LTDV10/packet/kubejs/assets/distanthorizons/lang/zh_cn.json
2026-04-14 18:20:56 +08:00

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{
"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"
}