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| {
"distanthorizons.title":
"遥远的地平线",
"distanthorizons.general.true":
"真",
"distanthorizons.general.false":
"假",
"distanthorizons.general.yes":
"是",
"distanthorizons.general.no":
"否",
"distanthorizons.general.back":
"返回",
"distanthorizons.general.next":
"下一步",
"distanthorizons.general.done":
"完成",
"distanthorizons.general.cancel":
"取消",
"distanthorizons.general.reset":
"重置",
"distanthorizons.updater.title":
"遥远的地平线自动更新器",
"distanthorizons.updater.text1":
"§l有新更新可用!",
"distanthorizons.updater.text2":
"§f你想要从 %s§f 更新到 %s§f 吗?",
"distanthorizons.updater.later":
"稍后再说",
"distanthorizons.updater.never":
"不再显示",
"distanthorizons.updater.update":
"更新",
"distanthorizons.updater.update.@tooltip":
"只更新该 MOD 1 次\n(关闭游戏时更新)",
"distanthorizons.updater.silent":
"始终静默更新",
"distanthorizons.updater.silent.@tooltip":
"每当有更新可用时,系统会自动更新\n(§6警告§r:不会提示用户更新,但会保持模组为最新状态)",
"distanthorizons.updater.waitingForClose":
"远景地平线将在游戏重启后完成更新",
"distanthorizons.config.title":
"远景地平线配置",
"distanthorizons.config.client":
"客户端",
"distanthorizons.config.client.quickEnableRendering":
"启用渲染",
"distanthorizons.config.client.quickEnableRendering.@tooltip":
"决定远景地平线是否渲染LOD。",
"distanthorizons.config.client.qualityPresetSetting":
"质量预设",
"distanthorizons.config.client.qualityPresetSetting.@tooltip":
"修改多个图形设置以快速更改远景地平线的渲染质量。\n\n如果你的GPU使用率达到上限,或者遇到帧率问题,请降低该设置。",
"distanthorizons.config.client.threadPresetSetting":
"CPU负载",
"distanthorizons.config.client.threadPresetSetting.@tooltip":
"修改远景地平线将使用的线程数。\n\n增加该设置将提高远景生成器速度和LOD加载速度,\n但也会增加CPU/内存使用,可能引入卡顿。\n\n注意:对于4核或更少的CPU,这些设置的效果会降低,\n某些设置会产生相似的结果。",
"distanthorizons.config.client.optionsButton":
"显示选项按钮",
"distanthorizons.config.client.optionsButton.@tooltip":
"在视场按钮左侧显示配置按钮",
"distanthorizons.config.client.advanced":
"高级选项",
"distanthorizons.config.client.advanced.graphics":
"图形",
"distanthorizons.config.client.advanced.graphics.quality":
"渲染质量",
"distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution":
"最大水平分辨率",
"distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip":
"以最大细节渲染LOD的分辨率。\n\n§6最快:§r 区块\n§6最华丽:§r 方块",
"distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius":
"LOD区块渲染距离半径",
"distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip":
"远景地平线的渲染距离,以区块为单位测量。\n\n注意:这是一个尽力而为的数字。\n渲染距离可能高于或低于该数字,\n具体取决于其他图形设置。",
"distanthorizons.config.client.advanced.graphics.quality.verticalQuality":
"垂直质量",
"distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip":
"LOD对悬崖、洞穴、悬崖等的表现效果。\n\n更高的选项将增加内存和GPU使用。",
"distanthorizons.config.client.advanced.graphics.quality.horizontalScale":
"水平缩放",
"distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip":
"LOD质量下降的速度。\n\n较大的数值将改善远处地形的外观,\n但会增加内存和GPU使用。",
"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality":
"LOD下降距离",
"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip":
"质量下降的间距。\n\n更高的设置将增加下降之间的距离,\n但会增加内存和GPU使用。",
"distanthorizons.config.client.advanced.graphics.quality.transparency":
"透明度",
"distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore":
"忽略的方块",
"distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip":
"定义生成LOD时要忽略的方块类型。",
"distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks":
"用忽略的方块着色",
"distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip":
"§4注意:会让雪、地毯和陷阱门的外观变得非常糟糕§r\n是否让避免方块下的方块获取避免方块的颜色?\n§6是:§r 草地上的红花将把下面的草染成红色\n§6否:§r 被跳过的方块将不会改变下方的表面颜色",
"distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending":
"生物群落混合",
"distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip":
"这与LOD区域的原版生物群落混合设置相同。\n\n请注意,任何非'0'的设置都会极大地影响LOD构建时间\n并增加三角形数量。如果设置过高,也会显著影响区块生成速度。\n\n'0'等同于原版生物群落混合的'1x1', \n'1'等于原版生物群落混合的'3x3', \n'2'等于原版生物群落混合的'5x5'…",
"distanthorizons.config.client.advanced.graphics.fog":
"雾",
"distanthorizons.config.client.advanced.graphics.fog.drawMode":
"雾渲染模式",
"distanthorizons.config.client.advanced.graphics.fog.drawMode.@tooltip":
"何时在LOD上渲染雾。",
"distanthorizons.config.client.advanced.graphics.fog.distance":
"雾距离",
"distanthorizons.config.client.advanced.graphics.fog.distance.@tooltip":
"在LOD上渲染雾的距离。",
"distanthorizons.config.client.advanced.graphics.fog.colorMode":
"雾颜色模式",
"distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip":
"在LOD上雾的颜色。",
"distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog":
"禁用原版雾",
"distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog.@tooltip":
"§6是:§r 禁用Minecraft在原版区块上的雾。\n§6否:§r Minecraft正常渲染雾。\n\n可能会与编辑雾的其他模组产生问题。\n如果原版区块完全被雾覆盖,则禁用该选项。",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog":
"高级雾选项",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart":
"远雾开始",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart.@tooltip":
"远雾应从何处开始?\n\n '0.0':雾从玩家位置开始。\n '1.0':雾开始的圆圈正好适合LOD渲染距离方块。\n'1.414':LOD渲染距离方块正好适合雾开始的圆圈。",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd":
"远雾结束",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd.@tooltip":
"远雾应在何处结束?\n\n '0.0':雾在玩家位置结束。\n '1.0':雾结束的圆圈正好适合LOD渲染距离方块。\n'1.414':LOD渲染距离方块正好适合雾结束的圆圈。",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin":
"远雾最小值",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin.@tooltip":
"最小的雾厚度是多少?\n\n '0.0':完全没有雾。\n '1.0':完全的雾颜色。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax":
"远雾最大值",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax.@tooltip":
"最大的雾厚度是多少?\n\n '0.0':完全没有雾。\n '1.0':完全的雾颜色。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff":
"远雾衰减",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff.@tooltip":
"雾的厚度应该如何计算?\n\n线性:基于距离的线性(将忽略'密度')\n指数:1/(e^(距离*密度)) \n平方指数:1/(e^((距离*密度)^2)) \n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity":
"远雾密度",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity.@tooltip":
"雾的密度是多少?",
"distanthorizons.config.client.advanced.graphics.ssao":
"环境光遮蔽",
"distanthorizons.config.client.advanced.graphics.ssao.enabled":
"启用环境光遮蔽",
"distanthorizons.config.client.advanced.graphics.ssao.enabled.@tooltip":
"环境光遮蔽增加了方块照明的深度。",
"distanthorizons.config.client.advanced.graphics.ssao.sampleCount":
"采样数",
"distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip":
"决定用于遮蔽测试的空间采样点数量。\n更高的数字将改善质量并减少条纹现象,但会增加GPU负载。",
"distanthorizons.config.client.advanced.graphics.ssao.radius":
"半径",
"distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip":
"确定应用屏幕空间环境光遮蔽的半径,单位为方块。",
"distanthorizons.config.client.advanced.graphics.ssao.strength":
"强度",
"distanthorizons.config.client.advanced.graphics.ssao.strength.@tooltip":
"确定屏幕空间环境光遮蔽效果的黑暗程度。",
"distanthorizons.config.client.advanced.graphics.ssao.bias":
"偏差",
"distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip":
"增加该值可以降低条纹现象,但会减少效果的强度。",
"distanthorizons.config.client.advanced.graphics.ssao.minLight":
"最低光照",
"distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip":
"确定遮蔽阴影的黑暗程度。\n0 = 角落完全黑暗\n1 = 无阴影",
"distanthorizons.config.client.advanced.graphics.ssao.blurRadius":
"模糊半径",
"distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip":
"模糊计算的半径,单位为像素。\n更高的数字将减少条纹现象,但会牺牲GPU性能。",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog":
"高度雾选项",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode":
"高度雾混合模式",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode.@tooltip":
"高度应该如何影响雾的厚度与正常函数的结合?\n\n基础:没有特殊的高度雾效果。雾是根据相机距离计算的。\n忽略高度:完全忽略高度。雾是根据水平距离计算的。\n加法:高度雾 + 远雾\n最大值:max(高度雾, 远雾)\n乘法:高度雾 * 远雾\n反向乘法:1 - (1-高度雾) * (1-远雾)\n有限加法:远雾 + max(远雾, 高度雾)\n乘法加法:远雾 + 远雾 * 高度雾\n反向乘法加法:远雾 + 1 - (1-高度雾) * (1-远雾)\n平均:远雾*0.5 + 高度雾*0.5\n\n请注意,对于'基础'模式和'忽略高度'模式,高度雾的设置将无效。",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode":
"高度雾模式",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode.@tooltip":
"高度雾应该位于何处?\n\n相机上方:高度雾从相机开始到天空\n相机下方:高度雾从相机开始到虚空\n相机上方和下方:高度雾从相机开始到天空和虚空\n设置高度上方:高度雾从设定高度开始到天空\n设置高度下方:高度雾从设定高度开始到虚空\n设置高度上方和下方:高度雾从设定高度开始到天空和虚空\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight":
"高度雾基准高度",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight.@tooltip":
"如果高度雾是围绕设定高度计算的,那么该高度是多少?",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart":
"高度雾开始",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart.@tooltip":
"高度雾的开始偏移量是多少?\n\n '0.0':没有偏移的雾开始。\n '1.0':整个世界高度的偏移雾开始(包括深度)。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd":
"高度雾结束",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd.@tooltip":
"高度雾的结束偏移量是多少?\n\n '0.0':没有偏移的雾结束。\n '1.0':整个世界高度的偏移雾结束(包括深度)。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin":
"高度雾最小值",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin.@tooltip":
"最小的雾厚度是多少?\n\n '0.0':完全没有雾。\n '1.0':完全的雾颜色。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax":
"高度雾最大值",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax.@tooltip":
"最大的雾厚度是多少?\n\n '0.0':完全没有雾。\n '1.0':完全的雾颜色。\n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff":
"高度雾衰减",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff.@tooltip":
"高度雾的厚度应该如何计算?\n\n线性:基于高度的线性(将忽略'密度')\n指数:1/(e^(高度*密度)) \n平方指数:1/(e^((高度*密度)^2)) \n",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity":
"高度雾密度",
"distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity.@tooltip":
"高度雾的密度是多少?",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings":
"噪声纹理",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled":
"启用噪声纹理",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled.@tooltip":
"如果启用,噪声纹理将应用于LOD,以模拟纹理。",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps":
"噪声步数",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps.@tooltip":
"决定多少步噪声应应用于LOD。",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity":
"噪声强度",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity.@tooltip":
"决定噪声纹理的强度。",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff":
"噪声衰减",
"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip":
"定义噪声纹理在消退之前应渲染多远(单位为方块)。\n设置为0将禁用噪声的消退。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics":
"高级图形选项",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention":
"过度绘制预防",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention.@tooltip":
"确定远景地平线将从相机处于多远的地方开始渲染。\n作为原版渲染距离的百分比来测量。\n\n更高的值将防止LOD在比原版方块更远的地方渲染,\n但可能会导致LOD出现孔洞。\n在飞过未加载的地形时,孔洞最有可能出现。\n\n增加原版渲染距离将提高此设置的有效性。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier":
"亮度乘数",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier.@tooltip":
"LOD颜色的亮度。\n\n0 = 黑色\n1 = 正常\n2 = 接近白色",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier":
"饱和度乘数",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier.@tooltip":
"LOD颜色的饱和度。\n\n0 = 黑白\n1 = 正常\n2 = 鲜艳",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling":
"启用洞穴剔除",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling.@tooltip":
"如果启用,洞穴将被剔除。\n\n附加信息:当前剔除所有面\n在洞穴剔除高度下,天光值为0的面。\n在没有天花板的维度中。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight":
"洞穴剔除高度",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight.@tooltip":
"洞穴剔除应从哪个Y值开始?",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio":
"地球曲率比例 §6(实验性)§r",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio.@tooltip":
"值为1等同于现实生活中地球的曲率。\n最小接受值为50,最大值为5000。\n在1到49之间的所有值将四舍五入到50。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias":
"LOD偏差 §6(影响原版地形)§r",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias.@tooltip":
"设置原版的LOD偏差值。\n请按F3+T重载纹理包并应用此效果。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading":
"LOD阴影",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading.@tooltip":
"定义LOD的阴影效果。\n可用于改善着色器兼容性。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling":
"禁用视锥剔除",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling.@tooltip":
"如果为假,玩家视角外的LOD将不会被绘制,从而提高GPU性能。\n\n如果为真,所有LOD都会被绘制,即使是位于玩家视角后面的LOD,这将降低GPU性能。\n\n如果你在视野的边角看到LOD消失,请禁用此选项。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling":
"禁用阴影通过视锥剔除",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling.@tooltip":
"与其他视锥剔除选项相同,只在使用DH API的着色器模组时使用,且正在渲染阴影通道。\n\n如果阴影渲染不正确,请禁用此选项。",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering":
"草地侧面渲染",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering.@tooltip":
"草方块的侧面和底部应该如何渲染?",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableBeaconDistanceCulling":
"禁用信标距离剔除",
"distanthorizons.config.client.advanced.graphics.advancedGraphics.disableBeaconDistanceCulling.@tooltip":
"如果为真,所有靠近相机的信标将不会被绘制,以防止原版的过度绘制。\n如果为假,所有信标将被渲染。",
"distanthorizons.config.client.advanced.graphics.genericRendering":
"通用渲染",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableRendering":
"启用渲染",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableRendering.@tooltip":
"如果为真,非地形对象将在DH的地形中渲染。\n这包括信标光束和云。",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering":
"启用信标渲染",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering.@tooltip":
"如果为真,LOD信标光束将被渲染。",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering":
"启用云渲染",
"distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering.@tooltip":
"如果为真,LOD云将被渲染。",
"distanthorizons.config.client.advanced.worldGenerator":
"世界生成器",
"distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration":
"启用远程生成",
"distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration.@tooltip":
"§6真:§r 在单人游戏中,LOD将在原版渲染距离之外生成。\n注意:这可能会使用大量CPU。\n\n§6假:§r LOD只会在原版渲染距离内生成。",
"distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode":
"远程生成模式",
"distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode.@tooltip":
"在生成超出原版渲染距离的LOD时,生成的复杂程度。",
"distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine":
"照明引擎",
"distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine.@tooltip":
"§6Minecraft:§r 使用Minecraft的照明引擎,提供准确的照明。\n§6Distant Horizons:§r 估计照明,阴影不那么平滑,但更稳定。\n\n如果LOD显示为黑色,请将其设置为§6Distant Horizons§r。",
"distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds":
"超时长度(秒)",
"distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds.@tooltip":
"世界生成器线程在超时之前应该运行多长时间?\n注意:如果您遇到超时错误,最好首先通过线程配置降低CPU使用率,\n然后再更改此值。",
"distanthorizons.config.client.advanced.worldGenerator.generationPriority":
"生成优先级",
"distanthorizons.config.client.advanced.worldGenerator.generationPriority.@tooltip":
"在玩家周围生成的区块的优先级。",
"distanthorizons.config.client.advanced.lodBuilding":
"LOD构建",
"distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds":
"区块更新之间的最小时间(秒)",
"distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds.@tooltip":
"决定在另一个更新可以发生之前,LOD区块更新之间必须经过多长时间。\n\n增加此值将减少CPU负载,但可能导致LOD更频繁或更长时间过时。",
"distanthorizons.config.client.advanced.lodBuilding.disableUnchangedChunkCheck":
"禁用未更改区块检查",
"distanthorizons.config.client.advanced.lodBuilding.disableUnchangedChunkCheck.@tooltip":
"禁用此检查可能会修复在方块更改后,LOD未更新的问题。\n",
"distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine":
"仅使用DH照明引擎",
"distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine.@tooltip":
"如果为假,LOD将在可能的情况下使用Minecraft的照明引擎,\n并仅在必要时回退到DH照明引擎。\n\n如果为真,LOD将仅使用Distant Horizons的照明引擎。\n\n通常最好将此选项禁用,仅在遇到照明问题或调试时启用。",
"distanthorizons.config.client.advanced.lodBuilding.pullLightingForPregeneratedChunks":
"为预生成区块提取照明",
"distanthorizons.config.client.advanced.lodBuilding.pullLightingForPregeneratedChunks.@tooltip":
"如果为真,预先存在区块的LOD生成将尝试提取保存在Minecraft区域文件中的照明数据。\n如果为假,DH将在没有照明的情况下拉入区块并重新照明。\n\n将此设置为真将会导致为已经生成的世界更快的LOD生成,但会与大多数照明模组冲突。\n\n如果LOD显示为黑色,请将其设置为假。",
"distanthorizons.config.client.advanced.lodBuilding.dataCompression":
"数据压缩",
"distanthorizons.config.client.advanced.lodBuilding.dataCompression.@tooltip":
"在创建LOD数据时应使用哪种算法进行压缩?\n此设置仅会影响新生成或已更新的LOD数据,\n在更改此设置时,任何已生成的数据将不会受到影响,直到需要重写到数据库。\n\n最快:LZ4 \n最高压缩:LZMA2",
"distanthorizons.config.client.advanced.lodBuilding.worldCompression":
"有损世界压缩",
"distanthorizons.config.client.advanced.lodBuilding.worldCompression.@tooltip":
"在创建LOD数据时,方块数据应如何压缩?\n此设置仅会影响新生成或已更新的LOD数据,\n在更改此设置时,任何已生成的数据将不会受到影响,直到其被修改或重新加载。\n\n最准确:合并相同方块 \n最高压缩:视觉上相等",
"distanthorizons.config.client.advanced.lodBuilding.showMigrationChatWarning":
"在聊天中记录迁移",
"distanthorizons.config.client.advanced.lodBuilding.ignoredRenderBlockCsv":
"忽略的方块CSV",
"distanthorizons.config.client.advanced.lodBuilding.ignoredRenderBlockCsv.@tooltip":
"一个以逗号分隔的方块资源位置列表,这些方块将不会被DH渲染。\n注意:空气总是包含在此列表中。",
"distanthorizons.config.client.advanced.lodBuilding.ignoredRenderCaveBlockCsv":
"忽略的洞穴方块CSV",
"distanthorizons.config.client.advanced.lodBuilding.ignoredRenderCaveBlockCsv.@tooltip":
"一个以逗号分隔的方块资源位置列表,如果它们位于0天光的地下区域,则不应被渲染。\n注意:空气总是包含在此列表中。",
"distanthorizons.config.client.advanced.multiplayer":
"多人游戏",
"distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode":
"服务器文件夹模式",
"distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode.@tooltip":
"确定本地多人游戏数据的文件夹格式。\n\n§6仅名称:§r\n使用服务器浏览器名称。例如:“Minecraft服务器”\n§6仅IP:§r\n“192.168.1.40”\n§6名称IP:§r\n“Minecraft服务器,IP 192.168.1.40”\n§6名称,IP,端口:§r\n“Minecraft服务器,IP 192.168.1.40:25565”\n§6名称,IP,端口,MC版本:§r\n“Minecraft服务器,IP 192.168.1.40:25565,游戏版本1.18.1”\n\n§c§l注意:§r 在连接到多人服务器时更改此设置可能会导致故障。",
"distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent":
"多重宇宙所需相似度百分比",
"distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent.@tooltip":
"当匹配相同维度类型的世界时,\n测试的区块必须至少相似该百分比,\n才能被认为是相同的世界。\n\n注意:如果您通过两个不同位置的传送门进入一个维度,\n该系统可能会认为这是两个不同的世界。\n\n§61.0:§r 区块必须完全相同。\n§60.5:§r 区块必须有一半相同。\n§60.0:§r 禁用多维度支持,\n每个维度仅使用一个世界。",
"distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking":
"启用多重宇宙网络支持",
"distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking.@tooltip":
"如果为真,Distant Horizons将尝试与连接的服务器通信,\n以改善多重宇宙支持。",
"distanthorizons.config.client.advanced.multiplayer.enableServerNetworking":
"§4未实现,仅供开发者使用§r - 服务器支持",
"distanthorizons.config.client.advanced.multiplayer.enableServerNetworking.@tooltip":
"§6注意:§r 这仅供开发人员使用,尚未实现。\n\n如果为真,Distant Horizons将尝试与连接的服务器通信,\n以加载超出您原版渲染距离的LOD。\n\n注意:这需要DH在服务器上安装才能正常工作。",
"distanthorizons.config.client.advanced.multiThreading":
"多线程",
"distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads":
"世界生成线程数量",
"distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads.@tooltip":
"在生成超出正常渲染距离的LOD时应使用多少线程?\n\n如果您在生成远处LOD时遇到卡顿,\n请减少此数字。如果您想加快LOD生成速度,\n请增加此数字。",
"distanthorizons.config.client.advanced.multiThreading.runTimeRatioForWorldGenerationThreads":
"世界生成线程的运行时间比例",
"distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads":
"缓冲构建线程数量",
"distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads.@tooltip":
"构建几何数据时使用的线程数。\n只能在1到CPU的处理器数量之间选择。",
"distanthorizons.config.client.advanced.multiThreading.runTimeRatioForBufferBuilderThreads":
"缓冲构建线程的运行时间比例",
"distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads":
"文件处理线程数量",
"distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads.@tooltip":
"在从磁盘读取/写入LOD数据时使用的线程数。\n只能在1到CPU的处理器数量之间选择。",
"distanthorizons.config.client.advanced.multiThreading.runTimeRatioForFileHandlerThreads":
"文件处理线程的运行时间比例",
"distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads":
"更新传播者线程数量",
"distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads.@tooltip":
"在应用LOD更新时应使用多少线程?\nLOD更新是将高细节LOD降采样到低细节LOD的操作。\n\n此配置可以分配更多线程,\n并且相对于其他线程池可以有更低的运行时间比率,\n因为任何特定线程运行的时间相对较短。",
"distanthorizons.config.client.advanced.multiThreading.runTimeRatioForUpdatePropagatorThreads":
"更新传播者线程的运行时间比例",
"distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads":
"LOD构建线程数量",
"distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads.@tooltip":
"构建LOD时使用的线程数量。\n这些线程在生成地形、当某些图形设置更改时,以及在世界中移动时运行。",
"distanthorizons.config.client.advanced.multiThreading.runTimeRatioForLodBuilderThreads":
"LOD构建线程的运行时间比例",
"distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting":
"启用LOD构建线程限制",
"distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting.@tooltip":
"仅在出现死锁并且LOD拒绝更新时禁用。\n这将使LOD构建线程的CPU使用率急剧增加。\n注意,如果发生死锁,可能需要重新启动Minecraft以停止锁定的线程。",
"distanthorizons.config.client.advanced.debugging":
"调试",
"distanthorizons.config.client.advanced.debugging.rendererMode":
"渲染器模式",
"distanthorizons.config.client.advanced.debugging.debugRendering":
"调试渲染",
"distanthorizons.config.client.advanced.debugging.debugMode.@tooltip":
"活动的调试模式。",
"distanthorizons.config.client.advanced.debugging.renderWireframe":
"渲染线框",
"distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip":
"如果启用,LOD将以线框形式渲染。",
"distanthorizons.config.client.advanced.debugging.enableDebugKeybindings":
"启用调试按键绑定",
"distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip":
"§6真:§r 可以使用调试按键绑定在游戏中更改调试模式。",
"distanthorizons.config.client.advanced.debugging.lodOnlyMode":
"仅渲染LOD",
"distanthorizons.config.client.advanced.debugging.lodOnlyMode.@tooltip":
"如果启用,这将禁用(大部分)原版Minecraft的渲染。\n\n注意:在此模式下请勿报告任何问题!\n此设置仅用于乐趣和调试。\n模组兼容性不保证。",
"distanthorizons.config.client.advanced.debugging.enableWhiteWorld":
"启用白色世界",
"distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip":
"如果启用,顶点颜色将不会传递。\n对于调试着色器非常有用。",
"distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors":
"显示重叠四边形错误",
"distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors.@tooltip":
"如果为真,重叠的四边形将以鲜红色渲染以方便识别。\n如果为假,四边形将正常渲染。",
"distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection":
"记录缓冲区垃圾收集",
"distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection.@tooltip":
"如果为真,OpenGL缓冲区的垃圾收集将被记录,\n这也包括活动缓冲区的数量。",
"distanthorizons.config.client.advanced.debugging.allowUnsafeValues":
"允许不安全的UI值",
"distanthorizons.config.client.advanced.debugging.allowUnsafeValues.@tooltip":
"如果启用,将执行非常有限的配置输入验证。\n\n警告:启用此项可能会导致不稳定或崩溃,请自行承担风险。\n注意:此选项不会在会话之间保存。",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugEnable":
"启用列构建限制",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugDetailLevel":
"列构建限制 - 细节级别",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugXPos":
"列构建限制 - X坐标",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugZPos":
"列构建限制 - Z坐标",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugXRow":
"列构建限制 - X行",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugZRow":
"列构建限制 - Z行",
"distanthorizons.config.client.advanced.debugging.columnBuilderDebugColumnIndex":
"列构建限制 - 列索引",
"distanthorizons.config.client.advanced.buffers":
"缓冲区",
"distanthorizons.config.client.advanced.buffers.gpuUploadMethod":
"GPU上传方法",
"distanthorizons.config.client.advanced.buffers.gpuUploadMethod.@tooltip":
"将几何图形上传到GPU的方法。\n\n如果在CPU和GPU使用率较低时遇到卡顿,请尝试更改此设置。\n注意:如果您在一个世界中,可能需要离开并重新加入以查看全部效果。",
"distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds":
"每兆上传速度(毫秒)",
"distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds.@tooltip":
"每上传兆数据,缓冲区应等待多长时间?\n如果出现帧卡顿,可以增加此值。",
"distanthorizons.config.client.advanced.buffers.gpuUploadAsync":
"GPU上传异步",
"distanthorizons.config.client.advanced.buffers.gpuUploadAsync.@tooltip":
"如果为真,几何数据将在DH控制的线程上上传,从而减少FPS卡顿。\n如果为假,上传将在Minecraft的主要渲染线程上完成。\n\n将此设置为假可能会在安装了Sodium的AMD GPU系统上减少崩溃或几何损坏。",
"distanthorizons.config.client.advanced.autoUpdater":
"自动更新器",
"distanthorizons.config.client.advanced.autoUpdater.enableAutoUpdater":
"启用自动更新",
"distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates":
"启用静默更新",
"distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates.@tooltip":
"在有可用更新时自动更新模组。",
"distanthorizons.config.client.advanced.autoUpdater.updateBranch":
"更新分支",
"distanthorizons.config.client.advanced.autoUpdater.updateBranch.@tooltip":
"从哪里下载最新的更新。\n\n稳定:来自Modrinth的稳定版本\n夜间版:来自Gitlab的夜间版本",
"distanthorizons.config.client.advanced.logging":
"日志记录",
"distanthorizons.config.client.advanced.logging.@tooltip":
"控制日志记录的处理方式。",
"distanthorizons.config.client.advanced.logging.logWorldGenEvent":
"世界生成事件",
"distanthorizons.config.client.advanced.logging.logWorldGenPerformance":
"世界生成性能",
"distanthorizons.config.client.advanced.logging.logWorldGenLoadEvent":
"世界生成加载事件",
"distanthorizons.config.client.advanced.logging.logLodBuilderEvent":
"LOD构建事件",
"distanthorizons.config.client.advanced.logging.logRendererBufferEvent":
"渲染器缓冲区事件",
"distanthorizons.config.client.advanced.logging.logRendererGLEvent":
"OpenGL事件",
"distanthorizons.config.client.advanced.logging.logFileReadWriteEvent":
"文件读写事件",
"distanthorizons.config.client.advanced.logging.logFileSubDimEvent":
"文件子维度事件",
"distanthorizons.config.client.advanced.logging.logNetworkEvent":
"网络事件",
"distanthorizons.config.client.advanced.logging.showLowMemoryWarningOnStartup":
"在启动时显示低内存警告",
"distanthorizons.config.client.advanced.logging.showReplayWarningOnStartup":
"在启动时显示重放警告",
"distanthorizons.config.client.advanced.logging.showModCompatibilityWarningsOnStartup":
"在启动时显示模组兼容性警告",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen":
"调试配置屏幕",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.debugConfigScreenNote":
"此屏幕用于调试配置屏幕的功能",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.boolTest":
"布尔测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.byteTest":
"字节测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.intTest":
"整数测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.doubleTest":
"双精度测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.shortTest":
"短整型测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest":
"长整型测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.floatTest":
"浮点测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.stringTest":
"字符串测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.uiButtonTest":
"UI按钮测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.listTest":
"列表(ArrayList)测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest":
"映射(HashMap)测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest":
"类别测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest":
"可链接测试",
"distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest.@tooltip":
"该值应与类别测试中的值相同",
"distanthorizons.config.client.advanced.debugging.debugWireframe":
"调试线框",
"distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering":
"启用调试线框渲染",
"distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering.@tooltip":
"如果启用,将绘制用于调试内部功能的各种线框。",
"distanthorizons.config.client.advanced.debugging.debugWireframe.showWorldGenQueue":
"显示世界生成队列",
"distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionStatus":
"显示渲染部分状态",
"distanthorizons.config.client.advanced.debugging.debugWireframe.showQuadTreeRenderStatus":
"显示四叉树渲染状态",
"distanthorizons.config.client.advanced.debugging.debugWireframe.showFullDataUpdateStatus":
"显示完整数据更新状态",
"distanthorizons.config.client.advanced.debugging.openGl":
"Open GL",
"distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger":
"覆盖原版GL记录器",
"distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger.@tooltip":
"定义如何处理OpenGL错误。\n需要重启Minecraft以应用。\n可能错误地捕获其他模组抛出的OpenGL错误。",
"distanthorizons.config.client.advanced.debugging.openGl.glErrorHandlingMode":
"OpenGL错误处理模式",
"distanthorizons.config.client.advanced.debugging.openGl.glErrorHandlingMode.@tooltip":
"定义如何处理OpenGL错误。\n需要重启Minecraft以应用。\n可能错误地捕获其他模组抛出的OpenGL错误。",
"distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion":
"OpenGL主要版本",
"distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion.@tooltip":
"需要重启Minecraft以应用。\n在配置文件中提供更多信息。",
"distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion":
"OpenGL次要版本",
"distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion.@tooltip":
"需要重启Minecraft以应用。\n在配置文件中提供更多信息。",
"distanthorizons.config.client.advanced.debugging.openGl.glProfileMode":
"OpenGL配置文件模式",
"distanthorizons.config.client.advanced.debugging.openGl.glProfileMode.@tooltip":
"需要重启Minecraft以应用。\n在配置文件中提供更多信息。",
"distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode":
"启用OpenGL向前兼容模式",
"distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode.@tooltip":
"需要重启Minecraft以应用。\n在配置文件中提供更多信息。",
"distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext":
"启用OpenGL调试上下文",
"distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext.@tooltip":
"需要重启Minecraft以应用。\n在配置文件中提供更多信息。",
"distanthorizons.config.client.resetSettingsConfirmation":
"重置所有设置?",
"distanthorizons.config.client.resetSettingsConfirmation.resetConfirmationNote":
"你确定吗?这无法撤销。",
"distanthorizons.config.client.resetSettingsConfirmation.resetAllSettings":
"重置所有设置",
"distanthorizons.config.enum.EDhApiQualityPreset.CUSTOM":
"自定义",
"distanthorizons.config.enum.EDhApiQualityPreset.MINIMUM":
"最低",
"distanthorizons.config.enum.EDhApiQualityPreset.LOW":
"低",
"distanthorizons.config.enum.EDhApiQualityPreset.MEDIUM":
"中等",
"distanthorizons.config.enum.EDhApiQualityPreset.HIGH":
"高",
"distanthorizons.config.enum.EDhApiQualityPreset.EXTREME":
"极高",
"distanthorizons.config.enum.EDhApiThreadPreset.CUSTOM":
"自定义",
"distanthorizons.config.enum.EDhApiThreadPreset.MINIMAL_IMPACT":
"影响最小",
"distanthorizons.config.enum.EDhApiThreadPreset.LOW_IMPACT":
"低影响",
"distanthorizons.config.enum.EDhApiThreadPreset.BALANCED":
"均衡",
"distanthorizons.config.enum.EDhApiThreadPreset.AGGRESSIVE":
"激进",
"distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU":
"投入全部的CPU",
"distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK":
"方块",
"distanthorizons.config.enum.EDhApiMaxHorizontalResolution.TWO_BLOCKS":
"2个方块",
"distanthorizons.config.enum.EDhApiMaxHorizontalResolution.FOUR_BLOCKS":
"4个方块",
"distanthorizons.config.enum.EDhApiMaxHorizontalResolution.HALF_CHUNK":
"半个区块",
"distanthorizons.config.enum.EDhApiMaxHorizontalResolution.CHUNK":
"区块",
"distanthorizons.config.enum.EDhApiVerticalQuality.HEIGHT_MAP":
"1. 高度图",
"distanthorizons.config.enum.EDhApiVerticalQuality.LOW":
"2. 低",
"distanthorizons.config.enum.EDhApiVerticalQuality.MEDIUM":
"3. 中等",
"distanthorizons.config.enum.EDhApiVerticalQuality.HIGH":
"4. 高",
"distanthorizons.config.enum.EDhApiVerticalQuality.VERY_HIGH":
"5. 非常高",
"distanthorizons.config.enum.EDhApiVerticalQuality.EXTREME":
"6. 极高",
"distanthorizons.config.enum.EDhApiVerticalQuality.PIXEL_ART":
"7. 像素艺术",
"distanthorizons.config.enum.EDhApiHorizontalQuality.LOWEST":
"最低",
"distanthorizons.config.enum.EDhApiHorizontalQuality.LOW":
"低",
"distanthorizons.config.enum.EDhApiHorizontalQuality.MEDIUM":
"中等",
"distanthorizons.config.enum.EDhApiHorizontalQuality.HIGH":
"高",
"distanthorizons.config.enum.EDhApiHorizontalQuality.EXTREME":
"极高",
"distanthorizons.config.enum.EDhApiHorizontalQuality.UNLIMITED":
"无限制",
"distanthorizons.config.enum.EDhApiTransparency.DISABLED":
"禁用",
"distanthorizons.config.enum.EDhApiTransparency.FAKE":
"伪造",
"distanthorizons.config.enum.EDhApiTransparency.COMPLETE":
"完全",
"distanthorizons.config.enum.EDhApiFogDistance.NEAR":
"近",
"distanthorizons.config.enum.EDhApiFogDistance.FAR":
"远",
"distanthorizons.config.enum.EDhApiFogDistance.NEAR_AND_FAR":
"近和远",
"distanthorizons.config.enum.EDhApiFogDrawMode.USE_OPTIFINE_SETTING":
"使用模组设置",
"distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED":
"启用",
"distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED":
"禁用",
"distanthorizons.config.enum.EDhApiFogColorMode.USE_WORLD_FOG_COLOR":
"使用世界雾颜色",
"distanthorizons.config.enum.EDhApiFogColorMode.USE_SKY_COLOR":
"使用天空颜色",
"distanthorizons.config.enum.EDhApiFogFalloff.LINEAR":
"线性",
"distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL":
"指数",
"distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL_SQUARED":
"平方指数",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.BASIC":
"基础",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.IGNORE_HEIGHT":
"忽略高度",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.ADDITION":
"加法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.MAX":
"最大值",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY":
"乘法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY":
"反向乘法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.LIMITED_ADDITION":
"有限加法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY_ADDITION":
"乘法加法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY_ADDITION":
"反向乘法加法",
"distanthorizons.config.enum.EDhApiHeightFogMixMode.AVERAGE":
"平均",
"distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_CAMERA":
"相机上方",
"distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_CAMERA":
"相机下方",
"distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_CAMERA":
"相机上方和下方",
"distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_SET_HEIGHT":
"设置高度上方",
"distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_SET_HEIGHT":
"设置高度下方",
"distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_SET_HEIGHT":
"设置高度上方和下方",
"distanthorizons.config.enum.EDhApiVanillaOverdraw.NEVER":
"从不",
"distanthorizons.config.enum.EDhApiVanillaOverdraw.DYNAMIC":
"动态",
"distanthorizons.config.enum.EDhApiVanillaOverdraw.ALWAYS":
"始终",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.NONE":
"仅现有",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY":
"仅预先存在的区块",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY":
"仅生物群落",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT":
"仅生物群落模拟高度",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE":
"表面",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.FEATURES":
"特征",
"distanthorizons.config.enum.EDhApiDistantGeneratorMode.FULL":
"完整",
"distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED":
"未压缩",
"distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4":
"快速/大 - LZ4",
"distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2":
"缓慢/小 - LZMA2",
"distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS":
"1. 合并相同方块",
"distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL":
"2. 视觉上相等",
"distanthorizons.config.enum.EDhApiLightGenerationMode.DISTANT_HORIZONS":
"远景地平线",
"distanthorizons.config.enum.EDhApiLightGenerationMode.MINECRAFT":
"Minecraft",
"distanthorizons.config.enum.EDhApiGenerationPriority.AUTO":
"自动",
"distanthorizons.config.enum.EDhApiGenerationPriority.NEAR_FIRST":
"优先靠近",
"distanthorizons.config.enum.EDhApiGenerationPriority.BALANCED":
"均衡",
"distanthorizons.config.enum.EDhApiGenerationPriority.FAR_FIRST":
"优先远处",
"distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE":
"无",
"distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING":
"非碰撞",
"distanthorizons.config.enum.EDhApiOverdrawPrevention.NONE":
"无",
"distanthorizons.config.enum.EDhApiOverdrawPrevention.LIGHT":
"轻微",
"distanthorizons.config.enum.EDhApiOverdrawPrevention.MEDIUM":
"中等",
"distanthorizons.config.enum.EDhApiOverdrawPrevention.HEAVY":
"重度",
"distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_ONLY":
"仅名称",
"distanthorizons.config.enum.EDhApiServerFolderNameMode.IP_ONLY":
"仅IP",
"distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP":
"名称和IP",
"distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP_PORT":
"名称,IP,端口",
"distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP_PORT_MC_VERSION":
"名称,IP,端口,MC版本",
"distanthorizons.config.enum.EDhApiRendererMode.DEFAULT":
"默认",
"distanthorizons.config.enum.EDhApiRendererMode.DEBUG":
"调试",
"distanthorizons.config.enum.EDhApiRendererMode.DISABLED":
"禁用",
"distanthorizons.config.enum.EDhApiDebugRendering.OFF":
"关闭",
"distanthorizons.config.enum.EDhApiDebugRendering.SHOW_DETAIL":
"显示细节",
"distanthorizons.config.enum.EDhApiDebugRendering.SHOW_GENMODE":
"显示生成模式",
"distanthorizons.config.enum.EDhApiDebugRendering.SHOW_BLOCK_MATERIAL":
"显示方块材料",
"distanthorizons.config.enum.EDhApiDebugRendering.SHOW_OVERLAPPING_QUADS":
"显示重叠的四边形",
"distanthorizons.config.enum.EDhApiDebugRendering.SHOW_RENDER_SOURCE_FLAG":
"显示渲染源标志",
"distanthorizons.config.enum.EDhApiGLErrorHandlingMode.IGNORE":
"忽略",
"distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG":
"日志",
"distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG_THROW":
"日志-抛出",
"distanthorizons.config.enum.EDhApiGlProfileMode.CORE":
"核心",
"distanthorizons.config.enum.EDhApiGlProfileMode.COMPAT":
"兼容",
"distanthorizons.config.enum.EDhApiGlProfileMode.ANY":
"任意",
"distanthorizons.config.enum.EDhApiLoggerMode.DISABLED":
"禁用",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_FILE":
"文件:全部,聊天室:关闭",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT":
"文件:全部,聊天室:错误",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT":
"文件:全部,聊天室:警告",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT":
"文件:全部,聊天室:信息",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT":
"文件:全部,聊天室:调试",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT":
"文件:全部,聊天室:全部",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE":
"文件:错误,聊天室:错误",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE":
"文件:警告,聊天室:警告",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE":
"文件:信息,聊天室:信息",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE":
"文件:调试,聊天室:调试",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE":
"文件:信息,聊天室:警告",
"distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE":
"文件:信息,聊天室:错误",
"distanthorizons.config.enum.EDhApiGpuUploadMethod.AUTO":
"自动",
"distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_STORAGE":
"缓冲存储",
"distanthorizons.config.enum.EDhApiGpuUploadMethod.SUB_DATA":
"子数据",
"distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_MAPPING":
"缓冲映射",
"distanthorizons.config.enum.EDhApiGpuUploadMethod.DATA":
"数据",
"distanthorizons.config.enum.EDhApiBufferRebuildTimes.CONSTANT":
"常量",
"distanthorizons.config.enum.EDhApiBufferRebuildTimes.FREQUENT":
"频繁",
"distanthorizons.config.enum.EDhApiBufferRebuildTimes.NORMAL":
"正常",
"distanthorizons.config.enum.EDhApiBufferRebuildTimes.RARE":
"稀有",
"distanthorizons.config.enum.EDhApiLodShading.AUTO":
"自动",
"distanthorizons.config.enum.EDhApiLodShading.ENABLED":
"启用",
"distanthorizons.config.enum.EDhApiLodShading.DISABLED":
"禁用",
"distanthorizons.config.enum.EDhApiUpdateBranch.STABLE":
"稳定",
"distanthorizons.config.enum.EDhApiUpdateBranch.NIGHTLY":
"夜间",
"distanthorizons.config.enum.EDhApiUpdateBranch.AUTO":
"自动",
"distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS":
"作为草",
"distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT":
"渐变为土",
"distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT":
"作为土"
}
|