{ "distanthorizons.title": "遥远的地平线", "distanthorizons.general.true": "开启", "distanthorizons.general.false": "关闭", "distanthorizons.general.yes": "是", "distanthorizons.general.no": "否", "distanthorizons.general.back": "返回", "distanthorizons.general.next": "下一个", "distanthorizons.general.done": "确定", "distanthorizons.general.cancel": "取消", "distanthorizons.general.reset": "重置", "distanthorizons.general.spacer": "", "distanthorizons.general.apiOverride": "API LOCK", "distanthorizons.general.disabledByApi.@tooltip": "This option is controlled by another mod via DH's API \nso it cannot be changed via the UI or config file.", "distanthorizons.updater.title": "遥远的地平线自动更新程序", "distanthorizons.updater.text1": "§l有可用的更新!", "distanthorizons.updater.text2": "§f是否要从%s§f 更新到%s§f?", "distanthorizons.updater.later": "稍后", "distanthorizons.updater.never": "不再显示", "distanthorizons.updater.update": "更新", "distanthorizons.updater.update.@tooltip": "本次更新模组 \n(游戏关闭时更新)", "distanthorizons.updater.silent": "始终静默更新", "distanthorizons.updater.silent.@tooltip": "每次有可用的更新时,都会更新\n(§6警告§r:它不会在更新时提示,但会使模组保持最新状态)", "distanthorizons.updater.waitingForClose": "遥远的地平线将在游戏重启后完成更新", "distanthorizons.config.title": "遥远的地平线配置", "distanthorizons.config.client": "客户端", "distanthorizons.config.client.quickEnableRendering": "启用渲染", "distanthorizons.config.client.quickEnableRendering.@tooltip": "确定是否渲染LOD", "distanthorizons.config.client.quickShowWorldGenProgress": "显示LOD生成/导入进度", "distanthorizons.config.client.quickShowWorldGenProgress.@tooltip": "如果为True,则运行时屏幕上将显示世界生成/导入进度", "distanthorizons.config.client.qualityPresetSetting": "质量预设", "distanthorizons.config.client.qualityPresetSetting.@tooltip": "修改图形设置,以快速更改遥远的地平线的渲染质量。 \n\n如果您的GPU使用率处于100%状态或遇到帧生成速率问题,请降低此预设。", "distanthorizons.config.client.threadPresetSetting": "CPU负载", "distanthorizons.config.client.threadPresetSetting.@tooltip": "修改使用的线程数量。\n调高此设置将提升远景生成器速度与LOD加载速度,\n但会同时增加CPU/内存占用,并可能引起画面卡顿。\n注意:此为CPU相对值设置。在2核CPU与64核CPU上产生的负载压力基本相当。", "distanthorizons.config.client.optionsButton": "显示“选项”按钮", "distanthorizons.config.client.optionsButton.@tooltip": "显示 视场角 设置左侧的配置按钮", "distanthorizons.config.client.advanced": "高级选项", "distanthorizons.config.client.advanced.graphics": "图形", "distanthorizons.config.client.advanced.worldGenerator": "世界生成器", "distanthorizons.config.client.advanced.server": "服务器", "distanthorizons.config.client.advanced.lodBuilding": "LOD构建", "distanthorizons.config.client.advanced.multiThreading": "多线程", "distanthorizons.config.client.advanced.logging": "日志", "distanthorizons.config.client.advanced.graphics.quality": "渲染质量", "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "LOD渲染距离半径", "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip": "遥远的地平线的渲染距离,以区块为单位。 \n\n注意:这是一个尽可能准确的数字。 \n渲染距离可能高于或低于此数字 \n具体取决于您的其他图形设置。", "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality": "LOD质量衰减", "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "LOD质量衰减的幅度。\n\n更高的设置将增加与质量衰减部分之间的距离,但会增加内存和GPU的使用率。", "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution": "最大水平分辨率", "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "决定LOD在水平方向的最大质量\n\n§6最快速:§r区块\n§6最精致:§方块", "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直渲染质量", "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "LOD对于悬崖、洞穴、悬崖边等的渲染精度。\n\n更高的选项将增加内存和GPU使用率。", "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "横向刻度", "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "LOD质量下降的速度。\n\n数字越大,远处地形的质量就越好\n但会增加内存和CPU使用率。", "distanthorizons.config.client.advanced.graphics.quality.transparency": "透明度", "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore": "可忽略的方块", "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": "使用渲染透明的方块进行着色", "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip": "§4注意: 这会使雪、地毯和活板门看起来非常粗糙§r\n渲染透明的方块下方的方块是否应该获得该渲染透明方块的颜色?\n§6开启: §r 草地上的红花会把它下面的草方块染成红色\n§6关闭: §r 渲染透明的方块不会改变其下方表面的颜色", "distanthorizons.config.client.advanced.graphics.quality.lodBias": "LOD偏差§6(影响原版地形)§r", "distanthorizons.config.client.advanced.graphics.quality.lodBias.@tooltip": "设置原版的LOD偏差值\n更改此值以应用时,请按F3+T重新加载纹理包。", "distanthorizons.config.client.advanced.graphics.quality.lodShading": "LOD渲染着色", "distanthorizons.config.client.advanced.graphics.quality.lodShading.@tooltip": "定义LOD的渲染方式。\n可用于提高光影着色器兼容性.", "distanthorizons.config.client.advanced.graphics.quality.grassSideRendering": "草方块渲染", "distanthorizons.config.client.advanced.graphics.quality.grassSideRendering.@tooltip": "草方块的侧面和底部应该如何渲染LOD?", "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade": "附近LOD淡出选项", "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade.@tooltip": "如果为开启。LOD 会随着您靠近它们而逐渐淡出。\n如果为关闭,则 LOD 将在距离镜头设定的距离处中断。此设置受原版防过度绘制配置的影响。", "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode": "原版淡出模式", "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip": "原版的Minecraft应该如何淡出遥远地平线的LOD?\n\nNONE:最快,DH和MC渲染之间会有明显的边界。\nSINGLE.PASS:在原版MC通过后会淡出,水下不透明的块不会淡出。\nDOUBLE_PASS:最慢,在MC的不透明和透明过程后都会淡出,提供最平滑的过渡。", "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier": "亮度倍增器", "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip": "LOD颜色亮度。\n\n0=黑色\n1=正常\n2=接近白色", "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier": "饱和倍数", "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier.@tooltip": "LOD颜色的饱和度。\n\n0=黑白\n1=正常\n2=活力", "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群系混合", "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "这与 LOD 区域的原版生物群系混合的设置相同。\n\n请注意,除 '0' 之外的任何值都会极大地影响 Lod 构建时间\n并增加三角形计数。如果设置得太高,\n区块生成速度的开支也会相当大。\n\n'0' 等于原版生物群系混合 '1x1',\n'1' 等于原版生物群系混合 '3x3',\n'2' 等于原版生物群系混合 '5x5'...\n", "distanthorizons.config.client.advanced.graphics.ssao": "环境光遮蔽", "distanthorizons.config.client.advanced.graphics.ssao.enableSsao": "启用环境光遮蔽", "distanthorizons.config.client.advanced.graphics.ssao.enableSsao.@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": "确定为遮挡测试采样的空间中的点数。 \n数字越高,质量越高,断层条带越少,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,以格为单位。", "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”效果的暗度。", "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏移", "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增加该值可以减少断层条带,但代价是降低该效果的强度。", "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小亮度", "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "确定遮蔽阴影的最小暗度。 \n0 = 角落全黑 \n1 = 无阴影", "distanthorizons.config.client.advanced.graphics.ssao.blurRadius": "模糊半径", "distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip": "为SSAO计算模糊的半径(以像素为单位)。 \n更高的数字将以GPU性能为代价减少断层条带。", "distanthorizons.config.client.advanced.graphics.genericRendering": "通用对象渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering": "启用渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering.@tooltip": "如果为开启,则非地形对象将在DH地形中渲染。\n这包括信标光束和云。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering": "开启信标渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.beaconRenderHeight": "信标渲染高度", "distanthorizons.config.client.advanced.graphics.genericRendering.beaconRenderHeight.@tooltip": "设置信标渲染的最大高度。\n这只会影响新进入LOD渲染距离的信标。\n当前在LOD中可见的信标不会受到影响。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering.@tooltip": "如果开启,信标光束会被渲染.", "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering": "开启云渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering.@tooltip": "如果开启,云会被渲染.", "distanthorizons.config.client.advanced.graphics.genericRendering.enableUnexploredFogRendering": "启用未探索雾渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableUnexploredFogRendering.@tooltip": "若启用,未探索/未生成的 LOD 将会以大型深灰色方块的形式渲染。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering": "启用实例化渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering.@tooltip": "可以禁用,以使用速度慢得多但兼容性更强的直接渲染方式。\n禁用此功能可用于修复 MacOS 上的某些崩溃问题。", "distanthorizons.config.client.advanced.graphics.fog": "迷雾", "distanthorizons.config.client.advanced.graphics.fog.enableDhFog": "启用迷雾(遥远的地平线)", "distanthorizons.config.client.advanced.graphics.fog.enableDhFog.@tooltip": "确定是否在DH LOD上绘制迷雾。", "distanthorizons.config.client.advanced.graphics.fog.colorMode": "迷雾颜色模式", "distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip": "LOD上迷雾颜色。", "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog": "启用原版迷雾", "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog.@tooltip": "§6开启:和原版一样渲染迷雾§r 禁用游戏在原版区块上的迷雾。\n§6关闭:§r 游戏像往常一样渲染迷雾。\n\n可能会与其他修改迷雾的模组产生冲突。\n如果原版区块完全被迷雾覆盖,请禁用。", "distanthorizons.config.client.advanced.graphics.fog.advancedFog": "高级迷雾选项", "distanthorizons.config.client.advanced.graphics.fog.farFogStart": "远距迷雾起始处", "distanthorizons.config.client.advanced.graphics.fog.farFogStart.@tooltip": "远处迷雾应该从哪里开始? \n\n '0.0': 迷雾从玩家位置开始渲染。\n '1.0':迷雾开始的圆正好适合 LOD 渲染距离正方形。\n'1.414':LOD渲染距离的正方形正好位于雾起始的圆内。\n", "distanthorizons.config.client.advanced.graphics.fog.farFogEnd": "远雾终止处", "distanthorizons.config.client.advanced.graphics.fog.farFogEnd.@tooltip": "远雾应该在哪里终止? \n\n '0.0': 迷雾在玩家位置结束。\n '1.0':雾端的圆正好适合 LOD 渲染距离正方形。\n'1.414':LOD渲染距离的正方形正好位于雾终止的圆内。\n", "distanthorizons.config.client.advanced.graphics.fog.farFogMin": "远雾最小值", "distanthorizons.config.client.advanced.graphics.fog.farFogMin.@tooltip": "最小雾厚是多少? \n\n '0.0': 完全没有迷雾。\n '1.0': 全雾色。\n", "distanthorizons.config.client.advanced.graphics.fog.farFogMax": "远雾最大值", "distanthorizons.config.client.advanced.graphics.fog.farFogMax.@tooltip": "最大雾厚是多少? \n\n '0.0': 完全没有迷雾。\n '1.0': 全雾色。\n", "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff": "远雾衰减", "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff.@tooltip": "迷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指数平方: 1/(e^((距离*密度)^2) \n", "distanthorizons.config.client.advanced.graphics.fog.farFogDensity": "远雾密度", "distanthorizons.config.client.advanced.graphics.fog.farFogDensity.@tooltip": "迷雾的密度是多少?", "distanthorizons.config.client.advanced.graphics.fog.heightFog": "高度雾选项", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode": "高度雾混合模式", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode.@tooltip": "高度应如何影响雾的厚度? \n\n基础: 没有特殊的高度雾效果。雾是根据镜头距离计算的 \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最大值取法:max(高度雾, 远雾) \n乘法: 高度雾 * 远雾 \n逆乘法: 1 - (1-高度雾) * (1-远雾) \n限制加法: 远雾 + 最大(远雾, 高度雾) \n多加法:远雾 + 远雾 * 高度雾 \n逆乘加法: 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,高度雾的雾设置将无效。\n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection": "高度雾方向", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection.@tooltip": "高度雾位置? \n\n镜头上方: 高度雾从镜头开始到天空 \n镜头下方: 高度雾从镜头开始到虚空 \n摄像头上方和下方: 高度雾从镜头开始,到天空和虚空 \n高于设定高度: 高度雾从设定的高度开始到天空 \n低于设定高度: 高度雾从设定的高度开始到虚空 \n高于和低于设定高度: 高度雾从设定的高度开始,直至天空和虚空 \n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight": "高度雾基础高度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight.@tooltip": "如果高度雾是围绕设定高度计算的,那么该高度位置是? ", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart": "高度雾起始处", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart.@tooltip": "高度雾的起始处应该偏移多远? \n\n '0.0': 雾起始时无偏移。\n '1.0': 雾从整个世界高度的偏移开始。 (包括深度)\n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd": "高度雾结束", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd.@tooltip": "高度雾的结束应该偏移多远? \n\n '0.0': 雾结束时无偏移。\n '1.0': 雾以整个世界高度的偏移结束。 (包括深度)\n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin": "高度雾最薄值", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin.@tooltip": "最小雾厚度是多少? \n\n '0.0': 完全没有雾。\n '1.0': 全雾色。\n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax": "高度雾最大值", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax.@tooltip": "最大雾厚度是多少? \n\n '0.0': 完全没有雾。\n '1.0': 全雾色。\n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff": "高度雾衰减", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff.@tooltip": "如何计算高度雾的厚度? \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指数平方: 1/(e^((高度*密度)^2) \n", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity": "高度雾密度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity.@tooltip": "高度雾的密度是多少? ", "distanthorizons.config.client.advanced.graphics.noiseTexture": "噪点纹理", "distanthorizons.config.client.advanced.graphics.noiseTexture.enableNoiseTexture": "启用噪点纹理", "distanthorizons.config.client.advanced.graphics.noiseTexture.enableNoiseTexture.@tooltip": "如果启用,则将噪点纹理应用于LOD以模拟纹理。", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseSteps": "噪点步骤数", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseSteps.@tooltip": "确定应该应用于LOD的噪点步数", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseIntensity": "噪点强度", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseIntensity.@tooltip": "确定噪点纹理的强度。", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff": "噪点衰减", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff.@tooltip": "定义噪点纹理在淡出之前应渲染的距离。 (以格为单位)。 \n设置为0可防止噪点消失。", "distanthorizons.config.client.advanced.graphics.culling": "剔除", "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention": "过度绘制预防", "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention.@tooltip": "确定遥远的地平线将开始渲染的距离镜头多远。 \n以原版渲染距离的百分比来衡量。\n\n较高的值将阻止 LOD 在更远的距离渲染在原版块后面,\n但可能会导致 LOD 中出现孔洞。 \n飞越空载地形时最有可能出现孔洞。 \n\n增加原版渲染距离可提高此设置的有效性。", "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling": "洞穴剔除", "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling.@tooltip": "如果启用,洞穴将被剔除 \n\n附加信息:目前在没有高度限制的维度中,\n该选项会删去洞穴剔除高度以下所有\n天空光值为0的面。\n", "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight": "洞穴剔除高度", "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight.@tooltip": "洞穴剔除应该在Y值为何处开始?", "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling": "启用信标距离剔除", "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling.@tooltip": "如果为开启,则不会渲染镜头附近的所有信标,以防止原版过度绘制。如果为关闭,则将呈现所有信标光束。", "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling": "禁用视锥体剔除", "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling.@tooltip": "如果在玩家的镜头之外有错误绘制的LOD \n,则提高GPU 性能。 \n\n如果为开启,则绘制所有 LOD,甚至包括后面的 LOD \n玩家的镜头,但会降低GPU性能。 \n\n如果您看到视野内的LOD在角落消失,请禁用此功能。", "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling": "禁用阴影通道视锥体剔除", "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling.@tooltip": "与其他视锥体剔除选项相同,只是它是 \n仅当使用 DH API 存在着色器相关的模组时才使用 \n并且正在渲染阴影通道。 \n\n如果阴影渲染错误,请禁用此功能。", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv": "忽略的块CSV列表", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv.@tooltip": "DH 不会呈现的方块资源位置列表,以逗号分隔。注意:空气始终包含在此列表中。", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv": "忽略的洞穴块CSV列表", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv.@tooltip": "方块资源位置列表,以逗号分隔,如果它们位于光照为 0 的地下区域,则不应渲染这些位置。注意:空气始终包含在此列表中。", "distanthorizons.config.client.advanced.graphics.experimental": "实验性", "distanthorizons.config.client.advanced.graphics.experimental.earthCurveRatio": "地球曲率 §6(实验性)§r", "distanthorizons.config.client.advanced.graphics.experimental.earthCurveRatio.@tooltip": "值为1相当于现实生活中地球的曲率。 \n接受的最小值为50,最大值为5000。 \n1到49之间的所有内容都将四舍五入为50。", "distanthorizons.config.client.advanced.autoUpdater": "自动更新", "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": "当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": "从哪里下载最新更新。\n\n稳定版: 来自 Modrinth 的稳定构建版本\n每日构建测试版: 从 Gitlab库进行构建", "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仅供参考:§r\n使用服务器浏览器名称。 例如: \"Minecraft服务器\"\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谨慎:§r 如果在连接到多人游戏服务器时进行更改可能会导致问题出现。", "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.lodOnlyMode": "仅渲染LOD", "distanthorizons.config.client.advanced.debugging.lodOnlyMode.@tooltip": "如果启用,这将禁用(大多数)原版Minecraft的渲染。\n\n注意:启用此模式时不要报告任何问题!\n此设置仅用于娱乐和调试。\nMod兼容性不保证。", "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框", "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "如果启用,LOD 将渲染为线框。", "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings": "启用调试键绑定", "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip": "§6开启:§r 调试键绑定可用于更改游戏中的调试模式。", "distanthorizons.config.client.advanced.debugging.enableWhiteWorld": "启用白色世界", "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "如果启用,则顶点颜色不会传递。\n对于调试光影着色器很有用。", "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors": "显示重叠四边形的错误", "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors.@tooltip": "如果启用,重叠的四边形将呈现为亮红色,以便于识别。\n如果关闭,则四边形将正常呈现。", "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection": "日志缓冲区垃圾回收", "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection.@tooltip": "如果为开启,则将记录 OpenGL 缓冲区垃圾回收\n这还包括实时缓冲区的数量。", "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: 启用此功能可能会导致不稳定或崩溃,使用风险后果自负。 \n注意: 此选项不会在会话之间保存。", "distanthorizons.config.client.advanced.debugging.debugWireframe": "调试框", "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering": "启用调试框渲染", "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering.@tooltip": "如果启用,将渲染用于调试内部函数的各种线框图。", "distanthorizons.config.client.advanced.debugging.debugWireframe.showWorldGenQueue": "显示世界生成队列", "distanthorizons.config.client.advanced.debugging.debugWireframe.showNetworkSyncOnLoadQueue": "显示网络同步加载队列", "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionStatus": "显示渲染部分状态", "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionToggling": "显示渲染部分切换", "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": "OpenGL相关", "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger": "覆盖原版GL的记录", "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger.@tooltip": "定义如何处理OpenGL错误。 \n 需要重新启动游戏才能应用。 \n可能会错误地获取其他模组产生的 OpenGL 错误。", "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce": "仅记录GL错误一次", "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce.@tooltip": "若开启,每个OpenGL错误将仅记录一次。\n开启此选项可能导致部分错误日志遗漏。\n当覆盖原版GL记录设为关闭时此设置无效。\n\n通常保持开启可避免日志刷屏,\n但开发者需调试GL问题时请设为关闭。", "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 需要重新启动游戏才能应用。 \n可能会错误地获取其他模组产生的 OpenGL 错误。", "distanthorizons.config.client.advanced.debugging.openGl.validateBufferIdsBeforeRendering": "渲染前验证缓冲区ID", "distanthorizons.config.client.advanced.debugging.openGl.validateBufferIdsBeforeRendering.@tooltip": "这会大幅降低FPS。\n只有在DH的渲染代码中发生谜之EXCEPION_ACCESS_VIOLATION崩溃错误并且您试图对其进行故障排除时才应使用。", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging": "渲染队列", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugEnable": "启用列生成器限制", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugDetailLevel": "列生成器限制 - 详细级别", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXPos": "列生成器限制 - X 位置", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZPos": "列生成器限制 - Z 位置", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXRow": "列生成器限制 - X 行", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZRow": "列生成器限制 - Z 行", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugColumnIndex": "列生成器限制 - 列索引", "distanthorizons.config.client.advanced.debugging.f3Screen": "F3界面", "distanthorizons.config.client.advanced.debugging.f3Screen.showPlayerPos": "显示玩家位置", "distanthorizons.config.client.advanced.debugging.f3Screen.playerPosSectionDetailLevel": "玩家区域具体位置细节", "distanthorizons.config.client.advanced.debugging.f3Screen.showThreadPools": "显示线程池", "distanthorizons.config.client.advanced.debugging.f3Screen.showCombinedObjectPools": "显示组合对象池", "distanthorizons.config.client.advanced.debugging.f3Screen.showSeparatedObjectPools": "显示分离的对象池", "distanthorizons.config.client.advanced.debugging.f3Screen.showQueuedChunkUpdateCount": "显示队列区块更新计数", "distanthorizons.config.client.advanced.debugging.f3Screen.showLevelStatus": "显示世界状态", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen": "调试配置界面", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.debugConfigScreenNote": "此界面用于调试配置界面的功能", "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": "整数检验", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.doubleTest": "双精度测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.shortTest": "短测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest": "长测试", "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 (数组列表) 测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "映射 (哈希表) 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": "此值应与类别测试中的值相同", "distanthorizons.config.common": "普通", "distanthorizons.config.client.common.worldGenerator": "世界生成器", "distanthorizons.config.common.worldGenerator.enableDistantGeneration": "启用远景生成", "distanthorizons.config.common.worldGenerator.enableDistantGeneration.@tooltip": "§6开启:§r 在单人游戏中,LOD将在原版渲染距离之外生成。\n注意: 这可能大量占用CPU性能。\n\n§6关闭:§r LOD 只会在原版渲染距离内生成。", "distanthorizons.config.common.worldGenerator.distantGeneratorMode": "远景生成器模式", "distanthorizons.config.common.worldGenerator.distantGeneratorMode.@tooltip": "在原版渲染距离之外生成 LOD 时,生成的复杂程度。\n\n§6§6快:§r 仅限生物群系\n§6最佳质量:§r 特征 (建议)", "distanthorizons.config.common.worldGenerator.showGenerationProgress": "显示生成进度", "distanthorizons.config.common.worldGenerator.showGenerationProgress.@tooltip": "确定如何显示远景生成器的进度", "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds": "进度显示间隔(秒)", "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds.@tooltip": "确定进度更新显示的时间间隔。", "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds": "显示进度隐藏指令的秒数", "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds.@tooltip": "显示禁用远景生成进度的秒数\n将其设置为0会隐藏世界生成进程,以便在开始时立即显示。", "distanthorizons.config.common.worldGenerator.generationProgressIncludeChunksPerSecond": "显示区块每秒的生成速度", "distanthorizons.config.common.worldGenerator.generationProgressIncludeChunksPerSecond.@tooltip": "在记录生成进度时,同时包含区块的生成速率。\n这对于排查性能问题可能很有帮助。", "distanthorizons.config.common.lodBuilding": "LOD构建", "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck": "禁用未更改的区块检查", "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck.@tooltip": "禁用此检查可能会解决更改块后\nLOD未更新的问题。\n", "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks": "为预生成的数据块提供照明", "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks.@tooltip": "如果为开启,则为预先存在的区块生成 LOD 时将尝试提取保存在 Minecraft 存档区域文件中的照明数据\n。如果为关闭,DH 会在没有照明的情况下加载区块并重新照明它们。\n\n将此项设置为是将导致 LOD 生成速度更快\n对于已生成的区域,但大多数照明 Mod 会破坏这种情况。\n\n如果 LOD 为黑色,则将其设为关闭", "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished": "假设预先存在的块已加载完成", "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished.@tooltip": "将此设置开启可能会解决在使用预生成世界的DH时出现的一些问题。", "distanthorizons.config.common.lodBuilding.dataCompression": "数据压缩", "distanthorizons.config.common.lodBuilding.dataCompression.@tooltip": "应使用何种算法压缩新增LOD数据?\n此设置仅影响新增或更新的LOD数据,\n已存在数据在需要重新写入数据库前不受影响。\n\n最快速度:LZ4\n最高压缩率:LZMA2", "distanthorizons.config.common.lodBuilding.worldCompression": "有损世界压缩", "distanthorizons.config.common.lodBuilding.worldCompression.@tooltip": "创建LOD数据时应如何压缩方块数据?\n此设置仅影响新增或更新的LOD数据,\n已存在数据在修改或重新加载前不受影响。\n\n最高精度:合并相同方块\n最高压缩率:视觉等同", "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps": "重新计算区块高度图", "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps.@tooltip": "启用:在DH使用区块前重新计算高度图,可修复外部工具创建的世界问题。\n禁用:假定Minecraft处理的高度图均正确。\n\n最快速度:关闭\n最高兼容性:开启", "distanthorizons.config.common.lodBuilding.showMigrationChatWarning": "聊天中的日志迁移", "distanthorizons.config.common.lodBuilding.experimental": "实验性", "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles": "对较低细节LOD进行上采样以填充孔洞", "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles.@tooltip": "当DH将尝试用树中存在的任何数据填充丢失的LOD数据时,防止在N-Sized的生成器(或服务器)处于运行状态时移动时出现漏洞。 \n\n§6实验性功能§r 将额外增加硬盘的使用量,并可能导致渲染问题。\n有关更多详细信息,请参阅配置文件。", "distanthorizons.config.common.multiThreading": "多线程", "distanthorizons.config.common.multiThreading.numberOfThreads": "线程数量", "distanthorizons.config.common.multiThreading.numberOfThreads.@tooltip": "DH使用的线程数量", "distanthorizons.config.common.multiThreading.threadRunTimeRatio": "线程运行时百分比", "distanthorizons.config.common.logging": "日志", "distanthorizons.config.common.logging.@tooltip": "控制应如何处理日志记录。", "distanthorizons.config.common.logging.logWorldGenEvent": "世界活动", "distanthorizons.config.common.logging.logWorldGenPerformance": "世界生成性能", "distanthorizons.config.common.logging.logWorldGenLoadEvent": "世界生成加载事件", "distanthorizons.config.common.logging.logLodBuilderEvent": "LOD构建活动", "distanthorizons.config.common.logging.logRendererBufferEvent": "渲染缓冲区事件", "distanthorizons.config.common.logging.logRendererGLEvent": "OpenGL事件", "distanthorizons.config.common.logging.logNetworkEvent": "网络事件", "distanthorizons.config.common.logging.warning": "警告", "distanthorizons.config.common.logging.warning.showLowMemoryWarningOnStartup": "显示内存不足警告", "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning": "显示内存池不足警告", "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning.@tooltip": "如果DH检测到池对象正在被GC回收,这将发送聊天警告", "distanthorizons.config.common.logging.warning.showHighVanillaRenderDistanceWarning": "显示高原版渲染距离警告", "distanthorizons.config.common.logging.warning.showReplayWarningOnStartup": "显示Replay模组警告", "distanthorizons.config.common.logging.warning.showUpdateQueueOverloadedChatWarning": "显示更新队列过载警告", "distanthorizons.config.common.logging.warning.showModCompatibilityWarningsOnStartup": "显示模组兼容性警告", "distanthorizons.config.server": "服务器", "distanthorizons.config.server.sendLevelKeys": "发送世界密钥", "distanthorizons.config.server.sendLevelKeys.@tooltip": "使服务器为每个世界发送世界密钥。\n如果使用其他方式发送世界密钥,请禁用此选项。", "distanthorizons.config.server.levelKeyPrefix": "世界密钥前缀", "distanthorizons.config.server.levelKeyPrefix.@tooltip": "发送给客户端的世界密钥的前缀。\n如果模组在使用代理后运行,则每个后端应使用一个唯一的值。\n若此值为空,则世界密钥将基于服务器的种子哈希值。", "distanthorizons.config.server.generationRequestRateLimit": "生成请求的速率限制", "distanthorizons.config.server.generationRequestRateLimit.@tooltip": "客户端每秒应发送多少个 LOD 生成请求?\n也限制了允许保留在服务器队列中的玩家请求数量。", "distanthorizons.config.server.maxGenerationRequestDistance": "最大生成请求距离", "distanthorizons.config.server.maxGenerationRequestDistance.@tooltip": "定义玩家周围允许生成的距离。", "distanthorizons.config.server.enableRealTimeUpdates": "启用实时更新", "distanthorizons.config.server.enableRealTimeUpdates.@tooltip": "如果为开启,则客户端将接收客户端渲染距离之外的区块的实时 LOD 更新", "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks": "实时区块更新半径", "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks.@tooltip": "定义玩家接收更新的半径。", "distanthorizons.config.server.synchronizeOnLoad": "加载时同步LOD", "distanthorizons.config.server.synchronizeOnLoad.@tooltip": "如果为开启,如果自上次加入以来发生了任何更改,客户端将在加入时收到更新的LOD。", "distanthorizons.config.server.syncOnLoadRateLimit": "加载时同步速率限制", "distanthorizons.config.server.syncOnLoadRateLimit.@tooltip": "客户端每秒应发送多少个 LOD 生成请求?\n也限制了允许保留在服务器队列中的玩家请求数量", "distanthorizons.config.server.maxSyncOnLoadRequestDistance": "最大加载请求同步距离", "distanthorizons.config.server.maxSyncOnLoadRequestDistance.@tooltip": "定义玩家周围允许同步的距离。\n在大多数情况下,应大于或等于“最大生成请求距离”.", "distanthorizons.config.server.playerBandwidthLimit": "每位玩家的带宽限制,KB/s", "distanthorizons.config.server.playerBandwidthLimit.@tooltip": "上传 LOD 到客户端时的单个玩家最大速度(单位:KB/s)。\n数值为 0 时表示不启用限制。", "distanthorizons.config.server.globalBandwidthLimit": "全局带宽限制,KB/s", "distanthorizons.config.server.globalBandwidthLimit.@tooltip": "上传 LOD 到客户端时的全局最大速度(单位:KB/s)。\n数值为 0 时表示不启用限制。", "distanthorizons.config.server.enableAdaptiveTransferSpeed": "启用自适应传输速度", "distanthorizons.config.server.enableAdaptiveTransferSpeed.@tooltip": "基于客户端性能启用自适应传输速度。\n若启用,DH将自动调整传输速率以最大限度降低连接延迟。\n若禁用,传输速度将保持固定值。", "distanthorizons.config.server.experimental": "实验性", "distanthorizons.config.server.experimental.enableNSizedGeneration": "启用N-sized生成", "distanthorizons.config.server.experimental.enableNSizedGeneration.@tooltip": "在客户端启用后,这会根据需要加载较低的LDO质量以加快地形生成。\n这也必须在服务器上启用;否则,它将无效。\n为了在切换LOD质量时获得更好的性能,建议启用", "distanthorizons.config.enum.EDhApiQualityPreset.CUSTOM": "自定义", "distanthorizons.config.enum.EDhApiQualityPreset.MINIMUM": "1.最低", "distanthorizons.config.enum.EDhApiQualityPreset.LOW": "2.低", "distanthorizons.config.enum.EDhApiQualityPreset.MEDIUM": "3.中", "distanthorizons.config.enum.EDhApiQualityPreset.HIGH": "4.高", "distanthorizons.config.enum.EDhApiQualityPreset.EXTREME": "5.极致", "distanthorizons.config.enum.EDhApiThreadPreset.CUSTOM": "自定义", "distanthorizons.config.enum.EDhApiThreadPreset.MINIMAL_IMPACT": "1.最低", "distanthorizons.config.enum.EDhApiThreadPreset.LOW_IMPACT": "2.低", "distanthorizons.config.enum.EDhApiThreadPreset.BALANCED": "3.平衡", "distanthorizons.config.enum.EDhApiThreadPreset.AGGRESSIVE": "4.性能", "distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU": "5.CPU全核加载", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK": "1个方块", "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": "1/2个区块", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.CHUNK": "1个区块", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.NONE": "无", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.SINGLE_PASS": "单线程", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.DOUBLE_PASS": "双线程", "distanthorizons.config.enum.EDhApiVerticalQuality.HEIGHT_MAP": "1.高度映射", "distanthorizons.config.enum.EDhApiVerticalQuality.LOW": "2.低", "distanthorizons.config.enum.EDhApiVerticalQuality.MEDIUM": "3.中", "distanthorizons.config.enum.EDhApiVerticalQuality.HIGH": "4.高", "distanthorizons.config.enum.EDhApiVerticalQuality.VERY_HIGH": "5.极高", "distanthorizons.config.enum.EDhApiVerticalQuality.EXTREME": "6.极致", "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", "distanthorizons.config.enum.EDhApiHorizontalQuality.HIGH": "高", "distanthorizons.config.enum.EDhApiHorizontalQuality.EXTREME": "极致", "distanthorizons.config.enum.EDhApiTransparency.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiTransparency.FAKE": "伪透明", "distanthorizons.config.enum.EDhApiTransparency.COMPLETE": "全开", "distanthorizons.config.enum.EDhApiFogDrawMode.USE_OPTIFINE_SETTING": "使用模组的设置", "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED": "启用", "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED": "禁用", "distanthorizons.config.enum.EDhApiFogColorMode.USE_WORLD_FOG_COLOR": "启用世界迷雾", "distanthorizons.config.enum.EDhApiFogColorMode.USE_SKY_COLOR": "启用天空颜色", "distanthorizons.config.enum.EDhApiFogFalloff.LINEAR": "线性", "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL": "指数", "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL_SQUARED": "指数平方", "distanthorizons.config.enum.EDhApiHeightFogMixMode.SPHERICAL": "球形的", "distanthorizons.config.enum.EDhApiHeightFogMixMode.CYLINDRICAL": "圆柱形的", "distanthorizons.config.enum.EDhApiHeightFogMixMode.ADDITION": "加法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MAX": "取最大值", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY": "乘法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY": "逆乘法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.LIMITED_ADDITION": "限制加法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY_ADDITION": "乘加法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY_ADDITION": "逆乘加法", "distanthorizons.config.enum.EDhApiHeightFogMixMode.AVERAGE": "取平均值", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_CAMERA": "镜头上方", "distanthorizons.config.enum.EDhApiHeightFogDirection.BELOW_CAMERA": "镜头下方", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_AND_BELOW_CAMERA": "镜头上方和下方", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_SET_HEIGHT": "设定高度上方", "distanthorizons.config.enum.EDhApiHeightFogDirection.BELOW_SET_HEIGHT": "设定高度下方", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_AND_BELOW_SET_HEIGHT": "设定高度的上方和下方", "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": "仅现有地形", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY": "仅预生成区块", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY": "仅生物群系", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT": "仅生物群系(模拟高度)", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE": "地表地形", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FEATURES": "特征生成", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.INTERNAL_SERVER": "完整生成(保留真实区块)", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.OVERLAY": "显示窗口", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.CHAT": "聊天", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.LOG": "日志", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED": "解压", "distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4": "快速/大 - LZ4", "distanthorizons.config.enum.EDhApiDataCompressionMode.Z_STD": "快速/小 - Z_STD", "distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2": "慢速/小 - LZMA2", "distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS": "1. 合并相同方块", "distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL": "2. 视觉等同", "distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE": "无", "distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING": "无碰撞箱", "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_ONLY": "仅限名称", "distanthorizons.config.enum.EDhApiServerFolderNameMode.IP_ONLY": "仅限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、游戏版本", "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": "显示详情", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_GENMODE": "显示生成模式", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_BLOCK_MATERIAL": "显示材料", "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": "日志输出", "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: 关闭", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT": "文件: 全部,聊天: 错误", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT": "文件: 全部,聊天: 警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT": "文件: 全部,聊天: 信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT": "文件: 全部,聊天: 调试", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT": "文件: 全部,聊天: 全部", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE": "文件: 错误,聊天: 错误", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE": "文件: 警告,聊天: 警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE": "文件: 信息,聊天: 信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE": "文件: 调试,聊天: 调试", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE": "文件: 信息,聊天: 警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE": "文件: 信息,聊天: 错误", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_WARNING_TO_FILE": "文件:警告,聊天:错误", "distanthorizons.config.enum.EDhApiGpuUploadMethod.AUTO": "自动", "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_STORAGE": "缓冲区存储", "distanthorizons.config.enum.EDhApiGpuUploadMethod.SUB_DATA": "子数据", "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_MAPPING": "缓冲区映射", "distanthorizons.config.enum.EDhApiGpuUploadMethod.DATA": "数据", "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": "稳定版", "distanthorizons.config.enum.EDhApiUpdateBranch.NIGHTLY": "每日构建测试版", "distanthorizons.config.enum.EDhApiUpdateBranch.AUTO": "自动", "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS": "作为草", "distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT": "淡入泥土", "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT": "作为泥土" }