILDINGS.PREFABS.MARBLESCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Marble Sculpture", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.ACTIVATE_TOOLTIP"] = "Duplicants must take a massage break when their [[Stress]] reaches {0}%", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DEACTIVATE_TOOLTIP"] = "Breaktime ends when [[Stress]] is reduced to {0}%", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.DESC"] = "Massage tables quickly reduce extreme stress, at the cost of power production.", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.EFFECT"] = "Rapidly reduces [[压力|Stress]] for the Duplicant user.<br/>Duplicants will automatically seek a massage table when [[压力|Stress]] exceeds breaktime range.", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.DESC"] = "Massage tables quickly reduce extreme stress, at the cost of power production.", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.DEFAULT_MASSAGETABLE.NAME"] = "Massage Table", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.DESC"] = "Inflates well-being, deflates stress.", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.MASSEUR_BALLOON.NAME"] = "Inflatable Massage Table", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.DESC"] = "Deep pressure for deep-seated stress.", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.FACADES.SHIATSU.NAME"] = "Shiatsu Table", ["STRINGS.BUILDINGS.PREFABS.MASSAGETABLE.NAME"] = "Massage Table", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.EFFECT"] = "A self-sustaining machine powered by what appears to be refined [[中子质|Neutronium]].<br/>Absorbs and neutralizes [[热量|Heat]] energy when provided with piped [[氢气|Hydrogen Gas]].", ["STRINGS.BUILDINGS.PREFABS.MASSIVEHEATSINK.NAME"] = "Anti Entropy Thermo-Nullifier", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.DESC"] = "Mechanical waves make for radical relaxation time.", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.EFFECT"] = "Increases Duplicant [[士气|Morale]].<br/>Some [[水|Water]] gets splashed on the floor during use.", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT"] = "Spillage: {amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.LEAK_REQUIREMENT_TOOLTIP"] = "This building will spill {amount} of its contents on to the floor during use, which must be replenished.", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.NAME"] = "Mechanical Surfboard", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT"] = "{element}: {amount}", ["STRINGS.BUILDINGS.PREFABS.MECHANICALSURFBOARD.WATER_REQUIREMENT_TOOLTIP"] = "This building must be filled with {amount} {element} in order to function.", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.DESC"] = "Duplicants use triage cots to recover from physical injuries and receive aid from peers.", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.EFFECT"] = "Accelerates [[生命值|Health]] restoration and the healing of physical injuries.<br/>Revives incapacitated Duplicants.", ["STRINGS.BUILDINGS.PREFABS.MEDICALCOT.NAME"] = "Triage Cot", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.EFFECT"] = "An organic multi-cortex repository and processing system fuelled by [[氧气|Oxygen]].<br/>Analyzes [[Dream Journal|Dream Journals]] produced by Duplicants wearing [[睡衣|Pajamas]].<br/>Provides a sustainable boost to Duplicant skills and abilities throughout the colony.", ["STRINGS.BUILDINGS.PREFABS.MEGABRAINTANK.NAME"] = "Somnium Synthesizer", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.DESC"] = "Mercury ceiling lights take a while to reach full brightness, but once they do...zowie!", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.EFFECT"] = "Uses [[汞|Mercury]] and [[电力|Power]] to produce [[照明|Light]].<br/>Light reduces Duplicant stress and is required to grow certain plants.", ["STRINGS.BUILDINGS.PREFABS.MERCURYCEILINGLIGHT.NAME"] = "Mercury Ceiling Light", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.DESC"] = "Mesh tile can be used to make Duplicant pathways in areas where liquid flows.", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Does not obstruct [[:Category:Liquids|Liquid]] or [[:Category:Gases|Gas]] flow.", ["STRINGS.BUILDINGS.PREFABS.MESHTILE.NAME"] = "Mesh Tile", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.DESC"] = "Refined metals are necessary to build advanced electronics and technologies.", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.EFFECT"] = "Produces [[精炼金属|Refined Metals]] from raw [[:Category:Metal Ore|Metal Ore]].<br/>Significantly [[热量|Heats]] and outputs the [[:Category:Liquids|Liquid]] piped into it.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.NAME"] = "Metal Refinery", ["STRINGS.BUILDINGS.PREFABS.METALREFINERY.RECIPE_DESCRIPTION"] = "Extracts pure {0} from {1}.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Metal Sculpture", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.DESC"] = "Duplicants who have learned art skills can produce more decorative sculptures.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EFFECT"] = "Majorly increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Metal Sculpture", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.DESC"] = "It's quite lovely, until someone stubs their toe on it in the dark.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_1.NAME"] = "Insatiable Appetite", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.DESC"] = "Not quite expressionist, but undeniably expressive.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_2.NAME"] = "Agape", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.DESC"] = "It emits no light, but it sure does brighten up a room.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_3.NAME"] = "Friendly Flier", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.DESC"] = "A masterful likeness of the mischievous critter that Duplicants love to love.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_4.NAME"] = "Whatta Pip", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.DESC"] = "What if the entire head is one big bump?", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_AMAZING_5.NAME"] = "Phrenologist's Dream", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.DESC"] = "Actually, it's a very good likeness.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_CRAP_1.NAME"] = "Unnatural Beauty", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.DESC"] = "The Morb's eye is mounted on a swivel that activates at random intervals.", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.FACADES.SCULPTURE_METAL_GOOD_1.NAME"] = "Beautiful Biohazard", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.NAME"] = "Metal Block", ["STRINGS.BUILDINGS.PREFABS.METALSCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Metal Sculpture", ["STRINGS.BUILDINGS.PREFABS.METALTILE.DESC"] = "Heat travels much more quickly through metal tile than other types of flooring.", ["STRINGS.BUILDINGS.PREFABS.METALTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Significantly increases Duplicant runspeed.", ["STRINGS.BUILDINGS.PREFABS.METALTILE.NAME"] = "Metal Tile", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.DESC"] = "Natural gas generators leak polluted water and are best built above a waste reservoir.", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.EFFECT"] = "Converts [[天然气|Natural Gas]] into electrical [[电力|Power]].<br/>Produces [[二氧化碳|Carbon Dioxide]] and [[污染水|Polluted Water]].", ["STRINGS.BUILDINGS.PREFABS.METHANEGENERATOR.NAME"] = "Natural Gas Generator", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.DESC"] = "Musher recipes will keep Duplicants fed, but may impact health and morale over time.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.EFFECT"] = "Produces low quality [[食物|Food]] using common ingredients.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.DESC"] = "Prioritizes nutritional value over flavor.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.DESC"] = "Musher recipes will keep Duplicants fed, but may impact health and morale over time.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.DEFAULT_MICROBEMUSHER.NAME"] = "Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.DESC"] = "Edible colloids for dinner <i>again</i>?", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.GREEN_MUSH.NAME"] = "Mush Green Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.DESC"] = "A colorful distraction from the actual quality of the food.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.DESC"] = "Hunger strikes are not an option, but color-coordination is.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.RED_ROSE.NAME"] = "Puce Pink Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.DESC"] = "Makes meals that are memorable for all the wrong reasons.", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MICROBEMUSHER.NAME"] = "Microbe Musher", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.DESC"] = "Duplicants can slather up with brackwax to increase their travel speed in transit tubes.", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.EFFECT"] = "Refines [[咸乳|Brackene]] into [[Brine]] and [[咸乳蜡|Brackwax]], and emits [[二氧化碳|Carbon Dioxide]].", ["STRINGS.BUILDINGS.PREFABS.MILKFATSEPARATOR.NAME"] = "Brackwax Gleaner", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.DESC"] = "It's easier to tolerate overcrowding when you're all hopped up on brackene.", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.EFFECT"] = "Dispenses [[咸乳|Brackene]] to a wide variety of [[:Category:Critters|Critters]].<br/>Accessing the fountain significantly improves [[:Category:Critters|Critters]]' moods.", ["STRINGS.BUILDINGS.PREFABS.MILKFEEDER.NAME"] = "Critter Fountain", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.DESC"] = "The harvested liquid is basically the equivalent of soda for critters.", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.EFFECT"] = "Allows Duplicants with the [[小动物养殖 II|Critter Ranching II]] skill to milk [[释气海牛|Gassy Moos]] for [[咸乳|Brackene]].<br/>[[咸乳|Brackene]] can be used to refill the [[小动物直饮器|Critter Fountain]].", ["STRINGS.BUILDINGS.PREFABS.MILKINGSTATION.NAME"] = "Milking Station", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.DESC"] = "For Duplicants who are too squeamish to milk critters.", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.EFFECT"] = "Crushes [[Sleet Wheat|Sleet Wheat Grain]] or [[火椒粒|Pincha Peppernut]] to extract [[咸乳|Brackene]].<br/>[[咸乳|Brackene]] can be used to refill the [[小动物直饮器|Critter Fountain]].", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NAME"] = "Plant Pulverizer", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.NUT_MILK_RECIPE_DESCRIPTION"] = "Converts {0} to {1}", ["STRINGS.BUILDINGS.PREFABS.MILKPRESS.WHEAT_MILK_RECIPE_DESCRIPTION"] = "Converts {0} to {1}", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.DESC"] = "Oxygen diffusers are inefficient, but output enough oxygen to keep a colony breathing.", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.EFFECT"] = "Converts large amounts of [[藻类|Algae]] into [[氧气|Oxygen]].<br/>Becomes idle when the area reaches maximum pressure capacity.", ["STRINGS.BUILDINGS.PREFABS.MINERALDEOXIDIZER.NAME"] = "Oxygen Diffuser", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.DESC"] = "Blastshot shells are an effective defense against incoming meteor showers.", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.EFFECT"] = "Produces [[Meteor Blaster|Blastshot]] from [[精炼金属|Refined Metals]] combined with [[Petroleum]].<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.NAME"] = "Blastshot Maker", ["STRINGS.BUILDINGS.PREFABS.MISSILEFABRICATOR.RECIPE_DESCRIPTION"] = "Produces {0} from {1} and {2}.", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.BODY.CONTAINER1"] = "Fires [[Meteor Blaster|Blastshot]] shells at meteor showers to defend the colony from impact-related damage.<br/>Range: 16 tiles horizontally, 32 tiles vertically.<br/>Meteors that have been blown to smithereens leave behind no harvestable resources.", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.DESC"] = "Some meteors drop harvestable resources when they're blown to smithereens.", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.EFFECT"] = "Fires [[Meteor Blaster|Blastshot]] shells at meteor showers to defend the colony from impact-related damage.<br/>Range: 16 tiles horizontally, 32 tiles vertically.", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.NAME"] = "Meteor Blaster", ["STRINGS.BUILDINGS.PREFABS.MISSILELAUNCHER.TARGET_SELECTION_HEADER"] = "Target Selection", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.DESC"] = "Like a backseat driver who actually does know better.", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.EFFECT"] = "Provides guidance data to rocket pilots, to improve rocket speed.<br/>Must be operated by a Duplicant with the [[天文学|Astronomy]] skill.<br/>Requires a clear line of sight to space in order to function.", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROL.NAME"] = "Mission Control Station", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.DESC"] = "Like a backseat driver who actually does know better.", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.EFFECT"] = "Provides guidance data to rocket pilots within range, to improve rocket speed.<br/>Must be operated by a Duplicant with the [[天文学|Astronomy]] skill.<br/>Requires a clear line of sight to space in order to function.", ["STRINGS.BUILDINGS.PREFABS.MISSIONCONTROLCLUSTER.NAME"] = "Mission Control Station", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.DESC"] = "A hub from which to input [[:Category:Gases|Gas]].", ["STRINGS.BUILDINGS.PREFABS.MODULARGASINPUT.NAME"] = "Gas Input Hub", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME"] = "Rocket Port", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORT.NAME_PLURAL"] = "Rocket Ports", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.DESC"] = "Allows rocket platforms to be built farther apart.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.EFFECT"] = "Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or any [[Solid Rocket Port Loader|Rocket Port]].", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTBRIDGE.NAME"] = "Rocket Port Extension", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.EFFECT"] = "Loads [[:Category:Gases|Gases]] to the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the gas filters set on the rocket's cargo bays.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGAS.NAME"] = "Gas Rocket Port Loader", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.EFFECT"] = "Unloads [[:Category:Gases|Gases]] from the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the gas filters set on this unloader.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTGASUNLOADER.NAME"] = "Gas Rocket Port Unloader", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.EFFECT"] = "Loads [[:Category:Liquids|Liquids]] to the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the liquid filters set on the rocket's cargo bays.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUID.NAME"] = "Liquid Rocket Port Loader", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.EFFECT"] = "Unloads [[:Category:Liquids|Liquids]] from the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the liquid filters set on this unloader.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTLIQUIDUNLOADER.NAME"] = "Liquid Rocket Port Unloader", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.EFFECT"] = "Loads [[:Category:Solids|Solids]] to the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the solid material filters set on the rocket's cargo bays.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLID.NAME"] = "Solid Rocket Port Loader", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.DESC"] = "Rockets must be landed to load or unload resources.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.EFFECT"] = "Unloads [[:Category:Solids|Solids]] from the storage of a linked rocket.<br/>Automatically links when built to the side of a [[火箭平台|Rocket Platform]] or another [[Solid Rocket Port Loader|Rocket Port]].<br/>Uses the solid material filters set on this unloader.", ["STRINGS.BUILDINGS.PREFABS.MODULARLAUNCHPADPORTSOLIDUNLOADER.NAME"] = "Solid Rocket Port Unloader", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.DESC"] = "A hub from which to input [[:Category:Liquids|Liquids]].", ["STRINGS.BUILDINGS.PREFABS.MODULARLIQUIDINPUT.NAME"] = "Liquid Input Hub", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.DESC"] = "A hub from which to input [[:Category:Solids|Solids]].", ["STRINGS.BUILDINGS.PREFABS.MODULARSOLIDINPUT.NAME"] = "Solid Input Hub", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.DESC"] = "The base of a monument must be constructed first.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.EFFECT"] = "Builds the bottom section of a Great Monument.<br/>Can be customized.<br/>A Great Monument must be built to achieve the Colonize Imperative.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTBOTTOM.NAME"] = "Monument Base", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.DESC"] = "Customized sections of a Great Monument can be mixed and matched.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.EFFECT"] = "Builds the middle section of a Great Monument.<br/>Can be customized.<br/>A Great Monument must be built to achieve the Colonize Imperative.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTMIDDLE.NAME"] = "Monument Midsection", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.DESC"] = "Building a Great Monument will declare to the universe that this hunk of rock is your own.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.EFFECT"] = "Builds the top section of a Great Monument.<br/>Can be customized.<br/>A Great Monument must be built to achieve the Colonize Imperative.", ["STRINGS.BUILDINGS.PREFABS.MONUMENTTOP.NAME"] = "Monument Top", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.DESC"] = "Allows a skilled Duplicant to manufacture a steady supply of icky yet effective bots.", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.EFFECT"] = "Uses [[僵尸孢子|Zombie Spores]] and [[钢|Steel]] to craft biofueled machines that can be sent into hostile environments.<br/>Defunct Biobots drop harvestable [[钢|Steel]].", ["STRINGS.BUILDINGS.PREFABS.MORBROVERMAKER.NAME"] = "Biobot Builder", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.DESC"] = "Trimming is used as purely decorative lining for walls and structures.", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Increases [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.MOULDINGTILE.NAME"] = "Trimming Tile", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.DESC"] = "Every rocket requires a nosecone to fly.", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.EFFECT"] = "Protects a rocket during takeoff and entry, enabling space travel.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Must be built at the top of a rocket.", ["STRINGS.BUILDINGS.PREFABS.NOSECONEBASIC.NAME"] = "Basic Nosecone", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.DESC"] = "Harvests resources from the universe.", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.EFFECT"] = "Enables a rocket to drill into interstellar debris and collect [[:Category:Gases|gas]], [[:Category:Liquids|liquid]] and [[:Category:Solids|solid]] resources from space.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Must be built at the top of a rocket with [[:Category:Gases|gas]], [[:Category:Liquids|liquid]] or [[:Category:Solids|solid]] Cargo Module attached to store the appropriate resources.", ["STRINGS.BUILDINGS.PREFABS.NOSECONEHARVEST.NAME"] = "Drillcone", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.DESC"] = "Radbolt generators and reflectors make radiation useable by other buildings.", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.EFFECT"] = "Uses [[浓缩铀|Enriched Uranium]] to produce [[辐射|Radiation]] for Radbolt production.<br/>Generates a massive amount of [[热量|Heat]]. Overheating will result in an explosive meltdown.", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_ACTIVE"] = "Fuel Delivery Enabled", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.INPUT_PORT_INACTIVE"] = "Fuel Delivery Disabled", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.LOGIC_PORT"] = "Fuel Delivery Control", ["STRINGS.BUILDINGS.PREFABS.NUCLEARREACTOR.NAME"] = "Research Reactor", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.DESC"] = "Comes with a few ions thrown in, free of charge.", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.EFFECT"] = "Conducts [[研究|Materials Science Research]] to unlock new technologies.<br/>Consumes Radbolts.<br/>Assigned Duplicants must possess the [[应用科学研究|Applied Sciences Research]] skill.", ["STRINGS.BUILDINGS.PREFABS.NUCLEARRESEARCHCENTER.NAME"] = "Materials Study Terminal", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.DESC"] = "Automatic dispensers will store and drop resources in small quantities.", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.EFFECT"] = "Stores any [[:Category:Solids|Solid Materials]] delivered to it by Duplicants.<br/>Dumps stored materials back into the world when it receives a <b><span class=\"ingame-logic_on\">Green Signal</span></b>.", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT"] = "Dump Trigger", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Dump all stored materials", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Store materials", ["STRINGS.BUILDINGS.PREFABS.OBJECTDISPENSER.NAME"] = "Automatic Dispenser", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.DESC"] = "Petroleum can only be produced from the refinement of crude oil.", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.EFFECT"] = "Converts [[原油|Crude Oil]] into [[Petroleum]] and [[天然气|Natural Gas]].", ["STRINGS.BUILDINGS.PREFABS.OILREFINERY.NAME"] = "Oil Refinery", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.DESC"] = "Water pumped into an oil reservoir cannot be recovered.", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.EFFECT"] = "Extracts [[原油|Crude Oil]] using clean [[水|Water]].<br/>Must be built atop an [[储油石|Oil Reservoir]].", ["STRINGS.BUILDINGS.PREFABS.OILWELLCAP.NAME"] = "Oil Well", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.DESC"] = "It's a generally good idea to pack some supplies when exploring unknown worlds.", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.EFFECT"] = "Delivers cargo to the surface of Planetoids that do not yet have a [[火箭平台|Rocket Platform]]. <br/>Must be built via Rocket Platform.", ["STRINGS.BUILDINGS.PREFABS.ORBITALCARGOMODULE.NAME"] = "Orbital Cargo Module", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.DESC"] = "Orbital Data Collection Labs record data while orbiting a Planetoid and write it to a Data Bank. ", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.EFFECT"] = "Creates Data Banks that can be consumed at a [[虚拟天象仪|Virtual Planetarium]] to unlock new technologies.<br/>Consumes [[Plastic]] and [[电力|Power]].", ["STRINGS.BUILDINGS.PREFABS.ORBITALRESEARCHCENTER.NAME"] = "Orbital Data Collection Lab", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.DESC"] = "Scrubbers sanitize freshly mined materials before they're brought into the colony.", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.EFFECT"] = "Kills a significant amount of [[疾病|Germs]] present on Raw Ore.", ["STRINGS.BUILDINGS.PREFABS.ORESCRUBBER.NAME"] = "Ore Scrubber", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.DESC"] = "The colony that eats together, excretes together.", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.EFFECT"] = "Gives Duplicants a place to relieve themselves.<br/>Requires no [[Plumbing|Piping]].<br/>Must be periodically emptied of [[污染土|Polluted Dirt]].", ["STRINGS.BUILDINGS.PREFABS.OUTHOUSE.NAME"] = "Outhouse", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.DESC"] = "Solid oxidizers allows rocket fuel to be efficiently burned in the vacuum of space.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.EFFECT"] = "Stores [[氧石|Oxylite]] and other oxidizers for burning rocket fuels.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.NAME"] = "Solid Oxidizer Tank", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANK.UI_FILTER_CATEGORY"] = "Accepted Oxidizers", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.DESC"] = "Solid oxidizers allows rocket fuel to be efficiently burned in the vacuum of space.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.EFFECT"] = "Stores [[氧石|Oxylite]] and other oxidizers for burning rocket fuels.<br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.NAME"] = "Large Solid Oxidizer Tank", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKCLUSTER.UI_FILTER_CATEGORY"] = "Accepted Oxidizers", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.DESC"] = "Liquid oxygen improves the thrust-to-mass ratio of rocket fuels.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.EFFECT"] = "Stores [[液态氧|Liquid Oxygen]] for burning rocket fuels.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUID.NAME"] = "Liquid Oxidizer Tank", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.DESC"] = "Liquid oxygen improves the thrust-to-mass ratio of rocket fuels.", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.EFFECT"] = "Stores [[液态氧|Liquid Oxygen]] for burning rocket fuels. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.OXIDIZERTANKLIQUIDCLUSTER.NAME"] = "Liquid Oxidizer Tank", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.DESC"] = "An oxygen mask dock will store and refill masks while they're not in use.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.EFFECT"] = "Stores [[Oxygen Mask|Oxygen Masks]] and refuels them with [[氧气|Oxygen]].<br/>Build next to an [[氧气面罩检查站|Oxygen Mask Checkpoint]] to make Duplicants put on masks when passing by.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKLOCKER.NAME"] = "Oxygen Mask Dock", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.DESC"] = "A checkpoint must have a correlating dock built on the opposite side its arrow faces.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.EFFECT"] = "Marks a threshold where Duplicants must put on or take off an [[Oxygen Mask]].<br/>Must be built next to an [[氧气面罩存放柜|Oxygen Mask Dock]].<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKMARKER.NAME"] = "Oxygen Mask Checkpoint", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.DESC"] = "Duplicants can't pass by a station if it lacks enough oxygen to fill a mask.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.EFFECT"] = "Uses designated [[金属矿石|Metal Ores]] from filter settings to create [[Oxygen Mask|Oxygen Masks]].<br/>Automatically draws in ambient [[氧气|Oxygen]] to fill masks.<br/>Marks a threshold where Duplicants must put on or take off a mask.<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.OXYGENMASKSTATION.NAME"] = "Oxygen Mask Station", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.DESC"] = "Oxylite is a solid and easily transportable source of consumable oxygen.", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.EFFECT"] = "Synthesizes [[氧石|Oxylite]] using [[氧气|Oxygen]] and a small amount of [[金|Gold]].", ["STRINGS.BUILDINGS.PREFABS.OXYLITEREFINERY.NAME"] = "Oxylite Refinery", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.DESC"] = "Sconces prevent diffused oxygen from being wasted inside storage bins.", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.EFFECT"] = "Stores a small chunk of [[氧石|Oxylite]] which gradually releases [[氧气|Oxygen]] into the environment.", ["STRINGS.BUILDINGS.PREFABS.OXYSCONCE.NAME"] = "Oxylite Sconce", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.DESC"] = "Passing through parks will increase Duplicant Morale.", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.EFFECT"] = "Classifies an area as a Park or Nature Reserve.", ["STRINGS.BUILDINGS.PREFABS.PARKSIGN.NAME"] = "Park Sign", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.DESC"] = "Any way you slice it, that's a good looking cake.", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.EFFECT"] = "Increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Adds a [[士气|Morale]] bonus to Duplicants' parties.", ["STRINGS.BUILDINGS.PREFABS.PARTYCAKE.NAME"] = "Triple Decker Cake", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.DESC"] = "Petroleum generators have a high energy output but produce a great deal of waste.", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.EFFECT"] = "Converts either [[Petroleum]] or [[乙醇|Ethanol]] into electrical [[电力|Power]].<br/>Produces [[二氧化碳|Carbon Dioxide]] and [[污染水|Polluted Water]].", ["STRINGS.BUILDINGS.PREFABS.PETROLEUMGENERATOR.NAME"] = "Petroleum Generator", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.DESC"] = "Dancing helps Duplicants get their innermost feelings out.", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.EFFECT"] = "Plays music for Duplicants to dance to on their breaks.<br/>Increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.PHONOBOX.NAME"] = "Jukebot", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.DESC"] = "Lands a Duplicant on a Planetoid from an orbiting [[先锋舱|Trailblazer Module]].", ["STRINGS.BUILDINGS.PREFABS.PIONEERLANDER.NAME"] = "Trailblazer Lander", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.DESC"] = "That's one small step for Dupekind.", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.EFFECT"] = "Enables travel to Planetoids that do not yet have a [[火箭平台|Rocket Platform]].<br/>Can hold one Duplicant traveller.<br/>Deployment is available while in a Starmap hex adjacent to a Planetoid. <br/>Must be built via Rocket Platform.", ["STRINGS.BUILDINGS.PREFABS.PIONEERMODULE.NAME"] = "Trailblazer Module", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.DESC"] = "Four pixels which can be individually designated different colors.", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.EFFECT"] = "Pixels can be designated a color when it receives a <b><span class=\"ingame-logic_on\">Green Signal</span></b> and a different color when it receives a <b><span class=\"ingame-logic_off\">Red Signal</span></b>.<br/>Input from an [[信号线|Automation Wire]] controls the whole strip. Input from an [[Automation Ribbon]] can control individual pixels on the strip.", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_NAME"] = "RIBBON INPUT", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Display the configured <b><span class=\"ingame-logic_on\">Green Signal</span></b> pixels", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.INPUT_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Display the configured <b><span class=\"ingame-logic_off\">Red Signal</span></b> pixels", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.LOGIC_PORT"] = "Color Selection", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.NAME"] = "Pixel Pack", ["STRINGS.BUILDINGS.PREFABS.PIXELPACK.SIDESCREEN_TITLE"] = "Pixel Pack", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.DESC"] = "Domestically grown seeds mature more quickly than wild plants.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.EFFECT"] = "Grows one [[植物|Plant]] from a [[植物|Seed]].", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.DESC"] = "The interior is lined with tiny barbs.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.BRISTLEBLOSSOM.NAME"] = "Bristly Green Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.DESC"] = "Domestically grown seeds mature more quickly than wild plants.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.DEFAULT_PLANTERBOX.NAME"] = "Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.DESC"] = "Inspired by genetically modified nature.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.MEALWOOD.NAME"] = "Mealy Teal Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.DESC"] = "It's not exactly a subtle color.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SALMON_PINK.NAME"] = "Flashy Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.DESC"] = "The thick paint drips are invisible from a distance.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.SLEETWHEAT.NAME"] = "Sleet Blue Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.DESC"] = "For the dreamy agriculturalist.", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.FACADES.WHEEZEWORT.NAME"] = "Wheezy Whorl Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLANTERBOX.NAME"] = "Planter Box", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.DESCRIPTION"] = "Maintenance-free blooms that will outlive us all.", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.LORE_DLC2"] = "Manufactured by Home Staging Heroes Ltd. as commissioned by the Gravitas Facility, to <i>\"Make Space Feel More Like Home.\"</i><br/>This bouquet is designed to smell like freshly baked cookies.", ["STRINGS.BUILDINGS.PREFABS.PLASTICFLOWERS.NAME"] = "Plastic Flowers", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.DESC"] = "Plastic tile is mildly antiseptic and can help limit the spread of germs in a colony.", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Significantly increases Duplicant runspeed.", ["STRINGS.BUILDINGS.PREFABS.PLASTICTILE.NAME"] = "Plastic Tile", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.EFFECT"] = "A strong door with a sophisticated genetic lock.", ["STRINGS.BUILDINGS.PREFABS.POIBUNKEREXTERIORDOOR.NAME"] = "Security Door", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.EFFECT"] = "Large double doors identical to those you might find at the main entrance to a large facility.", ["STRINGS.BUILDINGS.PREFABS.POIDLC2SHOWROOMDOOR.NAME"] = "Showroom Doors", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.EFFECT"] = "A strong door with a sophisticated genetic lock.", ["STRINGS.BUILDINGS.PREFABS.POIDOORINTERNAL.NAME"] = "Security Door", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.EFFECT"] = "Large double doors that were once the main entrance to a large facility.", ["STRINGS.BUILDINGS.PREFABS.POIFACILITYDOOR.NAME"] = "Lobby Doors", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.DESC"] = "Plastic can be used to craft unique buildings and goods.", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.EFFECT"] = "Converts [[Petroleum]] or [[花蜜|Nectar]] into raw [[Plastic]].", ["STRINGS.BUILDINGS.PREFABS.POLYMERIZER.NAME"] = "Polymer Press", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.DESC"] = "Only one Duplicant may be assigned to a station at a time.", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.EFFECT"] = "Produces Microchip to increase the [[电力|Power]] output of generators.<br/>Assigned Duplicants must possess the [[电气工程|Tune Up]] trait.<br/>This building is a necessary component of the Power Plant room.", ["STRINGS.BUILDINGS.PREFABS.POWERCONTROLSTATION.NAME"] = "Power Control Station", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.DESC"] = "It's a power transformer, but larger.", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.EFFECT"] = "Limits [[电力|Power]] flowing through the Transformer to 4 kW.<br/>Connect [[电池|Batteries]] on the large side to act as a valve and prevent [[电线|Wires]] from drawing more than 4 kW.<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMER.NAME"] = "Large Power Transformer", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.DESC"] = "Limiting the power drawn by wires prevents them from incurring overload damage.", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.EFFECT"] = "Limits [[电力|Power]] flowing through the Transformer to 1000 W.<br/>Connect [[电池|Batteries]] on the large side to act as a valve and prevent [[电线|Wires]] from drawing more than 1000 W.<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.POWERTRANSFORMERSMALL.NAME"] = "Power Transformer", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.DESC"] = "Mechanized airlocks open and close more quickly than other types of door.", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.EFFECT"] = "Blocks [[:Category:Liquids|Liquid]] and [[:Category:Gases|Gas]] flow, maintaining pressure between areas.<br/>Functions as a [[手动气闸|Manual Airlock]] when no [[电力|Power]] is available.<br/>Wild [[:Category:Critters|Critters]] cannot pass through doors.", ["STRINGS.BUILDINGS.PREFABS.PRESSUREDOOR.NAME"] = "Mechanized Airlock", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.DESC"] = "An atmo switch shuts off power when the air pressure surrounding it surpasses the set threshold.", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.EFFECT"] = "Automatically turns [[电力|Power]] on or off using ambient [[:Category:Ambient Pressure|Gas Pressure]] .<br/>Does not affect circuitry preceding the switch.", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHGAS.NAME"] = "Atmo Switch", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.DESC"] = "A hydro switch shuts off power when the liquid pressure surrounding it surpasses the set threshold.", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.EFFECT"] = "Automatically turns [[电力|Power]] on or off using ambient [[:Category:Ambient Pressure|Liquid Pressure]].<br/>Does not affect circuitry preceding the switch.<br/>Must be submerged in [[:Category:Liquids|Liquid]].", ["STRINGS.BUILDINGS.PREFABS.PRESSURESWITCHLIQUID.NAME"] = "Hydro Switch", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.DESC"] = "A poster promoting a local tourist attraction.<br/>Actual scenery may vary.", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERA.NAME"] = "Travel Poster", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.DESC"] = "A poster promoting local wildlife.<br/>The first in an unfinished series.", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERB.NAME"] = "Travel Poster", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.DESC"] = "A sound-absorbing panel that makes small-space living more bearable.<br/>The artwork features a power source.", ["STRINGS.BUILDINGS.PREFABS.PROPCERESPOSTERLARGE.NAME"] = "Acoustic Art Panel", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.DESC"] = "A simple wall clock.<br/>It is no longer ticking.", ["STRINGS.BUILDINGS.PREFABS.PROPCLOCK.NAME"] = "Clock", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.DESC"] = "Holds one [[保暖外套|Warm Coat]].<br/>It'd be silly not to use it.", ["STRINGS.BUILDINGS.PREFABS.PROPCLOTHESHANGER.NAME"] = "Coat Rack", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.DESC"] = "An intact office desk, decorated with several personal belongings and a barely functioning computer.", ["STRINGS.BUILDINGS.PREFABS.PROPDESK.NAME"] = "Computer Desk", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.DESC"] = "An electronic display projecting the blueprint of an engineering project.<br/>It looks like a pump of some kind.", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2DISPLAY1.NAME"] = "Electronic Display", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.DESC"] = "Maintenance equipment that once flushed debris out of complex mechanisms.<br/>One of the wheels is squeaky.", ["STRINGS.BUILDINGS.PREFABS.PROPDLC2GEOTHERMALCART.NAME"] = "Service Cart", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.DESC"] = "Out of service.<br/>The buttons inside indicate it went down more than a dozen floors at one point in time.", ["STRINGS.BUILDINGS.PREFABS.PROPELEVATOR.NAME"] = "Broken Elevator", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.DESC"] = "A locker made with ultra-lightweight textiles.<br/>It contains an assortment of personal effects.", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSETLOCKER.NAME"] = "Off-site Locker", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.DESC"] = "A shelf made out of flat-packed pieces that can be assembled in various ways.<br/>This is the long way.", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELFLONG.NAME"] = "Long Prefab Shelf", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.DESC"] = "A shelf made out of flat-packed pieces that can be assembled in various ways.<br/>It looks nice, actually.", ["STRINGS.BUILDINGS.PREFABS.PROPEXOSHELSHORT.NAME"] = "Prefab Shelf", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.DESC"] = "A chair where visitors can comfortably wait before their appointments.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHAIR.NAME"] = "Lobby Chair", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.DESC"] = "A large chandelier that hangs from the ceiling.<br/>It does not appear to function.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCHANDELIER.NAME"] = "Chandelier", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.DESC"] = "A couch where visitors can comfortably wait before their appointments.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYCOUCH.NAME"] = "Lobby Couch", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.DESC"] = "A spotless desk filled with impeccably organized office supplies.<br/>A photo peeks out from beneath the desk pad, depicting two beaming young women in caps and gowns.<br/>The photo is quite old.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDESK.NAME"] = "Director's Desk", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.DESC"] = "An electronic display projecting the blueprint of a familiar device.<br/>It looks like a Printing Pod.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY1.NAME"] = "Electronic Display", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.DESC"] = "An electronic display projecting the blueprint of a familiar device.<br/>It looks like a Mining Gun.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY2.NAME"] = "Electronic Display", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.DESC"] = "An electronic display projecting the blueprint of a strange device.<br/>Perhaps these displays were used to entice visitors.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYDISPLAY3.NAME"] = "Electronic Display", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.DESC"] = "A filing cabinet for storing hard copy employee records.<br/>The contents have been shredded.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYGLOBEDROORS.NAME"] = "Filing Cabinet", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.DESC"] = "A long light fixture that hangs from the ceiling.<br/>It does not appear to function.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYLAMP.NAME"] = "Light Fixture", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.DESC"] = "A painting featuring a copse of fir trees and a magnificent mountain range on the horizon.<br/>The air in the room prickles with the sensation that I'm not meant to be here.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYPAINTING.NAME"] = "Landscape Portrait", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.DESC"] = "A large, modern sculpture that sits in the center of the lobby.<br/>It's an artistic cross between an hourglass shape and a double helix.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYSTATUE.NAME"] = "Gravitas Monument", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.DESC"] = "A low coffee table that may have once held old science magazines.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTABLE.NAME"] = "Coffee Table", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.DESC"] = "It's survived the vacuum of space by virtue of being plastic.", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYTALLPLANT.NAME"] = "Office Plant", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.DESC"] = "Certification in Applied Physics, awarded in recognition of one \"Jacquelyn A. Stern\".", ["STRINGS.BUILDINGS.PREFABS.PROPFACILITYWALLDEGREE.NAME"] = "Doctorate Degree", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.DESC"] = "Non-functioning robotic arms that once assisted lab technicians.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCEILINGROBOT.NAME"] = "Ceiling Robot", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.DESC"] = "An anatomical illustration of the very first [[Hatch]] ever produced.<br/>While the ratio of egg sac to brain may appear outlandish, it is in fact to scale.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASCREATUREPOSTER.NAME"] = "Anatomy Poster", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.DESC"] = "A tall, thin window which once pointed to a courtyard.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDECORATIVEWINDOW.NAME"] = "Window", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.DESC"] = "A clutter-proof desk to minimize distractions.<br/>There appears to be something stored in the computer.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDESKPODIUM.NAME"] = "Computer Podium", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.DESC"] = "An electronic display projecting the blueprint of a robotic device.<br/>It looks like a ceiling robot.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASDISPLAY4.NAME"] = "Electronic Display", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.DESC"] = "Essential lab equipment.<br/>The inspection tag indicates it has long expired.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIREEXTINGUISHER.NAME"] = "Broken Fire Extinguisher", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.DESC"] = "It looks like it's been used a lot.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFIRSTAIDKIT.NAME"] = "First Aid Kit", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.DESC"] = "The grasping robotic claw designed to assist technicians in a lab.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASFLOORROBOT.NAME"] = "Robotic Arm", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.DESC"] = "A sophisticated security device.<br/>It appears to use a method other than fingerprints to verify an individual's identity.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASHANDSCANNER.NAME"] = "Hand Scanner", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.DESC"] = "An abnormally large brain floating in embalming liquid to prevent decomposition.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR1.NAME"] = "Big Brain Jar", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.DESC"] = "The corpse of a proto-hatch creature meticulously preserved in a jar.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASJAR2.NAME"] = "Sample Jar", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.DESC"] = "The quaint research desk of a departed lab technician.<br/>Perhaps the computer stores something of interest.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABTABLE.NAME"] = "Lab Desk", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.EFFECT"] = "A regular wall that once existed in a working lab.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWALL.NAME"] = "Lab Wall", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.EFFECT"] = "A lab window. Formerly a portal to the outside world.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOW.NAME"] = "Lab Window", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.EFFECT"] = "A lab window.<br/>Someone once stared out of this, contemplating the results of an experiment.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASLABWINDOWHORIZONTAL.NAME"] = "Lab Window", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.DESC"] = "The work space of an extinct robotics technician who left behind some unfinished prototypes.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASROBTICTABLE.NAME"] = "Robotics Research Desk", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.DESC"] = "A shelf holding jars just out of reach for a short person.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSHELF.NAME"] = "Shelf", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.DESC"] = "A small glass cabinet.<br/>There's a biohazard symbol on it.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASSMALLSEEDLOCKER.NAME"] = "Wall Cabinet", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.DESC"] = "A packing crate intended for safety equipment.<br/>It has been repurposed for tool storage.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLCRATE.NAME"] = "Tool Crate", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.DESC"] = "A wall-mounted rack for storing and displaying useful tools at a not-so-useful height.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASTOOLSHELF.NAME"] = "Tool Rack", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.EFFECT"] = "The wall of a once-great scientific facility.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALL.NAME"] = "Wall", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.EFFECT"] = "The wall of an ambitious research and development department.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLE.NAME"] = "Wall", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.EFFECT"] = "The wall of an ambitious research and development department.", ["STRINGS.BUILDINGS.PREFABS.PROPGRAVITASWALLPURPLEWHITEDIAGONAL.NAME"] = "Wall", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.DESC"] = "A luxurious chair where future generations can comfortably sit and dream of home.", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDCHAIR.NAME"] = "Showroom Chair", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.DESC"] = "A luxurious couch where potential residents can comfortably nap and dream of home.", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANCHESTERFIELDSOFA.NAME"] = "Showroom Couch", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.DESC"] = "A bed that folds into the wall, for small live/work spaces.<br/>This is the display model.", ["STRINGS.BUILDINGS.PREFABS.PROPHUMANMURPHYBED.NAME"] = "Murphy Bed", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.DESC"] = "A hard plastic ladder.", ["STRINGS.BUILDINGS.PREFABS.PROPLADDER.NAME"] = "Ladder", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.DESC"] = "An elegant ceiling lamp, slightly worse for wear.", ["STRINGS.BUILDINGS.PREFABS.PROPLIGHT.NAME"] = "Light Fixture", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.DESC"] = "A full coffee cup and a note abandoned mid sentence sit behind the desk.<br/>It gives me an eerie feeling, as if the receptionist has stepped out and will return any moment.", ["STRINGS.BUILDINGS.PREFABS.PROPRECEPTIONDESK.NAME"] = "Reception Desk", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.DESC"] = "A detailed anatomical model.<br/>It appears to be made of resin.", ["STRINGS.BUILDINGS.PREFABS.PROPSKELETON.NAME"] = "Model Skeleton", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.DESC"] = "All that remains of a once peacefully orbiting satellite.", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE1.NAME"] = "Crashed Satellite", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.DESC"] = "All that remains of a once peacefully orbiting satellite.", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE2.NAME"] = "Wrecked Satellite", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.DESC"] = "All that remains of a once peacefully orbiting satellite.", ["STRINGS.BUILDINGS.PREFABS.PROPSURFACESATELLITE3.NAME"] = "Crushed Satellite", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.DESC"] = "A table and some chairs.", ["STRINGS.BUILDINGS.PREFABS.PROPTABLE.NAME"] = "Table", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.DESC"] = "Looking closely, it appears to be fake.", ["STRINGS.BUILDINGS.PREFABS.PROPTALLPLANT.NAME"] = "Potted Plant", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.DESC"] = "Duplicants can become sick if exposed to radiation without protection.", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.EFFECT"] = "Emits [[辐射|Radiation]] when [[电力|Powered]] that can be collected by a [[Radbolt Generator]].", ["STRINGS.BUILDINGS.PREFABS.RADIATIONLIGHT.NAME"] = "Radiation Lamp", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.DESC"] = "It's tempting to climb inside but trust me... don't.", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.EFFECT"] = "Launches [[星际载货|Interplanetary Payloads]] between Planetoids.<br/>Payloads can contain [[:Category:Solids|Solid]], [[:Category:Liquids|Liquid]], or [[:Category:Gases|Gas]] materials.<br/>Cannot transport Duplicants.", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT"] = "Launch Toggle", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Enable payload launching.", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Disable payload launching.", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.NAME"] = "Interplanetary Launcher", ["STRINGS.BUILDINGS.PREFABS.RAILGUN.SIDESCREEN_HEP_REQUIRED"] = "Launch cost: {current} / {required} radbolts", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.DESC"] = "Payload openers can be hooked up to conveyors, plumbing and ventilation for improved sorting.", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.EFFECT"] = "Unpacks [[星际载货|Interplanetary Payloads]] delivered by Duplicants.<br/>Automatically separates [[:Category:Solids|Solid]], [[:Category:Liquids|Liquid]], and [[:Category:Gases|Gas]] materials and distributes them to the appropriate systems.", ["STRINGS.BUILDINGS.PREFABS.RAILGUNPAYLOADOPENER.NAME"] = "Payload Opener", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.DESC"] = "A groomed critter is a happy, healthy, productive critter.", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.EFFECT"] = "Allows the assigned [[Critter Ranching I|Rancher]] to care for [[:Category:Critters|Critters]].<br/>Assigned Duplicants must possess the [[小动物养殖 I|Critter Ranching]] skill.", ["STRINGS.BUILDINGS.PREFABS.RANCHSTATION.NAME"] = "Grooming Station", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.DESC"] = "Ration boxes keep food safe from hungry critters, but don't slow food spoilage.", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.EFFECT"] = "Stores a small amount of [[食物|Food]].<br/>Food must be delivered to boxes by Duplicants.", ["STRINGS.BUILDINGS.PREFABS.RATIONBOX.NAME"] = "Ration Box", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.DESC"] = "Food spoilage can be slowed by ambient conditions as well as by refrigerators.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.EFFECT"] = "Stores [[食物|Food]] at an ideal [[热量|Temperature]] to prevent spoilage.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.DESC"] = "For food so cold, it brings a tear to the eye.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.DESC"] = "Food spoilage can be slowed by ambient conditions as well as by refrigerators.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.DEFAULT_REFRIGERATOR.NAME"] = "Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.DESC"] = "Honestly, this hue is particularly chilling.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.GREEN_MUSH.NAME"] = "Mush Green Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.DESC"] = "This fridge makes color-coordination a (cold) snap.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.DESC"] = "Inspired by the Duplicant poem, \"Pretty in Puce.\"", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.RED_ROSE.NAME"] = "Puce Pink Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.DESC"] = "Bold on the outside, cold on the inside!", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.STRIPES_RED_WHITE.NAME"] = "Bold Stripe Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.DESC"] = "Some Duplicants call it \"sunny\" yellow, but only because they've never seen the sun.", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Refrigerator", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT"] = "Full/Not Full", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when full", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.REFRIGERATOR.NAME"] = "Refrigerator", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.DESC"] = "Research stations are necessary for unlocking all research tiers.", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.EFFECT"] = "Conducts [[研究|Novice Research]] to unlock new technologies.<br/>Consumes [[泥土|Dirt]].", ["STRINGS.BUILDINGS.PREFABS.RESEARCHCENTER.NAME"] = "Research Station", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.DESC"] = "Data banks can be used at virtual planetariums to produce additional research.", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.EFFECT"] = "Completes one [[研究|Research Task]] per space mission.<br/>Produces a small Data Bank regardless of mission destination.<br/>Generated [[研究|Research Points]] become available upon the rocket's return.", ["STRINGS.BUILDINGS.PREFABS.RESEARCHMODULE.NAME"] = "Research Module", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.DESC"] = "Erase skills from a Duplicant's mind, returning them to their default abilities.", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.EFFECT"] = "Refunds a Duplicant's Skill Points for reassignment.<br/>Duplicants will lose all assigned skills in the process.", ["STRINGS.BUILDINGS.PREFABS.RESETSKILLSSTATION.NAME"] = "Skill Scrubber", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT"] = "Trap Setter", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Set trap", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.INPUT_LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Disarm and empty trap", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT"] = "Trap Occupied", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when a critter has been trapped", ["STRINGS.BUILDINGS.PREFABS.REUSABLETRAP.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.DESC"] = "Rock Crushers loosen nuggets from raw ore and can process many different resources.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.EFFECT"] = "Inefficiently produces refined materials from raw resources.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.DESC"] = "Wherever there's raw ore, there's a rock crusher lurking nearby.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.BALLOON.NAME"] = "Pop-A-Rocks-E", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.DESC"] = "Buffs rough ore into smooth little nuggets.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.CHOMP.NAME"] = "Mani Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.DESC"] = "Rock Crushers loosen nuggets from raw ore and can process many different resources.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.DEFAULT_ROCKCRUSHER.NAME"] = "Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.DESC"] = "Uncrushed ore really grinds its gears.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.GEARS.NAME"] = "Super-Mech Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.DESC"] = "Smashy smashy!", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.HANDS.NAME"] = "Punchy Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.DESC"] = "Inspired by the traditional mortar and pestle.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.ROUNDSTAMP.NAME"] = "Smooth Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.DESC"] = "Mashes rocks into oblivion.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.SPIKEBEDS.NAME"] = "Spiked Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.DESC"] = "Not designed to handle overcooked food waste.", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.FACADES.TEETH.NAME"] = "Toothy Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_FROM_LIMESTONE_RECIPE_DESCRIPTION"] = "Crushes {0} into {1} and a small amount of pure {2}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.LIME_RECIPE_DESCRIPTION"] = "Crushes {1} into {0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.METAL_RECIPE_DESCRIPTION"] = "Crushes {1} into [[沙子|Sand]] and pure {0}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.NAME"] = "Rock Crusher", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION"] = "Crushes {0} into {1}", ["STRINGS.BUILDINGS.PREFABS.ROCKCRUSHER.RECIPE_DESCRIPTION_TWO_OUTPUT"] = "Crushes {0} into {1} and {2}", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.DESC"] = "Looks kinda fun.", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.EFFECT"] = "Allows a Duplicant to pilot a rocket.<br/>Cargo rockets must possess a Rocket Cockpit in order to function.", ["STRINGS.BUILDINGS.PREFABS.ROCKETCOMMANDCONSOLE.NAME"] = "Rocket Cockpit", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.DESC"] = "Someone needs to be around to jiggle the controls when the screensaver comes on.", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.EFFECT"] = "Allows Duplicants to use pilot-operated rockets and control access to interior buildings.<br/>Assigned Duplicants must have the [[火箭驾驶|Rocket Piloting]] skill.", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT"] = "Restrict Building Usage", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Restrict access to interior buildings", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Unrestrict access to interior buildings", ["STRINGS.BUILDINGS.PREFABS.ROCKETCONTROLSTATION.NAME"] = "Rocket Control Station", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.DESC"] = "Keeps the space out.", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.EFFECT"] = "The walls of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPETILE.NAME"] = "Rocket", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.DESC"] = "I can see my asteroid from here!", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.EFFECT"] = "The window of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETENVELOPEWINDOWTILE.NAME"] = "Rocket Window", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.DESC"] = "It's basically central-vac.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.EFFECT"] = "Allows [[:Category:Gases|Gases]] to be pumped into rocket storage via [[气体管道|Pipes]].<br/>Sends gas to the first Rocket Module with available space.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUT.NAME"] = "Gas Intake Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.DESC"] = "A direct attachment leading to the output port on the exterior of the rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.EFFECT"] = "Allows a direct conduit connection out of the [[太空员舱|Spacefarer Module]] of the rocket.<br/>Can be used to vent [[:Category:Gases|Gasses]] to space during flight.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASINPUTPORT.NAME"] = "Gas Spacefarer Input Port", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.DESC"] = "Refreshing breezes, on-demand.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.EFFECT"] = "Allows [[:Category:Gases|Gases]] to be drawn from rocket storage via [[气体管道|Pipes]].<br/>Draws gas from the first Rocket Module with the requested material.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUT.NAME"] = "Gas Output Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.DESC"] = "A direct attachment to the input port on the exterior of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.EFFECT"] = "Allows a direct conduit connection into the [[太空员舱|Spacefarer Module]] of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORGASOUTPUTPORT.NAME"] = "Gas Spacefarer Output Port", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.DESC"] = "Begone, foul waters!", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.EFFECT"] = "Allows [[:Category:Liquids|Liquids]] to be pumped into rocket storage via [[液体管道|Pipes]].<br/>Sends liquid to the first Rocket Module with available space.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUT.NAME"] = "Liquid Intake Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.DESC"] = "A direct attachment to the output port on the exterior of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.EFFECT"] = "Allows a direct conduit connection out of the [[太空员舱|Spacefarer Module]] of a rocket.<br/>Can be used to vent [[:Category:Liquids|Liquids]] to space during flight.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDINPUTPORT.NAME"] = "Liquid Spacefarer Input Port", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.DESC"] = "Now if only we had some water balloons...", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.EFFECT"] = "Allows [[:Category:Liquids|Liquids]] to be drawn from rocket storage via [[液体管道|Pipes]].<br/>Draws liquid from the first Rocket Module with the requested material.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUT.NAME"] = "Liquid Output Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.DESC"] = "A direct attachment to the input port on the exterior of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.EFFECT"] = "Allows a direct conduit connection into the [[太空员舱|Spacefarer Module]] of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORLIQUIDOUTPUTPORT.NAME"] = "Liquid Spacefarer Output Port", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.DESC"] = "Outlets conveniently power buildings inside a cockpit using their rocket's power stores.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.EFFECT"] = "Provides [[电力|Power]] to connected buildings.<br/>Pulls power from [[电池舱|Battery Modules]] and Rocket Engines.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORPOWERPLUG.NAME"] = "Power Outlet Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.DESC"] = "Why organize your shelves when you can just shove everything in here?", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.EFFECT"] = "Allows [[:Category:Solids|Solid Materials]] to be moved into rocket storage via [[运输轨道|Conveyor Rails]].<br/>Sends solid material to the first Rocket Module with available space.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDINPUT.NAME"] = "Conveyor Receptacle Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.DESC"] = "For accessing your stored luggage mid-flight.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.EFFECT"] = "Allows [[:Category:Solids|Solid Materials]] to be moved out of rocket storage via [[运输轨道|Conveyor Rails]].<br/>Draws solid material from the first Rocket Module with the requested material.<br/>Must be built within the interior of a Rocket Module.", ["STRINGS.BUILDINGS.PREFABS.ROCKETINTERIORSOLIDOUTPUT.NAME"] = "Conveyor Loader Fitting", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.DESC"] = "The Duplicant inside is equal parts nervous and excited.", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.EFFECT"] = "Contains a Duplicant deployed from orbit by a [[先锋舱|Trailblazer Module]].<br/>Pod will disintegrate on arrival.", ["STRINGS.BUILDINGS.PREFABS.ROCKETPOD.NAME"] = "Trailblazer Deploy Pod", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.DESC"] = "Keeps the space out.", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.EFFECT"] = "The walls of a rocket.", ["STRINGS.BUILDINGS.PREFABS.ROCKETWALLTILE.NAME"] = "Rocket Wall", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.DESC"] = "A skills board can teach special skills to Duplicants they can't learn on their own.", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.EFFECT"] = "Allows Duplicants to spend Skill Points to learn new [[职业管理|Skills]].", ["STRINGS.BUILDINGS.PREFABS.ROLESTATION.NAME"] = "Skills Board", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.DESC"] = "Rust and salt goes in, oxygen comes out.", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.EFFECT"] = "Converts [[铁锈|Rust]] into [[氧气|Oxygen]] and [[液态氯|Chlorine Gas]].<br/>Becomes idle when the area reaches maximum pressure capacity.", ["STRINGS.BUILDINGS.PREFABS.RUSTDEOXIDIZER.NAME"] = "Rust Deoxidizer", ["STRINGS.BUILDINGS.PREFABS.SAUNA.DESC"] = "A steamy sauna soothes away all the aches and pains.", ["STRINGS.BUILDINGS.PREFABS.SAUNA.EFFECT"] = "Uses [[蒸汽|Steam]] to create a relaxing atmosphere.<br/>Increases Duplicant [[士气|Morale]] and provides a lingering sense of warmth.", ["STRINGS.BUILDINGS.PREFABS.SAUNA.NAME"] = "Sauna", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.DESC"] = "Allows Duplicants to boldly go where other Duplicants haven't been yet.", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.EFFECT"] = "Automatically analyzes adjacent space while on a voyage. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.SCANNERMODULE.NAME"] = "Cartographic Module", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.DESC"] = "Lands [[Rover]] on a Planetoid when [[侦察舱|Rover's Module]] is in orbit.", ["STRINGS.BUILDINGS.PREFABS.SCOUTLANDER.NAME"] = "Rover's Lander", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.DESC"] = "Rover can conduct explorations of planetoids that don't have rocket platforms built.", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.EFFECT"] = "Deploys one [[Rover|Rover Bot]] for remote Planetoid exploration.<br/>Deployment is available while in a Starmap hex adjacent to a Planetoid. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.SCOUTMODULE.NAME"] = "Rover's Module", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.DESC"] = "Good luck out there, boy!", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.EFFECT"] = "Contains a [[Rover]] deployed from an orbiting [[侦察舱|Rover's Module]].<br/>Pod will disintegrate on arrival.", ["STRINGS.BUILDINGS.PREFABS.SCOUTROCKETPOD.NAME"] = "Rover's Doghouse", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Sculpture", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.DESC"] = "Duplicants who have learned art skills can produce more decorative sculptures.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EFFECT"] = "Moderately increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Sculpture", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.DESC"] = "A masterful portrayal of a scientist lost in thought.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_1.NAME"] = "The Hypothesizer", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.DESC"] = "A masterful portrayal of an athlete who's been banned from the communal kitchen.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_2.NAME"] = "Plate Chucker", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.DESC"] = "A masterful portrayal of a slingshot-wielding hero.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_3.NAME"] = "Before Battle", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.DESC"] = "A masterful portrayal of a gentle, plant-tending critter.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_4.NAME"] = "Grandiose Grub-Grub", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.DESC"] = "It contains multitudes.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_5.NAME"] = "Vertical Cosmos", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.DESC"] = "No amount of material success will ever fill the void within.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_AMAZING_6.NAME"] = "Into the Voids", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.DESC"] = "A valiant attempt at art.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_CRAP_1.NAME"] = "Inexplicable", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.DESC"] = "Ode to the bow and arrow, love's equivalent to a mining gun...but for hearts.", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.FACADES.SCULPTURE_GOOD_1.NAME"] = "O Cupid, My Cupid", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.NAME"] = "Large Sculpting Block", ["STRINGS.BUILDINGS.PREFABS.SCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Sculpture", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.DESC"] = "A basic metal locker.<br/>It contains an assortment of personal effects.", ["STRINGS.BUILDINGS.PREFABS.SETLOCKER.NAME"] = "Locker", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.DESC"] = "Those critters aren't gonna shear themselves.", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.EFFECT"] = "Shearing stations allow eligible [[:Category:Critters|Critters]] to be safely sheared for useful raw materials.<br/>Visiting this building restores [[:Category:Critters|Critters']] physical and emotional well-being.", ["STRINGS.BUILDINGS.PREFABS.SHEARINGSTATION.NAME"] = "Shearing Station", ["STRINGS.BUILDINGS.PREFABS.SHOWER.DESC"] = "Regularly showering will prevent Duplicants spreading germs to the things they touch.", ["STRINGS.BUILDINGS.PREFABS.SHOWER.EFFECT"] = "Improves Duplicant [[士气|Morale]] and removes surface [[疾病|Germs]].", ["STRINGS.BUILDINGS.PREFABS.SHOWER.NAME"] = "Shower", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.DESC"] = "Space Brawler IV! For one player.", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.EFFECT"] = "Allows a Duplicant to play video games solo on their breaks.<br/>Increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.SINGLEPLAYERARCADE.NAME"] = "Single Player Arcade", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.DESC"] = "What Duplicant doesn't love playing with mud?", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.EFFECT"] = "Separates [[泥巴|Mud]] and other sludges into their base elements.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.NAME"] = "Sludge Press", ["STRINGS.BUILDINGS.PREFABS.SLUDGEPRESS.RECIPE_DESCRIPTION"] = "Separates {0} into its base elements.", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.DESC"] = "Solid oxidizers allows rocket fuel to be efficiently burned in the vacuum of space.", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.EFFECT"] = "Stores [[肥料|Fertilizer]] and [[氧石|Oxylite]] for burning rocket fuels. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.NAME"] = "Small Solid Oxidizer Tank", ["STRINGS.BUILDINGS.PREFABS.SMALLOXIDIZERTANK.UI_FILTER_CATEGORY"] = "Accepted Oxidizers", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Sculpture", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.DESC"] = "Duplicants who have learned art skills can produce more decorative sculptures.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EFFECT"] = "Minorly increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Sculpture", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.DESC"] = "<i>Ceci n'est pas un entonnoir.</i>", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_1.NAME"] = "Not a Funnel", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.DESC"] = "Part of a well-balanced exhibit.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_2.NAME"] = "Equilibrium", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.DESC"] = "It lacks transparency.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_3.NAME"] = "Opaque Orb", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.DESC"] = "A masterful celebration of the Sweepy's unbeatable work ethic and cheerful, can-clean attitude.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_4.NAME"] = "Employee of the Month", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.DESC"] = "A three-dimensional rebellion against the rules of Euclidean space.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_5.NAME"] = "Pointy Impossibility", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.DESC"] = "Tribute to the artist's friend, who once attempted to catch a meteor with their bare hands.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_AMAZING_6.NAME"] = "Fireball", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.DESC"] = "It's a heavy heart.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_CRAP.NAME"] = "Unrequited", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.DESC"] = "It must be a moon, because there are no bananas in space.", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.FACADES.SCULPTURE_1x2_GOOD.NAME"] = "Lunar Slice", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.NAME"] = "Sculpting Block", ["STRINGS.BUILDINGS.PREFABS.SMALLSCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Sculpture", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.ACTIVATE_TOOLTIP"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when reservoir is less than <b>{0}%</b> full, until it is <b>{1}% (High Threshold)</b> full", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.DEACTIVATE_TOOLTIP"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when reservoir is <b>{0}%</b> full, until it is less than <b>{1}% (Low Threshold)</b> full", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT"] = "Refill Parameters", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when reservoir is less than <b>Low Threshold</b> full, until <b>High Threshold</b> is reached again", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.LOGIC_PORT_INACTIVE"] = "Sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when reservoir is <b>High Threshold</b> full, until <b>Low Threshold</b> is reached again", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_ACTIVATE"] = "Low Threshold:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_DEACTIVATE"] = "High Threshold:", ["STRINGS.BUILDINGS.PREFABS.SMARTRESERVOIR.SIDESCREEN_TITLE"] = "Logic Activation Parameters", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.DESC"] = "Snow tiles have low thermal conductivity, but will melt if temperatures get too high.", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Insulates rooms to reduce [[热量|Heat]] loss in cold climates.", ["STRINGS.BUILDINGS.PREFABS.SNOWTILE.NAME"] = "Snow Tile", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.DESC"] = "Sparkling water puts a twinkle in a Duplicant's eye.", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.EFFECT"] = "Creates soda from [[水|Water]] and [[二氧化碳|Carbon Dioxide]].<br/>Consuming soda water increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.SODAFOUNTAIN.NAME"] = "Soda Fountain", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.DESC"] = "Solar panels convert high intensity sunlight into power and produce zero waste.", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.EFFECT"] = "Converts [[照明|Sunlight]] into electrical [[电力|Power]].<br/>Must be exposed to space.", ["STRINGS.BUILDINGS.PREFABS.SOLARPANEL.NAME"] = "Solar Panel", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.DESC"] = "Collect solar energy before takeoff and during flight.", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.EFFECT"] = "Converts [[照明|Sunlight]] into electrical [[电力|Power]] for use on rockets.<br/>Must be built via [[火箭平台|Rocket Platform]]. <br/>Must be exposed to space.", ["STRINGS.BUILDINGS.PREFABS.SOLARPANELMODULE.NAME"] = "Solar Panel Module", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.DESC"] = "Additional thrusters allow rockets to reach far away space destinations.", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.EFFECT"] = "Burns [[铁|Iron]] and [[氧石|Oxylite]] to increase rocket exploration distance.", ["STRINGS.BUILDINGS.PREFABS.SOLIDBOOSTER.NAME"] = "Solid Fuel Thruster", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.DESC"] = "Duplicants will fill cargo bays with any resources they find during space missions.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.EFFECT"] = "Allows Duplicants to store some of the [[:Category:Solids|Solid Materials]] found during space missions.<br/>Stored resources become available to the colony upon the rocket's return. <br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.SOLIDCARGOBAYSMALL.NAME"] = "Cargo Bay", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.DESC"] = "Rails move materials where they'll be needed most, saving Duplicants the walk.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.EFFECT"] = "Transports [[:Category:Solids|Solid Materials]] on a track between [[运输装载器|Conveyor Loader]] and [[运输存放器|Conveyor Receptacle]].<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUIT.NAME"] = "Conveyor Rail", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.DESC"] = "Separating rail systems helps ensure materials go to the intended destinations.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.EFFECT"] = "Runs one [[运输轨道|Conveyor Rail]] section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITBRIDGE.NAME"] = "Conveyor Bridge", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.DESC"] = "Germ sensors can help control automation behavior in the presence of germs.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> based on the internal [[疾病|Germ]] count of the object on the rail.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT"] = "Internal [[疾病|Germ]] Count", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the number of Germs on the object on the rail is within the selected range", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITDISEASESENSOR.NAME"] = "Conveyor Rail Germ Sensor", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.DESC"] = "Element sensors can be used to detect the presence of a specific item on a rail.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when the selected item is detected on a rail.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT"] = "Internal [[:Category:Liquids|Item]] Presence", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the configured item is detected on the rail", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITELEMENTSENSOR.NAME"] = "Conveyor Rail Element Sensor", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.DESC"] = "Material filters can be used to determine what resources are sent down the rail.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.EFFECT"] = "Loads [[:Category:Solids|Solid Materials]] onto [[运输轨道|Conveyor Rail]] for transport.<br/>Only loads the resources of your choosing.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITINBOX.NAME"] = "Conveyor Loader", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.DESC"] = "When materials reach the end of a rail they enter a receptacle to be used by Duplicants.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.EFFECT"] = "Unloads [[:Category:Solids|Solid Materials]] from a [[运输轨道|Conveyor Rail]] into storage.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITOUTBOX.NAME"] = "Conveyor Receptacle", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.DESC"] = "Thermo sensors disable buildings when their rail contents reach a certain temperature.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.EFFECT"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> or a <b><span class=\"ingame-logic_off\">Red Signal</span></b> when rail contents enter the chosen [[热量|Temperature]] range.", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT"] = "Internal Item [[热量|Temperature]]", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if the contained item is within the selected Temperature range", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDCONDUITTEMPERATURESENSOR.NAME"] = "Conveyor Rail Thermo Sensor", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.DESC"] = "All solids are sent into the building's output conveyor, except the solid chosen for filtering.", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.EFFECT"] = "Separates one [[:Category:Solids|Solid Material]] from the conveyor, sending it into a dedicated [[运输轨道|Conveyor Rail]].", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.ELEMENT_NOT_SPECIFIED"] = "Not Specified", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.NAME"] = "Solid Filter", ["STRINGS.BUILDINGS.PREFABS.SOLIDFILTER.STATUS_ITEM"] = "Filters: {0}", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.DESC"] = "Conveyor Meters let an exact amount of materials pass through before shutting off.", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn material transfer off when the specified amount has passed through it.", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_OUTPUT"] = "Limit Reached", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.LOGIC_PORT_RESET"] = "Reset Meter", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.NAME"] = "Conveyor Meter", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> if limit has been reached", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.OUTPUT_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Reset the amount", ["STRINGS.BUILDINGS.PREFABS.SOLIDLIMITVALVE.RESET_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Nothing", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.DESC"] = "Automated conveyors save power and time by removing the need for Duplicant input.", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.EFFECT"] = "Connects to an [[自动化|Automation]] grid to automatically turn [[:Category:Solids|Solid Material]] transport on or off.", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT"] = "Open/Close", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_ACTIVE"] = "<b><span class=\"ingame-logic_on\">Green Signal</span></b>: Allow material transport", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.LOGIC_PORT_INACTIVE"] = "<b><span class=\"ingame-logic_off\">Red Signal</span></b>: Prevent material transport", ["STRINGS.BUILDINGS.PREFABS.SOLIDLOGICVALVE.NAME"] = "Conveyor Shutoff", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.DESC"] = "An auto-sweeper's range can be viewed at any time by Clicking on the building.", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.EFFECT"] = "Automates Sweeping and Supplying errands by sucking up all nearby [[装饰度|Debris]].<br/>Materials are automatically delivered to any [[运输装载器|Conveyor Loader]], [[运输存放器|Conveyor Receptacle]], storage, or buildings within range.", ["STRINGS.BUILDINGS.PREFABS.SOLIDTRANSFERARM.NAME"] = "Auto-Sweeper", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.DESC"] = "When materials reach the end of a rail they are dropped back into the world.", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.EFFECT"] = "Unloads [[:Category:Solids|Solid Materials]] from a [[运输轨道|Conveyor Rail]] onto the floor.", ["STRINGS.BUILDINGS.PREFABS.SOLIDVENT.NAME"] = "Conveyor Chute", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.DESC"] = "Space heaters are a welcome cure for cold, soggy feet.", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.EFFECT"] = "Radiates a moderate amount of [[热量|Heat]].<br/>Requires [[电力|Power]] in order to function.", ["STRINGS.BUILDINGS.PREFABS.SPACEHEATER.NAME"] = "Space Heater", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.DESC"] = "Biological cargo bays allow Duplicants to retrieve alien plants and wildlife from space.", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.EFFECT"] = "Allows Duplicants to store unusual or organic resources found during space missions.<br/>Stored resources become available to the colony upon the rocket's return.", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAY.NAME"] = "Biological Cargo Bay", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.DESC"] = "Critters do not require feeding during transit.", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.EFFECT"] = "Allows Duplicants to transport [[:Category:Critters|Critters]] through space.<br/>Specimens can be released into the colony upon the rocket's return.<br/>Must be built via [[火箭平台|Rocket Platform]].", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.NAME"] = "Critter Cargo Bay", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN"] = "Release Critter", ["STRINGS.BUILDINGS.PREFABS.SPECIALCARGOBAYCLUSTER.RELEASE_BTN_TOOLTIP"] = "Release the critter stored inside", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.DESC"] = "Crushed seeds and other edibles make excellent meal-enhancing additives.", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.EFFECT"] = "Produces ingredients that add benefits to [[食物|foods]] prepared at skilled cooking stations.", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.INGREDIENTHEADER"] = "Ingredients per 1000kcal:", ["STRINGS.BUILDINGS.PREFABS.SPICEGRINDER.NAME"] = "Spice Grinder", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.DESC"] = "The electrifying egg of the [[Plug Slug]].", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.EFFECT"] = "Slug Eggs can be connected to a [[电力|Power]] circuit as an energy source.", ["STRINGS.BUILDINGS.PREFABS.STATERPILLAREGG.NAME"] = "Slug Egg", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.HUNGRY"] = "Hungry!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.MODIFIERS.WILD"] = "Wild!", ["STRINGS.BUILDINGS.PREFABS.STATERPILLARGENERATOR.NAME"] = "Plug Slug", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.DESC"] = "Rockets can be used to send Duplicants into space and retrieve rare resources.", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.EFFECT"] = "Utilizes [[蒸汽|Steam]] to propel rockets for space exploration.<br/>The engine of a rocket must be built first before more rocket modules may be added.", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINE.NAME"] = "Steam Engine", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.DESC"] = "Rockets can be used to send Duplicants into space and retrieve rare resources.", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.EFFECT"] = "Utilizes [[蒸汽|Steam]] to propel rockets for space exploration.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.STEAMENGINECLUSTER.NAME"] = "Steam Engine", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.DESC"] = "Useful for converting the geothermal energy of magma into usable power.", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.EFFECT"] = "THIS BUILDING HAS BEEN DEPRECATED AND CANNOT BE BUILT.<br/>Generates exceptional electrical [[电力|Power]] using pressurized, [[热量|Scalding]] [[蒸汽|Steam]].<br/>Outputs significantly cooler [[蒸汽|Steam]] than it receives.<br/>Air pressure beneath this building must be higher than pressure above for air to flow.", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE.NAME"] = "[DEPRECATED] Steam Turbine", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.DESC"] = "Useful for converting the geothermal energy into usable power.", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.EFFECT"] = "Draws in [[蒸汽|Steam]] from the tiles directly below the machine's foundation and uses it to generate electrical [[电力|Power]].<br/>Outputs [[水|Water]].", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.HEAT_SOURCE"] = "Power Generation Waste", ["STRINGS.BUILDINGS.PREFABS.STEAMTURBINE2.NAME"] = "Steam Turbine", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.DESC"] = "Surprise decor sneak attacks a Duplicant's gloomy day.", ["STRINGS.BUILDINGS.PREFABS.STICKERBOMB.NAME"] = "Sticker Bomb", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.DESC"] = "Resources left on the floor become \"debris\" and lower decor when not put away.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.EFFECT"] = "Stores the [[:Category:Solids|Solid Materials]] of your choosing.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.DESC"] = "Color-coded storage makes things easier to find.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.DESC"] = "Resources left on the floor become \"debris\" and lower decor when not put away.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.DEFAULT_STORAGELOCKER.NAME"] = "Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.DESC"] = "Color-coded storage makes things easier to find.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.GREEN_MUSH.NAME"] = "Mush Green Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.DESC"] = "A fun storage solution for fun-damental materials.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKNAVYNOOKGREEN.NAME"] = "Party Dot Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.DESC"] = "Groovy storage, because messy colonies are such a drag.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.POLKA_DARKPURPLERESIN.NAME"] = "Mod Dot Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.DESC"] = "Color-coded storage makes things easier to find.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.DESC"] = "Color-coded storage makes things easier to find.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.RED_ROSE.NAME"] = "Puce Pink Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.DESC"] = "It's the merriest storage bin of all.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.STRIPES_RED_WHITE.NAME"] = "Bold Stripe Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.DESC"] = "Color-coded storage makes things easier to find.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKER.NAME"] = "Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.DESC"] = "Smart storage bins can automate resource organization based on type and mass.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.EFFECT"] = "Stores the [[:Category:Solids|Solid Materials]] of your choosing.<br/>Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when bin is full.", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT"] = "Full/Not Full", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_ACTIVE"] = "Sends a <b><span class=\"ingame-logic_on\">Green Signal</span></b> when full", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.LOGIC_PORT_INACTIVE"] = "Otherwise, sends a <b><span class=\"ingame-logic_off\">Red Signal</span></b>", ["STRINGS.BUILDINGS.PREFABS.STORAGELOCKERSMART.NAME"] = "Smart Storage Bin", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.DESC"] = "Storage tiles keep selected non-edible solids out of the way.", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Provides built-in storage for small spaces.", ["STRINGS.BUILDINGS.PREFABS.STORAGETILE.NAME"] = "Storage Tile", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.DESC"] = "Sublimation is the sublime process by which solids convert directly into gas.", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.EFFECT"] = "Speeds up the conversion of [[污染土|Polluted Dirt]] into [[Polluted Oxygen]].<br/>Becomes idle when the area reaches maximum pressure capacity.", ["STRINGS.BUILDINGS.PREFABS.SUBLIMATIONSTATION.NAME"] = "Sublimation Station", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.DESC"] = "Not the most stylish way to travel space, but certainly the tastiest.", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.EFFECT"] = "Burns [[蔗糖|Sucrose]] to propel rockets for short range space exploration.<br/>Sugar Engines have higher height restrictions than [[二氧化碳引擎|Carbon Dioxide Engines]], but move slower.<br/>Engine must be built via [[火箭平台|Rocket Platform]]. <br/>Once the engine has been built, more rocket modules can be added.", ["STRINGS.BUILDINGS.PREFABS.SUGARENGINE.NAME"] = "Sugar Engine", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.DESC"] = "Exosuits can be filled with oxygen to allow Duplicants to safely enter hazardous areas.", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.EFFECT"] = "Forges protective Exosuits for Duplicants to wear.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.SUITFABRICATOR.NAME"] = "Exosuit Forge", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.DESC"] = "An atmo suit dock will empty atmo suits of waste, but only one suit can charge at a time.", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.EFFECT"] = "Stores [[Atmo Suit|Atmo Suits]] and refuels them with [[氧气|Oxygen]].<br/>Empties suits of [[污染水|Polluted Water]].<br/>Build next to an [[气压服检查站|Atmo Suit Checkpoint]] to make Duplicants change into suits when passing by.", ["STRINGS.BUILDINGS.PREFABS.SUITLOCKER.NAME"] = "Atmo Suit Dock", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.DESC"] = "A checkpoint must have a correlating dock built on the opposite side its arrow faces.", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.EFFECT"] = "Marks a threshold where Duplicants must change into or out of [[Atmo Suit|Atmo Suits]].<br/>Must be built next to an [[气压服存放柜|Atmo Suit Dock]].<br/>Can be rotated before construction.", ["STRINGS.BUILDINGS.PREFABS.SUITMARKER.NAME"] = "Atmo Suit Checkpoint", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.DESC"] = "An artificial ray of sunshine.", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.EFFECT"] = "Gives off [[照明|Sunlight]] level Lux.<br/>Can be paired with [[Beach Chair|Beach Chairs]].", ["STRINGS.BUILDINGS.PREFABS.SUNLAMP.NAME"] = "Sun Lamp", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.DESC"] = "Rare materials can be procured through rocket missions into space.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.EFFECT"] = "Processes [[:Category:Rare Resource|Rare Materials]] into advanced industrial goods.<br/>Rare materials can be retrieved from space missions.<br/>Duplicants will not fabricate items unless recipes are queued.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.FULLERENE_RECIPE_DESCRIPTION"] = "Fullerene is a [[:Category:Solids|Solid Material]] used in the production of [[超级冷却剂|Super Coolant]].", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.HARDPLASTIC_RECIPE_DESCRIPTION"] = "Plastium is a highly heat-resistant, plastic-like [[:Category:Solids|Solid Material]] used for space buildings.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.NAME"] = "Molecular Forge", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERCOOLANT_RECIPE_DESCRIPTION"] = "Super Coolant is an industrial-grade [[富勒烯|Fullerene]] coolant.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.SUPERINSULATOR_RECIPE_DESCRIPTION"] = "Insulite reduces [[热量|Heat Transfer]] and is composed of recrystallized [[深渊晶石|Abyssalite]].", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.TEMPCONDUCTORSOLID_RECIPE_DESCRIPTION"] = "Thermium is an industrial metal alloy formulated to maximize [[热量|Heat Transfer]] and thermal dispersion.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.VISCOGEL_RECIPE_DESCRIPTION"] = "Visco-Gel Fluid is a [[:Category:Liquids|Liquid]] polymer with high surface tension.", ["STRINGS.BUILDINGS.PREFABS.SUPERMATERIALREFINERY.YELLOWCAKE_RECIPE_DESCRIPTION"] = "Yellowcake is a [[:Category:Solids|Solid Material]] used in uranium enrichment.", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.DESC"] = "The cute little face comes pre-installed.", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.EFFECT"] = "Deploys an automated [[Sweepy|Sweepy Bot]] to sweep up [[:Category:Solids|Solid]] debris and [[:Category:Liquids|Liquid]] spills.<br/>Dock stores [[:Category:Liquids|Liquids]] and [[:Category:Solids|Solids]] gathered by the Sweepy.<br/>Uses [[电力|Power]] to recharge the Sweepy.<br/>Duplicants will empty Dock storage into available storage bins.", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAME"] = "Sweepy's Dock", ["STRINGS.BUILDINGS.PREFABS.SWEEPBOTSTATION.NAMEDSTATION"] = "{0}'s Dock", ["STRINGS.BUILDINGS.PREFABS.SWITCH.DESC"] = "Switches can only affect buildings that come after them on a circuit.", ["STRINGS.BUILDINGS.PREFABS.SWITCH.EFFECT"] = "Turns [[电力|Power]] on or off.<br/>Does not affect circuitry preceding the switch.", ["STRINGS.BUILDINGS.PREFABS.SWITCH.NAME"] = "Switch", ["STRINGS.BUILDINGS.PREFABS.SWITCH.SIDESCREEN_TITLE"] = "Switch", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF"] = "Turn Off", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_OFF_TOOLTIP"] = "Turn Off {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON"] = "Turn On", ["STRINGS.BUILDINGS.PREFABS.SWITCH.TURN_ON_TOOLTIP"] = "Turn On {Hotkey}", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.DESC"] = "You never know who you'll meet on the other line.", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT"] = "Can be used by one Duplicant to chat with themselves or with other Duplicants in different locations.<br/>Chatting increases Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE"] = "{attrib}: {amount} (No One)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_BABBLE_TOOLTIP"] = "Duplicants will gain {amount} {attrib} if they chat only with themselves.", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT"] = "{attrib}: {amount} (At least one Duplicant)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_CHAT_TOOLTIP"] = "Duplicants will gain {amount} {attrib} if they chat with at least one other Duplicant.", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE"] = "{attrib}: {amount} (At least one Duplicant across space)", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.EFFECT_LONG_DISTANCE_TOOLTIP"] = "Duplicants will gain {amount} {attrib} if they chat with at least one other Duplicant across space.", ["STRINGS.BUILDINGS.PREFABS.TELEPHONE.NAME"] = "Party Line Phone", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.DESC"] = "Duplicants are just atoms as far as the pad's concerned.", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.EFFECT"] = "Instantly transports Duplicants and items to another portal with the same portal code.", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT"] = "Portal Code Input", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_ACTIVE"] = "1", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.LOGIC_PORT_INACTIVE"] = "0", ["STRINGS.BUILDINGS.PREFABS.TELEPORTALPAD.NAME"] = "Teleporter Pad", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.DESC"] = "Telescopes are necessary for learning starmaps and conducting rocket missions.", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.EFFECT"] = "Maps Starmap destinations.<br/>Assigned Duplicants must possess the [[实地研究|Field Research]] skill.<br/>Building must be exposed to space to function.", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.NAME"] = "Telescope", ["STRINGS.BUILDINGS.PREFABS.TELESCOPE.REQUIREMENT_TOOLTIP"] = "A steady {0} supply is required to sustain working Duplicants.", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.DESC"] = "Automated switches can be used to manage circuits in areas where Duplicants cannot enter.", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.EFFECT"] = "Automatically turns [[电力|Power]] on or off using ambient [[热量|Temperature]].<br/>Does not affect circuitry preceding the switch.", ["STRINGS.BUILDINGS.PREFABS.TEMPERATURECONTROLLEDSWITCH.NAME"] = "Thermo Switch", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.DESC"] = "Infinite possibilities, with a complimentary side of meteor showers.", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.EFFECT"] = "A powerful mechanism capable of tearing through the fabric of reality.", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.NAME"] = "Temporal Tear Opener", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TEXT"] = "Fire!", ["STRINGS.BUILDINGS.PREFABS.TEMPORALTEAROPENER.SIDESCREEN.TOOLTIP"] = "The big red button.", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.DESC"] = "The thermal properties of construction materials determine their heat retention.", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.EFFECT"] = "Accelerates or buffers [[热量|Heat]] dispersal based on the construction material used.<br/>Has a small area of effect.", ["STRINGS.BUILDINGS.PREFABS.THERMALBLOCK.NAME"] = "Tempshift Plate", ["STRINGS.BUILDINGS.PREFABS.TILE.DESC"] = "Tile can be used to bridge gaps and get to unreachable areas.", ["STRINGS.BUILDINGS.PREFABS.TILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Increases Duplicant runspeed.", ["STRINGS.BUILDINGS.PREFABS.TILE.NAME"] = "Tile", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.EFFECT"] = "Used to build the walls and floor of rooms.", ["STRINGS.BUILDINGS.PREFABS.TILEPOI.NAME"] = "Tile", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.DESC"] = "An astronaut must accompany sight seeing Duplicants on rocket flights.", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.EFFECT"] = "Allows one non-Astronaut Duplicant to visit space.<br/>Sight-Seeing Rocket flights decrease [[压力|Stress]].", ["STRINGS.BUILDINGS.PREFABS.TOURISTMODULE.NAME"] = "Sight-Seeing Module", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.DESC"] = "Duplicants will only exit a transit tube when a safe landing area is available beneath it.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.EFFECT"] = "Quickly transports Duplicants from a [[运载管道入口|Transit Tube Access]] to the tube's end.<br/>Only transports Duplicants.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBE.NAME"] = "Transit Tube", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.DESC"] = "Duplicants require access points to enter tubes, but not to exit them.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.EFFECT"] = "Allows Duplicants to enter the connected [[运载管道|Transit Tube]] system.<br/>Stops drawing [[电力|Power]] once fully charged.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEENTRANCE.NAME"] = "Transit Tube Access", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.DESC"] = "Tube crossings can run transit tubes through walls without leaking gas or liquid.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.EFFECT"] = "Allows [[运载管道|Transit Tubes]] to be run through wall and floor tile.<br/>Functions as regular tile.", ["STRINGS.BUILDINGS.PREFABS.TRAVELTUBEWALLBRIDGE.NAME"] = "Transit Tube Crossing", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.DESC"] = "Something useful could be put here someday", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.EFFECT"] = "Can be changed into a different rocket module", ["STRINGS.BUILDINGS.PREFABS.UNCONSTRUCTEDROCKETMODULE.NAME"] = "Empty Rocket Module", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.DESC"] = "Even wild critters are happier after they've had a little R&R.", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.EFFECT"] = "A fancy respite area for adult [[:Category:Pokeshells|Pokeshells]] and [[:Category:Pacus|Pacu]].", ["STRINGS.BUILDINGS.PREFABS.UNDERWATERCRITTERCONDO.NAME"] = "Water Fort", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.DESC"] = "Enriched uranium is a specialized substance that can be used to fuel powerful research reactors.", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.EFFECT"] = "Extracts [[浓缩铀|Enriched Uranium]] from [[铀矿|Uranium Ore]].<br/>Outputs [[贫铀|Depleted Uranium]] in molten form.", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.NAME"] = "Uranium Centrifuge", ["STRINGS.BUILDINGS.PREFABS.URANIUMCENTRIFUGE.RECIPE_DESCRIPTION"] = "Convert Uranium ore to Molten Uranium and Enriched Uranium", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.DESC"] = "A pristine [[营养棒|Nutrient Bar]] dispenser.", ["STRINGS.BUILDINGS.PREFABS.VENDINGMACHINE.NAME"] = "Vending Machine", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DESC"] = "Duplicants love the feeling of high-powered wind through their hair.", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT"] = "Gas Displacement: {amount}", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.DISPLACEMENTEFFECT_TOOLTIP"] = "This building will displace {amount} Gas while in use.", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.EFFECT"] = "Must be connected to a [[电力|Power Source]]. To properly function, the area under this building must be left vacant.<br/>Increases Duplicants [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.VERTICALWINDTUNNEL.NAME"] = "Vertical Wind Tunnel", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.DESC"] = "Wall Toilets transmit fewer germs to Duplicants and require no emptying.", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.EFFECT"] = "Gives Duplicants a place to relieve themselves. Empties directly on the other side of the wall.<br/>Spreads very few [[疾病|Germs]].", ["STRINGS.BUILDINGS.PREFABS.WALLTOILET.NAME"] = "Wall Toilet", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.DESC"] = "The tubes at the back disappear into nowhere.", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.EFFECT"] = "A machine capable of teleporting [[:Category:Liquids|Liquid]], [[:Category:Solids|Solid]], and [[:Category:Gases|Gas]] resources to another asteroid.<br/>It can be activated by a Duplicant with the [[实地研究|Field Research]] skill.<br/>This is the receiving side.", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITRECEIVER.NAME"] = "Supply Teleporter Output", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.DESC"] = "The tubes at the back disappear into nowhere.", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.EFFECT"] = "A machine capable of teleporting [[:Category:Liquids|Liquid]], [[:Category:Solids|Solid]], and [[:Category:Gases|Gas]] resources to another asteroid.<br/>It can be activated by a Duplicant with the [[实地研究|Field Research]] skill.<br/>This is the transmitting side.", ["STRINGS.BUILDINGS.PREFABS.WARPCONDUITSENDER.NAME"] = "Supply Teleporter Input", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.DESC"] = "The functional remnants of an intricate teleportation system.<br/>This is the outgoing side, and has one pre-programmed destination.", ["STRINGS.BUILDINGS.PREFABS.WARPPORTAL.NAME"] = "Teleporter Transmitter", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.DESC"] = "The functional remnants of an intricate teleportation system.<br/>This is the incoming side.", ["STRINGS.BUILDINGS.PREFABS.WARPRECEIVER.NAME"] = "Teleporter Receiver", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.DESC"] = "Germ spread can be reduced by building these where Duplicants often get dirty.", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.EFFECT"] = "Removes some [[疾病|Germs]] from Duplicants.<br/>Germ-covered Duplicants use Wash Basins when passing by in the selected direction.", ["STRINGS.BUILDINGS.PREFABS.WASHBASIN.NAME"] = "Wash Basin", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.DESC"] = "Sinks are plumbed and do not need to be manually emptied or refilled.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.EFFECT"] = "Removes [[疾病|Germs]] from Duplicants.<br/>Germ-covered Duplicants use Sinks when passing by in the selected direction.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.DESC"] = "A calm, colorful sink for heavy-hearted Duplicants.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.DESC"] = "Sinks are plumbed and do not need to be manually emptied or refilled.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.DEFAULT_WASHSINK.NAME"] = "Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.DESC"] = "Even the soap is mush-colored.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.GREEN_MUSH.NAME"] = "Mush Green Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.DESC"] = "A refreshing splash of color for the light-headed.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.DESC"] = "Some Duplicants say it looks like a germ-devouring mouth.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.RED_ROSE.NAME"] = "Puce Pink Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.DESC"] = "The juxtaposition of 'ick' and 'clean' can be very satisfying.", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Sink", ["STRINGS.BUILDINGS.PREFABS.WASHSINK.NAME"] = "Sink", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.DESC"] = "Chatting with friends improves Duplicants' moods and reduces their stress.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.EFFECT"] = "Provides a gathering place for Duplicants during Downtime.<br/>Improves Duplicant [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.DESC"] = "There's a funny aftertaste.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BALLOON.NAME"] = "Inflatable Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.DESC"] = "Lightly salted with Duplicants' tears.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.BLUE_BABYTEARS.NAME"] = "Weepy Blue Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.DESC"] = "Where Duplicants sip and socialize.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.DEFAULT_WATERCOOLER.NAME"] = "Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.DESC"] = "Ideal for post-Mush Bar palate cleansing.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.GREEN_MUSH.NAME"] = "Mush Green Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.DESC"] = "Most Duplicants agree that it really should dispense juice.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.PURPLE_BRAINFAT.NAME"] = "Faint Purple Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.DESC"] = "Rose-colored paper cups: the shatter-proof alternative to rose-colored glasses.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.RED_ROSE.NAME"] = "Puce Pink Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.DESC"] = "It really classes up a breakroom.", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.ROUND_BODY.NAME"] = "Elegant Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.DESC"] = "Did someone boil eggs in this water?", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.FACADES.YELLOW_TARTAR.NAME"] = "Ick Yellow Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.NAME"] = "Water Cooler", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.MILK"] = "[[咸乳|Brackene]]<br/>A salty, green-hued beverage", ["STRINGS.BUILDINGS.PREFABS.WATERCOOLER.OPTION_TOOLTIPS.WATER"] = "[[水|Water]]<br/>Plain potable water", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.DESC"] = "Sieves cannot kill germs and pass any they receive into their waste and water output.", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.EFFECT"] = "Produces clean [[水|Water]] from [[污染水|Polluted Water]] using [[沙子|Sand]].<br/>Produces [[污染土|Polluted Dirt]].", ["STRINGS.BUILDINGS.PREFABS.WATERPURIFIER.NAME"] = "Water Sieve", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.DESC"] = "Trapped fish will automatically be bagged for transport.", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.EFFECT"] = "Attracts and traps swimming [[Pacu]].<br/>Only Duplicants with the [[小动物养殖 I|Critter Ranching I]] skill can arm this trap. It's reusable!", ["STRINGS.BUILDINGS.PREFABS.WATERTRAP.NAME"] = "Fish Trap", ["STRINGS.BUILDINGS.PREFABS.WIRE.DESC"] = "Electrical wire is used to connect generators, batteries, and buildings.", ["STRINGS.BUILDINGS.PREFABS.WIRE.EFFECT"] = "Connects buildings to [[电力|Power]] sources.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIRE.NAME"] = "Wire", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.DESC"] = "Splitting generators onto separate grids can prevent overloads and wasted electricity.", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.EFFECT"] = "Runs one wire section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGE.NAME"] = "Wire Bridge", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.DESC"] = "Joint plates can run Heavi-Watt wires through walls without leaking gas or liquid.", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.EFFECT"] = "Allows [[高负荷电线|Heavi-Watt Wire]] to be run through wall and floor tile.<br/>Functions as regular tile.", ["STRINGS.BUILDINGS.PREFABS.WIREBRIDGEHIGHWATTAGE.NAME"] = "Heavi-Watt Joint Plate", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.DESC"] = "My Duplicants prefer the look of conductive wire to the regular raggedy stuff.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.EFFECT"] = "Connects buildings to [[电力|Power]] sources.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINED.NAME"] = "Conductive Wire", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.DESC"] = "Splitting generators onto separate systems can prevent overloads and wasted electricity.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.EFFECT"] = "Carries more [[电力|Wattage]] than a regular [[电线桥|Wire Bridge]] without overloading.<br/>Runs one wire section over another without joining them.<br/>Can be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGE.NAME"] = "Conductive Wire Bridge", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.DESC"] = "Joint plates can run Heavi-Watt wires through walls without leaking gas or liquid.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.EFFECT"] = "Carries more [[电力|Wattage]] than a regular [[高负荷电线接合板|Heavi-Watt Joint Plate]] without overloading.<br/>Allows [[高负荷电线|Heavi-Watt Wire]] to be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.NAME"] = "Heavi-Watt Conductive Joint Plate", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.DESC"] = "Higher wattage wire is used to avoid power overloads, particularly for strong generators.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.EFFECT"] = "Carries more [[电力|Wattage]] than regular [[电线|Wire]] without overloading.<br/>Cannot be run through wall and floor tile.", ["STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.NAME"] = "Heavi-Watt Conductive Wire", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.DESC"] = "Wood burners are small and easy to maintain, but produce a fair amount of heat.", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.EFFECT"] = "Burns [[Wood]] to produce electrical [[电力|Power]].<br/>Produces [[二氧化碳|Carbon Dioxide]] and [[热量|Heat]].", ["STRINGS.BUILDINGS.PREFABS.WOODGASGENERATOR.NAME"] = "Wood Burner", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.AVERAGEQUALITYNAME"] = "Mediocre Wood Sculpture", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.DESC"] = "A great fit for smaller spaces.", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EFFECT"] = "Moderately increases [[装饰度|Decor]], contributing to [[士气|Morale]].<br/>Must be sculpted by a Duplicant.", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.EXCELLENTQUALITYNAME"] = "Genius Wood Sculpture", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.NAME"] = "Wood Block", ["STRINGS.BUILDINGS.PREFABS.WOODSCULPTURE.POORQUALITYNAME"] = "\"Abstract\" Wood Sculpture", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.DESC"] = "Once it's empty, there's no use pining for more.", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.EFFECT"] = "Stores a finite supply of [[Wood]], which can be used for construction or to produce [[热量|Heat]].", ["STRINGS.BUILDINGS.PREFABS.WOODSTORAGE.NAME"] = "Wood Pile", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.DESC"] = "Rooms built with wood tile are cozy and pleasant.", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.EFFECT"] = "Used to build the walls and floors of rooms.<br/>Provides good insulation and boosts [[装饰度|Decor]], contributing to [[士气|Morale]].", ["STRINGS.BUILDINGS.PREFABS.WOODTILE.NAME"] = "Wood Tile", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.NAME"] = "Disable Autorepair", ["STRINGS.BUILDINGS.REPAIRABLE.DISABLE_AUTOREPAIR.TOOLTIP"] = "Only repair this building when ordered", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.NAME"] = "Enable Autorepair", ["STRINGS.BUILDINGS.REPAIRABLE.ENABLE_AUTOREPAIR.TOOLTIP"] = "Automatically repair this building when damaged", }, }