Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
========== Argument count mismatches (may or may not be incorrect) (177) ==========
BoredomDesc (Alerts.xml:122)
- 'These people are either in need of recreation or are assigned to recreation,
but are bored of every available source of recreation:\n\n{0}\n\nGet them some more
recreation variety.\n\nCurrently available recreation types for
{PAWN_labelShort}:\n\n{2}'
- 'Estas personas necesitan diversión o deben asignarseles diversión, pero están
aburridas con todas las fuentes de diversión disponibles.:\n\n{0}\n\nProporcionales
un poco más de variedad de diversión.\n\nActualmente la variedad de diversión es
{1}:\n\n{2}'
InteractionSpotBlocked (Designators.xml:184)
- 'Interaction spot is blocked by {1_labelShort}.'
- 'Un punto de interacción está siendo bloqueado por {0}.'
InteractionSpotWillBeBlocked (Designators.xml:188)
- 'Interaction spot will be blocked by {1_labelShort}.'
- 'Un punto de interacción será bloqueado por {0}.'
TerrainCannotSupport (Designators.xml:200)
- '{0_label} cannot be built on this terrain.'
- 'Este terreno no puede soportar esto.'
PawnGainsName (Dialogs_Various.xml:153)
- 'This person's nickname is now {0}. {PAWN_possessive} title is {PAWN_title}.'
- 'El nuevo apodo de este colono es {0}. [PAWN_possessive] titulo es {1}.'
NegotiatorTalkingImpaired (Dialogs_Various.xml:484)
- 'Your negotiator {1_labelShort} cannot talk properly because of poor health.'
- 'Tu negociador {0} no puede hablar correctamente debido a problemas de salud.'
NegotiatorHearingImpaired (Dialogs_Various.xml:486)
- 'Your negotiator {1_labelShort} cannot hear properly because of poor health.'
- 'Tu negociador {0} no puede oir correctamente debido a problemas de salud.'
CaravanPawnIsUnreachable (Dialogs_Various.xml:542)
- '{1_labelShort} is unreachable by any of the assigned colonists.'
- '{0} es inalcanzable para cualquiera de los colonos asignados.'
PawnCantReachTransporters (Dialogs_Various.xml:668)
- '{1_labelShort} can't reach the transport pods.'
- '{{0} no puede llegar a las cápsulas de transporte.'
ConfirmBanishPawnDialog (Dialogs_Various.xml:838)
- 'Do you really want to banish {1_label}?'
- '¿Realmente quieres abandonar a {0}?'
ConfirmBanishPawnDialog_LeftToDie (Dialogs_Various.xml:840)
- '{1_labelShort} will most likely die.'
- '{0} muy probablemente morirá.'
ConfirmBanishPawnDialog_Items (Dialogs_Various.xml:842)
- '{1_labelShort} will take the following items with {1_objective}:'
- '{0} se llevará los siguientes objetos con él [PAWN_objective]:'
ConfirmBanishPawnDialog_IndividualThoughts (Dialogs_Various.xml:846)
- 'Banishing {1_labelShort} will cause the following people to get the following
thoughts:'
- 'Abandonar a {0} hará que las siguientes personas obtengan los siguientes
pensamientos:'
FactionGreetingWary (Dialog_Trees.xml:9)
- '{0} greets {NEGOTIATOR_labelShort} and asks what business you want to handle.'
- '{0} saluda a {1} con cautela y pregunta por el asunto que quieres tratar.'
FactionGreetingWarm (Dialog_Trees.xml:11)
- '{0} greets {NEGOTIATOR_labelShort} warmly and asks what {LEADER_pronoun} can
do to help you.'
- '{0} saluda a {1} afectuosamente [PAWN_pronoun] y pregunta qué es lo que puede
hacer para ayudarte.'
LeaderUnavailable (FloatMenu.xml:19)
- 'leader {1_labelShort} is unavailable'
- 'el líder {0} no está disponible'
FireAt (FloatMenu.xml:24)
- 'Fire at {1_label}'
- 'Disparar a {0}'
IsIncapableOfViolenceLower (FloatMenu.xml:33)
- '{1_labelShort} is incapable of violence'
- '{0} es incapaz de ser violento'
IsNotDraftedLower (FloatMenu.xml:37)
- '{1_labelShort} is not drafted'
- '{0} no está reclutado'
TryToArrest (FloatMenu.xml:135)
- 'Try to arrest {1_label} ({2} chance)'
- 'Intentar arrestar a {1_label}'
IsIncapped (GameplayCommands.xml:45)
- '{1_labelShort} cannot walk.'
- '{0} está incapacitado.'
LetterLabelAnimalInsanitySingle (Incidents.xml:5)
- 'Mad {ANIMAL_labelShort}'
- 'Animal loco {0}'
AnimalInsanitySingle (Incidents.xml:7)
- 'A local {ANIMAL_label} has gone mad. It will attack everyone it sees.'
- 'Un {0} ha enloquecido. Atacará a todo lo que vea..'
LetterLabelCropBlight (Incidents.xml:14)
- 'Blight: {PLANTDEF_labelPlural}'
- 'Plaga'
LetterCropBlight (Incidents.xml:16)
- 'Blight has been discovered on the {PLANTDEF_labelPlural}!\n\nYou should cut or
burn the affected plants before the blight spreads.'
- '¡Un colono ha notado una plaga en tus cultivos! Debes cortar o quemar las
plantas contaminadas antes de que se extienda la plaga.'
EnemyRaidLeaderPresent (Incidents.xml:25)
- 'One of the {LEADER_factionPawnsPlural} - {LEADER_labelShort}, is the leader of
the faction.'
- 'Uno de los {0} - {1}, es el lider de la faccion.'
FriendlyRaidLeaderPresent (Incidents.xml:29)
- 'One of the {LEADER_factionPawnsPlural} - {LEADER_labelShort}, is the leader of
the faction.'
- 'Uno de los {0} - {1}, es el lider de la faccion.'
RefugeePodCrash (Incidents.xml:34)
- '{PAWN_titleIndef} named {PAWN_nameDef} is crashing in a transport pod nearby.
If {PAWN_pronoun} survives the impact, {PAWN_pronoun} will be badly wounded.'
- 'Un [PAWN_title] de nombre [PAWN_nameDef] se está estrellando en una cápsula de
transporte cercana. Si [PAWN_pronoun] sobrevive el impacto, [PAWN_pronoun] estará
gravemente herido (a).'
RefugeePodCrash_Factionless (Incidents.xml:36)
- '{PAWN_nameDef} is not affiliated with any faction. You can rescue
{PAWN_objective} and hope {PAWN_pronoun} joins freely, or capture {PAWN_objective}
for recruitment or slavery purposes.'
- '[PAWN_nameDef] no está afiliado a ninguna facción. Puedes rescatar a
[PAWN_objective] y esperar [PAWN_pronoun] se une libremente o captura a
[PAWN_objective] para reclutamiento o esclavitud.'
RefugeePodCrash_Hostile (Incidents.xml:38)
- '{PAWN_nameDef} is from your enemy {PAWN_factionName}. You can capture
{PAWN_objective} for recruitment or slavery purposes.'
- '[PAWN_nameDef] es de tu enemigo [PAWN_factionName]. Puedes capturar a
[PAWN_objective] para reclutamiento o esclavitud.'
RefugeePodCrash_NonHostile (Incidents.xml:40)
- '{PAWN_nameDef} is from {PAWN_factionName}. If you rescue {PAWN_objective},
{PAWN_pronoun} may join freely. Otherwise, {PAWN_pronoun} will return home and
spread goodwill between your factions.\n\nYou can also capture {PAWN_objective} for
recruitment or slavery purposes, but this will anger {PAWN_possessive} faction.'
- '[PAWN_nameDef] es de [PAWN_factionName]. Si rescatas a [PAWN_objective],
[PAWN_pronoun] porá unirse libremente. Ó de otra manera, [PAWN_pronoun] volverá a
casa y difundirá la reputación entre sus facciones.\n\nTambién puedes capturar a
[PAWN_objective] para fines de reclutamiento o esclavitud, pero esto enojará a
[PAWN_possessive] facción.'
TraderArrival (Incidents.xml:61)
- 'A trade ship is passing nearby.\n\nThey are known as {0}. They are a
{1}.\n\n{2}'
- 'Hay una nave comercial en las cercanías.\n\nSe les conoce como {0}. Son {1}.'
SingleTravelerPassing (Incidents.xml:64)
- 'A {PAWN_title} from {1} is passing by. {PAWN_pronoun} is named
{PAWN_nameFull}.'
- 'Un {0} de {1} está de paso por la zona. [PAWN_pronoun] se llama {2}.'
SingleVisitorArrives (Incidents.xml:71)
- '{PAWN_titleIndef} from {1} is visiting the colony.\n\n{PAWN_pronoun} is named
{PAWN_nameFull}.{3}{4}'
- 'Un {0} de {1} está visitando la colonia.\n\n[PAWN_pronoun] se llama {2}.{3}
{4}'
SingleVisitorArrivesTraderInfo (Incidents.xml:73)
- '{PAWN_pronoun} seems to have a few items to trade.'
- '\n\n[PAWN_pronoun] parece tener algunos objetos para el comercio.'
SingleVisitorArrivesLeaderInfo (Incidents.xml:75)
- '{PAWN_pronoun} is the leader of the faction.'
- '\n\n[PAWN_pronoun] es el líder de la facción.'
GroupVisitorsArriveLeaderInfo (Incidents.xml:83)
- 'One of the visitors - {1_labelShort}, is the leader of the faction.'
- '\n\nUno de los visitantes - {0}, es el lider de la facción.'
MessageAnimalInsanityPulse (Incidents.xml:94)
- 'The {SOURCE_label} has emitted a psychic pulse that has driven nearby animals
mad.'
- 'La antigua estructura ha emitido un pulso psíquico que ha hecho enloquecer a
los animales cercanos.'
LetterLabelAnimalSelfTame (Incidents.xml:143)
- '{1_kind} self-tamed'
- '{0} auto-domesticado'
BoundWorkerIs (ITabs.xml:56)
- 'Worker: {1_labelShort}'
- 'Trabajador: {0}'
CannotTrainTooSmall (ITabs.xml:200)
- '{1_labelShort} is too small to train this.'
- '{0} es muy pequeño para ser entrenado.'
OpinionOf (ITabs.xml:217)
- 'Opinion of {1_labelShort}'
- 'Opinión de {0}'
ShortCircuitRain (Letters.xml:33)
- 'A {1_label} has short-circuited in the rain and started a fire.'
- 'Un {0} ha sufrido un cortocircuito debido a la lluvia y ha provocado un
incendio.'
RelatedPawnInvolvedInQuest (Letters.xml:57)
- '{PAWN_nameDef} is {RELATIVE_labelShort}'s {1}. If {PAWN_nameDef} dies,
{RELATIVE_labelShort} will suffer from long-lasting grief. However, if you manage
to rescue {PAWN_nameDef}, {RELATIVE_labelShort} will be very happy for a long
time.'
- '[PAWN_nameDef] es {0} de {1}. Si [PAWN_nameDef] muere, {0} sufrirá un dolor
duradero. Sin embargo, si logras rescatar a [PAWN_nameDef], {0} será muy feliz por
mucho tiempo.'
NewDisease (Letters.xml:69)
- '{PAWN} has gotten sick from {1}.\n\nEnsure you have a medical bed and a
doctor. Make sure that {PAWN_definite} gets proper treatment and spends as much
time in bed as possible.'
- '{0} se ha enfermado de {1}.\n\nAsegúrese de tener una cama médica y un médico.
Asegúrate de que {2} reciba el tratamiento adecuado y pase tanto tiempo en la cama
como sea posible.'
NewPartDisease (Letters.xml:71)
- '{PAWN} has gotten sick from {3}. The infection is in {PAWN_possessive}
{1}.\n\nEnsure you have a medical bed and a doctor. Make sure that {PAWN_definite}
gets proper treatment and spends as much time in bed as possible.'
- '{0} se ha enfermado de {3}. La infección está en [PAWN_possessive]
{1}.\n\nAsegúrate de tener una cama médica y un médico. Asegúrate de que {2} reciba
el tratamiento adecuado y pase tanto tiempo en la cama como sea posible.'
NewDiseaseAnimal (Letters.xml:73)
- '{PAWN_labelShort} has developed an illness: {1}'
- '{0} ha desarrollado una enfermedad: {1}'
NewPartDiseaseAnimal (Letters.xml:75)
- '{PAWN_labelShort} has developed an illness: {3} in {PAWN_possessive} {1}'
- '{0} ha desarrollado una enfermedad: {3} en [PAWN_possessive] {1}'
PawnHasTheseRelationshipsWithColonists (Letters.xml:80)
- '{1_labelShort} has these relationships with your colonists:'
- '{0} tiene estas relaciones con tus colonos:'
AncientShrineWarning (Letters.xml:87)
- 'As {PAWN_nameDef} draws near the ancient wall, a sense of foreboding overcomes
{PAWN_objective}. {PAWN_pronoun} isn't sure why, but {PAWN_pronoun} feels that this
dusty structure may contain great danger.'
- 'Cuando {0} se aproxima a la antigua estructura, un presentimiento se apodera
de el [PAWN_objective]. [PAWN_pronoun] no esta seguro de por qué, pero el
[PAWN_pronoun] percibe una sensación de enorme peligro emanando de esta polvorienta
estructura.'
AnimalManhunterFromDamage (Letters.xml:95)
- '{1_indefinite} is attacking after being harmed!\n\nIt will hunt any humanoid
it can reach. It will calm down when it goes to sleep.'
- '¡[PAWN_indefinite] está atacando después de haber sido herido!\n\nCazará a
cualquier humanoide que pueda alcanzar. Se calmará cuando se vaya a dormir.'
AnimalManhunterFromTaming (Letters.xml:97)
- '{1_indefinite} is attacking due to a botched taming attempt!'
- '¡[PAWN_indefinite] está atacando debido a un intento fallido de ser
domesticado!'
AnimalManhunterOthers (Letters.xml:99)
- 'Other {1_kindBasePlural} nearby have also become enraged!'
- '¡Otro {0}s en las cercanías también se puesto enfurecido!'
LetterFriendlyTrapSprungLabel (Letters.xml:102)
- '{1_labelShort} hit trap'
- '{0} ha caido en una trampa'
LetterFriendlyTrapSprung (Letters.xml:104)
- '{1_labelShort} has accidentally sprung a trap and taken damage from it.'
- '{0} ha surgido accidentalmente una trampa y ha recibido daño de ella.'
LetterHealthComplications (Letters.xml:107)
- '{PAWN_labelShort} has developed a health condition:\n\n {1}\n\nThis was
caused by:\n\n {2}'
- '{0} ha desarrollado la condición de salud:\n\n {1}\n\nEsto fue causado
por:\n\n {2}'
LetterHealthComplicationsLabel (Letters.xml:109)
- '{PAWN_labelShort}: {1}'
- '{0}: {1}'
LetterHediffFromRandomHediffGiver (Letters.xml:112)
- '{PAWN_labelShort} has developed a health condition: {1}.'
- '{0} ha desarrollado la condición de salud: {1}.'
LetterHediffFromRandomHediffGiverLabel (Letters.xml:114)
- '{PAWN_labelShort}: {1}'
- '{0}: {1}'
LetterLeadersDeath (Letters.xml:119)
- '{OLDLEADER_nameFull}, {3} of {1}, has died.\n\nThe new {3} is
{NEWLEADER_nameFull}.'
- '{0}, {3} de {1}, ha muerto.\n\nEl nuevo {3} es {2}.'
LetterLeaderChanged (Letters.xml:124)
- '{OLDLEADER_nameFull} is no longer {3} of {1}.\n\nThe new {3} is
{NEWLEADER_nameFull}.'
- '{0} ya no es {3} de {1}.\n\nEl nuevo {3} es {2}.'
LastEventsInLife (Letters.xml:142)
- 'The last events in {PAWN_definite}'s life'
- 'Los últimos eventos en la vida de {0}'
RelationshipAppendedLetterTextColonist (Letters.xml:171)
- '{PAWN_nameDef} has a relationship with a colonist. {PAWN_pronoun} is
{RELATIVE_labelShort}'s {1}.'
- '[PAWN_nameDef] esta relacionado con un colono. [PAWN_pronoun] es {0} de {1}.'
RelationshipAppendedLetterTextPrisoner (Letters.xml:173)
- '{PAWN_nameDef} has a relationship with one of your prisoners. {PAWN_pronoun}
is {RELATIVE_labelShort}'s {1}.'
- '[PAWN_nameDef] esta relacionado con uno de tus prisioneros. [PAWN_pronoun] es
{0} de {1}.'
LetterAffair (Letters.xml:179)
- '{PAWN1_labelShort}, married to {SPOUSE_labelShort}, has begun an affair with
{PAWN2_labelShort}.'
- '{0}, casado con {1}, ha comenzado un romance con {2}.'
LetterNoLongerLovers (Letters.xml:185)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are no longer in a relationship.'
- '{0} y {1} ya no están en una relación.'
LetterRejectedProposal (Letters.xml:195)
- '{INITIATOR_nameFull} is going to be unhappy about this.'
- '{0} estará descontento con esto.'
LetterPartBondedAnimalDied (Letters.xml:215)
- '{ANIMAL_definite} was bonded to {HUMAN_labelShort}. It will affect
{HUMAN_labelShort}'s mood.'
- '{0} estaba unido a {1}. Afectará el estado de ánimo de {1}.'
LetterNewlyAddicted (Letters.xml:235)
- '{PAWN_labelShort} has developed an addiction to {1}.\n\n{PAWN_pronoun} now has
a need for {1}, visible on {PAWN_possessive} Needs tab. {PAWN_pronoun} will
automatically consume the drug to fulfil {PAWN_possessive} need. If {PAWN_pronoun}
cannot get any {1}, {PAWN_pronoun} will go into withdrawal.'
- '{0} ha desarrollado una adicción a {1}.\n\n[PAWN_pronoun] ahora tiene una
necesidad de {1}, visible [PAWN_possessive] en su pestaña de Necesidades.
[PAWN_pronoun] podra consumir la droga de forma automática para satisfacer su
necesidad [PAWN_possessive]. Si [PAWN_pronoun] puede obtener ninguna {1},
[PAWN_pronoun] el entrará en dependencia.'
LetterDrugBinge (Letters.xml:241)
- '{2_label} is binging on {1}.'
- '{0} esta emborrachandose de {1}.'
LetterFoundPreciousLump (Letters.xml:285)
- 'Using your long-range mineral scanner, {WORKER_labelShort} has found a lump of
{0} some distance away.\n\nUnfortunately, it won't last - others will mine it first
in {1} days if we don't.\n\n{2}.'
- 'Usando el escáner mineral de largo alcance, {3} ha encontrado una beta de {0}
cerca.\n\nLamentablemente, no durará mucho; otros lo extraerán primero en {1} días
si no lo hacemos nosotros.\n\n{2}.'
PeaceTalksSocialXPGain (Letters.xml:315)
- '{PAWN_labelShort}, your negotiator, has gained {1} social experience.'
- '{0}, su negociador, ha ganado {1} experiencia social.'
LetterRunWildMentalBreak (Letters.xml:319)
- '{0} is fed up with civilization.\n\n{PAWN_pronoun} realized that wild
creatures are always free. So, {PAWN_pronoun} has decided to leave your faction and
live with the animals.\n\nYou can attempt to tame or arrest {PAWN_objective} to get
{PAWN_objective} back.'
- '{0} está harto de la civilización.\n\n[PAWN_pronoun] se dio cuenta de que las
criaturas salvajes siempre son libres. Asi que, [PAWN_pronoun] ha decidido dejar tu
facción y vivir con los animales.\n\nPuedes intentar domesticar [PAWN_objective]
para conseguir que [PAWN_objective] regrese.'
LetterCatatonicMentalBreak (Letters.xml:323)
- '{0} has suffered a total mental breakdown and entered a catatonic state.
{PAWN_pronoun} will recover in several days.'
- '{0} ha sufrido un colapso mental total y entró en un estado catatónico.
[PAWN_pronoun] se recuperará en varios días.'
LetterAICoreOffer (Letters.xml:328)
- '{PAWN_definite} of {1} contacts you with an offer of information: the location
of a persona core, which you'll need in order to build a spaceship. They inform you
that this item is quite rare and usually its owners have it under heavy
guard.\n\nCall them with your comms console if you're interested.'
- '{0} de {1} ha contactado contigo para ofrecerte información: la ubicación de
un núcleo personal de IA, que necesitará para construir una nave espacial. Le
informan que este artículo es bastante raro y, por lo general, sus dueños lo tienen
bajo vigilancia.\n\nLlámalos con tu consola de comunicaciones si estás interesado.'
LetterCraftedLegendaryMessage (Letters.xml:333)
- '{WORKER_labelShort} has created a {CRAFTED_labelShort}.\n\nNews of this
valuable artifact will spread across the world.'
- '{0} ha creado un {1}.\n\nLas noticias de este valioso objeto se extenderán por
todo el mundo.'
LetterVisitorsGaveGift (Letters.xml:357)
- '{0} from {PAWN_factionName} have left a gift:\n\n{1}'
- '{0} de [PAWN_factionName] te he dejado un regalo:\n\n{1}'
LetterRescueQuestFinished (Letters.xml:375)
- 'You have rescued {PAWN_nameDef} and {PAWN_pronoun} has joined your
group.\n\nYou can take {PAWN_objective} with you by reforming the caravan in the
World screen by selecting this area and choosing the "Reform caravan" option.'
- 'Has rescatado [PAWN_nameDef] y [PAWN_pronoun] se ha unido a tu
grupo.\n\nPuedes tomar a [PAWN_objective] contigo, reformando la caravana en la
pantalla Mundo seleccionando este área y eligiendo la opción 'Reformar caravana'.'
LetterLabelPredatorHuntingColonist (Letters.xml:379)
- '{PREDATOR_labelShort} hunting {PREY_definite}'
- '{0} cazando a {1}'
LetterPredatorHuntingColonist (Letters.xml:381)
- '{PREDATOR} is hunting {PREY_definite} for food!'
- '¡{0} esta cazando a {1} para comerselo!'
LetterTraitDisease (Letters.xml:389)
- '{PAWN_label} has gotten sick from {1}.\n\nEnsure you have a medical bed and a
doctor. Make sure that {PAWN_pronoun} gets proper treatment and spends as much time
in bed as possible.'
- '{0} se ha enfermado de {1}.\n\nAsegúrate de tener una cama médica y un médico.
Asegúrate de que [PAWN_pronoun] recibe el tratamiento adecuado y pasa tanto tiempo
en la cama como sea posible.'
CannotDoThisWork (MainTabs.xml:16)
- '{1_labelShort} cannot do this kind of work.'
- '{0} no puede hacer este tipo de trabajo.'
MessageFullyHealed (Messages.xml:51)
- '{1_label} is fully healed.'
- '{0} está totalmente curado.'
MessagePrisonerIsEscaping (Messages.xml:54)
- 'Prisoner {1_labelShort} is escaping.'
- 'Prisonero {0} esta escapando.'
MessageOutOfNearbyShellsFor (Messages.xml:57)
- '{PAWN_labelShort} found no nearby unreserved shells for {GUN_label}.'
- '{0} no ha encontrado obuses cercanos para {1}.'
MessageAnimalsGoPsychoHunted (Messages.xml:60)
- 'Warning: {ANIMAL_kindBasePlural} have a {1} base chance to attack when harmed.
Chance depends on range and hunter stealth stat.'
- 'Advertencia: {0} tiene una probabilidad {1} de atacar cuando este herido desde
el alcance del rifle. La probabilidad es mayor si está más cerca, menos con buen
cazador sigiloso.'
MessageAnimalManhuntsOnTameFailed (Messages.xml:62)
- 'Warning: {ANIMAL_kindBasePlural} may attack upon failed taming attempts ({1}
chance).'
- 'Atención: {0} puede atacar en un intento fallido de ser domado ({1}
probabilidad).'
MessageRecruitSuccess (Messages.xml:67)
- '{RECRUITER_nameFull} successfully recruited {RECRUITEE_nameFull} ({2}
chance).'
- '{0} a reclutado a {1} ({2} de probabilidad).'
MessageTameSuccess (Messages.xml:69)
- '{RECRUITER_labelShort} successfully tamed {1} ({2} chance).'
- '{0} domesticado con éxito {1} ({2} de probabilidad).'
MessageTameAndNameSuccess (Messages.xml:71)
- '{RECRUITER_labelShort} successfully tamed {1} ({2} chance). It is now called
{RECRUITEE_nameFull}.'
- '{0} domesticado con éxito {1} ({2} de probabilidad) y de nombre
[PAWN_objective] {3}.'
MessageRefusedArrest (Messages.xml:115)
- '{1_labelShort} has refused to be arrested!'
- '¡{0} se niega a ser arrestado!'
MessageTooLowMedCare (Messages.xml:122)
- 'Operation requires {0} or better, but {PAWN_labelShort}'s current medical care
mode is "{2}".'
- 'a operación requiere {0} o algo mejor, pero el modo de asistencia médica
actual de {1} es '{2}'.'
PawnDiedBecauseOf (Messages.xml:125)
- '{PAWN_labelShort} has died. Cause: {1}.'
- '{0} ha muerto debido a {1}.'
PawnDied (Messages.xml:127)
- '{1_labelShort} has died.'
- '{0} ha muerto.'
MessageNoLongerDowned (Messages.xml:130)
- '{1_label} is no longer incapable of walking.'
- '{0} ha recuperado la capacidad para caminar.'
MessageInvoluntarySleep (Messages.xml:133)
- '{1_labelShort} has collapsed due to extreme exhaustion.'
- '{0} se ha desmayado debido a agotamiento extremo.'
MessageMedicalOperationFailureMinor (Messages.xml:136)
- '{SURGEON_labelShort} has failed in a minor way while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha cometido un fallo menor durante la operación de {1}.'
MessageMedicalOperationFailureCatastrophic (Messages.xml:138)
- '{SURGEON_labelShort} has failed catastrophically while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha cometido un fallo catastrofico mientras operaba a {1}.'
MessageMedicalOperationFailureRidiculous (Messages.xml:140)
- '{SURGEON_labelShort} has failed in a ridiculous way while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha fallado de manera ridícula mientras operaba a {1}.'
MessageMedicalOperationFailureFatal (Messages.xml:142)
- '{SURGEON_labelShort} has committed a fatal error while operating on
{PATIENT_labelShort} because of the special challenges of: {2}'
- '{0} ha cometido un error fatal mientras operaba a {1} debido al desafío
especial de: {2}'
MessageNuzzledPawnGaveNameTo (Messages.xml:155)
- '{NAMER_nameFull} has named {1} {NAMEE_nameFull} after being nuzzled.'
- '{0} ha nombrado a {1} {2} despues de acariciarle.'
MessageNoHandlerSkilledEnough (Messages.xml:158)
- 'No handler can tame {ANIMAL_kindBase} (requires level {1} in {2}, best handler
{HANDLER_labelShort} has {4}).'
- 'Ningún entrenador puede domesticar este(a) {0} (requiere nivel {1} en {2} y el
mejor entrenador es {3} con {4}).'
MessageEatenByPredator (Messages.xml:161)
- '{EATEN_labelShort} has been eaten by {PREDATOR}.'
- '{0} ha sido cazado por {1}.'
MessageAttackedByPredator (Messages.xml:163)
- '{PREY_labelShort} is being attacked by {PREDATOR}!'
- '!{0} está siendo atacado(a) por {1}!'
MessageCantSelectDeadPawn (Messages.xml:172)
- '{1_labelShort} is dead.'
- '{0} se ha muerto.'
MessageCantSelectOffMapPawn (Messages.xml:174)
- '{1_labelShort} is off the map.'
- '{0} ha salido del mapa.'
MessageSocialFight (Messages.xml:177)
- '{PAWN1_labelShort} started a social fight with {PAWN2_labelShort}.'
- '{0} ha comenzado una pelea con {1}.'
MessageNewMarriageCeremony (Messages.xml:180)
- 'Colonists are gathering to celebrate {PAWN1_labelShort} and
{PAWN2_labelShort}’s marriage.'
- 'Los colonos se están reuniendo para celebrar el matrimonio de {0} y {1}.'
MessageMarriageCeremonyStarts (Messages.xml:182)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are beginning their marriage
ceremony!'
- '¡{0} y {1} han comenzado su ceremonia de matrimonio!'
MessageMarriageCeremonyCalledOff (Messages.xml:184)
- 'The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has been
called off.'
- 'La ceremonia de matrimonio de {0} y {1} se ha cancelado.'
MessageNewlyMarried (Messages.xml:186)
- '{PAWN1_labelShort} and {PAWN2_labelShort} have married. Colonists are now
celebrating the occasion.'
- 'Se han casado {0} y {1}. Los colonos ahora celebran la ocasión.'
MessageMarriageCeremonyAfterPartyFinished (Messages.xml:188)
- 'The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has
finished.'
- 'La ceremonia de matrimonio de {0} y {1} ha terminado.'
MessageNewBondRelation (Messages.xml:191)
- '{HUMAN_labelShort} and {ANIMAL_labelShort} have formed a bond.'
- '{0} y {1} se han encariñado.'
MessageNewBondRelationNewName (Messages.xml:193)
- '{HUMAN_labelShort} and {1} have formed a bond. {HUMAN_labelShort} has named
{ANIMAL_objective} {ANIMAL_nameFull}.'
- '{0} y {1} se han encariñado. {0} le ha nombrado [PAWN_objective] {2}.'
MessageBondedAnimalMentalBreak (Messages.xml:196)
- '{ANIMAL} has had a mental break because of {HUMAN_labelShort}'s death.'
- '{0} ha tenido un colapso mental debido a la muerte de {1}.'
MessageNamedBondedAnimalMentalBreak (Messages.xml:198)
- '{ANIMAL_kindIndef} named {ANIMAL_label} has had a mental break because of
{HUMAN_labelShort}'s death.'
- '{0} nombrado {1} ha tenido un colapso mental debido a la muerte de {2}.'
MessageBondedAnimalsMentalBreak (Messages.xml:200)
- '{0} animals have a mental break because of {HUMAN_labelShort}'s death.'
- '{0} animales tienen un colapso mental debido a la muerte de {1}.'
MessageSuccessfullyRemovedHediff (Messages.xml:203)
- '{SURGEON_labelShort} has successfully removed {PATIENT_labelShort}'s
{HEDIFF}.'
- '{0} ha eliminado con éxito el {1} de {2}.'
MessageConstructionFailed (Messages.xml:217)
- '{WORKER_labelShort} failed while constructing a {0}. Some resources have been
wasted.'
- '{1} fallado durante la construcción {0}. Algunos recursos se han
desperdiciado.'
MessageNoLongerSocialFighting (Messages.xml:223)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are no longer social fighting.'
- '{0} y {1} ya no estan en una discusion.'
MessageNoLongerBingingOnDrug (Messages.xml:226)
- '{2_labelShort} is no longer binging on {1}.'
- '{0} no esta borracho de {1}.'
MessageNoLongerOnTargetedInsultingSpree (Messages.xml:229)
- '{PAWN_labelShort} is no longer on an insulting spree against {TARGET_label}.'
- '{0} ya no está en una juerga de insultos contra {1}.'
MessageRottedAwayInStorage (Messages.xml:232)
- '{1_label} has rotted away in storage.'
- '{0} se ha podrido en el almacen.'
MessageFoodPoisoning (Messages.xml:235)
- '{PAWN_labelShort} has gotten food poisoning from: {FOOD_labelShort}. Cause:
{2}.'
- '{0} tiene una intoxicación alimenticia de: {1}. Causada por: {2}.'
MessagePlantDiedOfBlight (Messages.xml:263)
- '{1_label} has died because of blight.'
- '{0} ha muerto a causa de la plaga.'
MessagePawnBeingBurned (Messages.xml:266)
- '{1_labelShort} is being burned by superheated air!'
- '¡{0} se está quemado por aire sobrecalentado!'
MessageAccidentalOverdose (Messages.xml:269)
- '{INGESTER} has accidentally overdosed while consuming {DRUG_labelShort}!'
- '¡{0} se ha sobredosificado accidentalmente mientras consumía {1}!'
MessagePawnLeftMapAndCreatedCaravan (Messages.xml:275)
- '{1_labelShort} has left the area and formed a caravan.'
- '{0} ha dejado el área y formado una caravana.'
MessagePermanentWoundHealed (Messages.xml:283)
- '{PAWN_labelShort}'s {2} has healed. Cause: {0}'
- '{2} de {1} ha sanado. Causa: {0}'
MessageCantLoadMoreIntoTransporters (Messages.xml:312)
- 'Your {1} can't finish loading the transport pods because some items or people
became unavailable ({2_labelShort}).'
- 'Tu {1} no pueden terminar de cargar las capsulas de transporte porque algunos
objetos o personas dejaron de estar disponibles ({0}).'
MessageCantEquipIncapableOfViolence (Messages.xml:326)
- 'Cannot equip: {1_labelShort} is incapable of violence.'
- 'No se puede equipar: {0} es incapaz de ser violento.'
MessageSlaughteringBondedAnimal (Messages.xml:331)
- 'Because they are bonded, slaughtering {DESIGNATED_labelShort} will make
{BONDED_labelShort} unhappy.'
- 'Debido a que están unidos, el sacrificio {0} hará infeliz a {1}.'
MessageCaravanRanOutOfFood (Messages.xml:334)
- '{0} has run out of food ({PAWN_label}).'
- '{0} se ha quedado sin comida ({1}).'
MessageSelfTendUnsatisfied (Messages.xml:349)
- 'To self-tend, {1_labelShort} must also be assigned to Doctor work.'
- 'Para curarse a sí mismo, {0} también debe asignarse el oficio Medícina.'
MessageCannotSelfTendEver (Messages.xml:351)
- '{1_labelShort} is incapable of doing Doctor work, and so cannot ever self-
tend.'
- '{0} es incapaz de tener el oficio de Medícina y por eso nunca podrá auto-
curarse.'
MessageCantBanishDownedPawn (Messages.xml:371)
- 'Cannot banish {1_labelShort} since {1_pronoun} cannot walk.'
- 'No se puede abandonar {0} ya que [PAWN_pronoun] no puede andar.'
MessageFailedToRescueRelative (Messages.xml:390)
- 'You have failed to rescue {PAWN_labelShort}. This will make
{RELATIVE_labelShort} sad.'
- 'Has fallado al rescatar {0}. Esto hará que {1} se entristezca.'
MessageRescuedRelative (Messages.xml:392)
- 'You have rescued {PAWN_labelShort}. This will make {RELATIVE_labelShort}
happy.'
- 'Has rescatado {0}. Esto hará que {1} sea feliz.'
MessageTargetedTantrumChangedTarget (Messages.xml:406)
- '{PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided
to redirect {PAWN_possessive} anger at {TARGET_label}.'
- '{0} no pudo alcanzar {1} asi que [PAWN_pronoun] decidió redirigir
[PAWN_possessive] llendo contra {2}.'
MessageTargetedInsultingSpreeChangedTarget (Messages.xml:409)
- '{PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided
to redirect {PAWN_possessive} anger at {TARGET_label}.'
- '{0} no pudo alcanzar {1} asi que [PAWN_pronoun] decidió redirigir
[PAWN_possessive] llendo contra {2}.'
MessageMurderousRageChangedTarget (Messages.xml:412)
- '{PAWN_labelShort} has decided to redirect {PAWN_possessive} anger at
{TARGET_label}.'
- '{0} ha decidido redirigir [PAWN_possessive] llendo contra {1}.'
GoodwillChangedReason_AttackedPawn (Messages.xml:435)
- 'attacked {1_labelShort}'
- '{0} atacado'
GoodwillChangedReason_UsedItem (Messages.xml:437)
- 'used {ITEM_labelShort} on {TARGET_labelShort}'
- 'usado {0} en {1}'
GoodwillChangedReason_CapturedPawn (Messages.xml:443)
- 'captured {1_labelShort}'
- '{0} capturado'
GoodwillChangedReason_PawnCrushed (Messages.xml:445)
- '{1_labelShort} crushed'
- '{0} aplastado'
GoodwillChangedReason_PawnDied (Messages.xml:447)
- '{1_labelShort} died'
- '{0} murió'
GoodwillChangedReason_ExitedMapHealthy (Messages.xml:455)
- '{1_labelShort} exited the map healthy'
- '{0} salió del mapa saludablemente'
GoodwillChangedReason_Tended (Messages.xml:457)
- 'tended to {1_labelShort}'
- 'atiende a {0}'
MessageAnimalReturnedWild (Messages.xml:490)
- 'Because of a lack of taming maintenance, {1_labelShort} has returned to the
wild.'
- 'Debido a la falta de mantenimiento en su domesticación, {0} ha vuelto a la
naturaleza.'
MessageAnimalLostSkill (Messages.xml:492)
- 'Due to a lack of maintenance training, {ANIMAL_labelShort} has lost a skill:
{1}'
- 'Debido a la falta de mantenimiento en su entrenamiento, {0} ha perdido
habilidad: {1}'
MessagePredatorHuntingPlayerAnimal (Messages.xml:504)
- '{PREDATOR} is hunting {PREY_definite} ({PREY_kindBase}) for food!'
- '¡{0} está cazando {1} por comerselo!'
MessagePrisonerResistanceBroken (Messages.xml:507)
- 'Prisoner {PRISONER_labelShort}'s resistance has been broken by
{WARDEN_labelShort}.'
- 'La resistencia del Prisionero {0} ha sido caido por {1}.'
MessageCapturingWillAngerFaction (Messages.xml:520)
- 'Warning: Capturing {PAWN_nameDef} will anger {PAWN_possessive} faction
{PAWN_factionName}.'
- 'Advertencia: La captura de [PAWN_nameDef] enojará a [PAWN_possessive] la
facción de [PAWN_factionName].'
DeadLabel (Misc.xml:88)
- '{1_label} (dead)'
- '{0} (muerto)'
SomeonesRoom (Misc.xml:117)
- '{PAWN_labelShort}'s {1}'
- '{1} de {0}'
CouplesRoom (Misc.xml:119)
- '{PAWN1_labelShort} and {PAWN2_labelShort}'s {2}'
- '{0} y {1} de {2}'
WornBy (Misc_Gameplay.xml:260)
- 'worn by {1_labelShort}'
- 'vestido por {0}'
EquippedBy (Misc_Gameplay.xml:262)
- 'equipped by {1_labelShort}'
- 'equipado por {0}'
CaravanLeaderCaravanName (Misc_Gameplay.xml:324)
- '{1_labelShort}'s caravan'
- 'caravana de {0}'
IsIncapableOfViolence (Misc_Gameplay.xml:432)
- '{1_labelShort} is incapable of violence.'
- '{0} es incapaz de ser violento.'
IsNotDrafted (Misc_Gameplay.xml:436)
- '{1_labelShort} is not drafted.'
- '{0} no está reclutado.'
ShellLoaded (Misc_Gameplay.xml:462)
- 'Shell loaded: {1_label}'
- 'Proyectil cargado: {0}'
ReportHaulingTo (Misc_Gameplay.xml:468)
- 'hauling {THING_label} to {DESTINATION}.'
- 'trasladando {0} a {1}.'
ReportHauling (Misc_Gameplay.xml:470)
- 'hauling {1_label}.'
- 'trasladando {0}.'
ReportExtinguishingFireOn (Misc_Gameplay.xml:500)
- 'extinguishing fire on {TARGET_label}.'
- 'extinguiendo el incendio sobre {0}.'
CoverThingBlocksPercentOfShots (Misc_Gameplay.xml:530)
- '{COVER_label} stops {1}'
- '{0} detiene el {1}'
PawnMainDescGendered (Misc_Gameplay.xml:566)
- '{PAWN_gender} {1}'
- '{0} {1}'
PawnMainDescLifestageWrap (Misc_Gameplay.xml:570)
- '{2_lifeStageAdjective} {0}'
- '{1} {0}'
FireOn (Misc_Gameplay.xml:774)
- 'fire on {1_label}'
- 'Fuego en {0}'
CasketWarning (Misc_Gameplay.xml:830)
- 'Warning!\n\n{PAWN_nameDef} is your last free-standing colonist! If you let
{PAWN_objective} step into that casket, you may not be able to continue playing.
Are you sure you want to proceed?'
- '¡Atención!\n\n[PAWN_nameDef] es tu último colono en pie! Si lo dejas
[PAWN_objective] entrar en ésa cámara de estasis no podrás seguir jugando. ¿Estás
seguro que quieres continuar?'
DiseaseGrowthModeChanged_Growing (Misc_Gameplay.xml:926)
- '{PAWN_labelShort}'s {1} is now growing.'
- 'El {1} de {0} está creciendo.'
DiseaseGrowthModeChanged_Stable (Misc_Gameplay.xml:928)
- '{PAWN_labelShort}'s {1} is now stable.'
- 'El {1} de {0} está estable.'
DiseaseGrowthModeChanged_Remission (Misc_Gameplay.xml:930)
- '{PAWN_labelShort}'s {1} is now in remission.'
- 'El {1} de {0} está en remisión.'
MarriageSpotDangerous (Misc_Gameplay.xml:940)
- 'too dangerous for {1_labelShort}'
- 'demasiado peligroso para {0}'
MarriageSpotForbidden (Misc_Gameplay.xml:942)
- 'forbidden for {1_labelShort}'
- 'prohibido para {0}'
MarriageSpotUnreachable (Misc_Gameplay.xml:946)
- 'unreachable for {1_labelShort}'
- 'inalcanzable para {0}'
BanishTipWillDie (WITabs.xml:36)
- '{1_labelShort} will most likely die.'
- '{0} muy probablemente morirá.'