1081 lines
56 KiB
JSON
1081 lines
56 KiB
JSON
{
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"distanthorizons.title":
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"遥远的地平线",
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"distanthorizons.general.true":
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"开启",
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"distanthorizons.general.false":
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"关闭",
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"distanthorizons.general.yes":
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"是",
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"distanthorizons.general.no":
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"否",
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"distanthorizons.general.back":
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"返回",
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"distanthorizons.general.next":
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"下一个",
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"distanthorizons.general.done":
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"确定",
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"distanthorizons.general.cancel":
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"取消",
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"distanthorizons.general.reset":
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"重置",
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"distanthorizons.general.spacer":
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"",
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"distanthorizons.general.apiOverride":
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"API LOCK",
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"distanthorizons.general.disabledByApi.@tooltip":
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"This option is controlled by another mod via DH's API \nso it cannot be changed via the UI or config file.",
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"distanthorizons.updater.title":
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"遥远的地平线自动更新程序",
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"distanthorizons.updater.text1":
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"§l有可用的更新!",
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"distanthorizons.updater.text2":
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"§f是否要从%s§f 更新到%s§f?",
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"distanthorizons.updater.later":
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"稍后",
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"distanthorizons.updater.never":
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"不再显示",
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"distanthorizons.updater.update":
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"更新",
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"distanthorizons.updater.update.@tooltip":
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"本次更新模组 \n(游戏关闭时更新)",
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"distanthorizons.updater.silent":
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"始终静默更新",
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"distanthorizons.updater.silent.@tooltip":
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"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)",
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"distanthorizons.updater.waitingForClose":
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"遥远的地平线将在游戏重启后完成更新",
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"distanthorizons.config.title":
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"遥远的地平线配置",
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"distanthorizons.config.client":
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"客户端",
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"distanthorizons.config.client.quickEnableRendering":
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"启用渲染",
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"distanthorizons.config.client.quickEnableRendering.@tooltip":
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"确定是否渲染LOD",
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"distanthorizons.config.client.quickShowWorldGenProgress":
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"显示LOD生成/导入进度",
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"distanthorizons.config.client.quickShowWorldGenProgress.@tooltip":
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"如果为True,则运行时屏幕上将显示世界生成/导入进度",
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"distanthorizons.config.client.qualityPresetSetting":
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"质量预设",
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"distanthorizons.config.client.qualityPresetSetting.@tooltip":
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"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。",
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"distanthorizons.config.client.threadPresetSetting":
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"CPU负载",
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"distanthorizons.config.client.threadPresetSetting.@tooltip":
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"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。",
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"distanthorizons.config.client.optionsButton":
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"显示“选项”按钮",
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"distanthorizons.config.client.optionsButton.@tooltip":
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"显示 视场角 设置左侧的配置按钮",
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"distanthorizons.config.client.advanced":
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"高级选项",
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"distanthorizons.config.client.advanced.graphics":
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"图形",
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"distanthorizons.config.client.advanced.worldGenerator":
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"世界生成器",
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"distanthorizons.config.client.advanced.server":
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"服务器",
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"distanthorizons.config.client.advanced.lodBuilding":
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"LOD构建",
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"distanthorizons.config.client.advanced.multiThreading":
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"多线程",
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"distanthorizons.config.client.advanced.logging":
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"日志",
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"distanthorizons.config.client.advanced.graphics.quality":
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"渲染质量",
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"distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius":
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"LOD渲染距离半径",
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"distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality":
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"LOD质量衰减",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution":
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"最大水平分辨率",
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"distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip":
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"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",
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"distanthorizons.config.client.advanced.graphics.quality.verticalQuality":
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"垂直渲染质量",
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"distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalScale":
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"横向刻度",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.transparency":
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"透明度",
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"distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore":
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"可忽略的方块",
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"distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip":
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"定义生成LOD时要忽略的方块类型。",
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"distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks":
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"使用渲染透明的方块进行着色",
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"distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip":
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"§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",
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"distanthorizons.config.client.advanced.graphics.quality.lodBias":
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"LOD偏差§6(影响原版地形)§r",
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"distanthorizons.config.client.advanced.graphics.quality.lodBias.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.lodShading":
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"LOD渲染着色",
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"distanthorizons.config.client.advanced.graphics.quality.lodShading.@tooltip":
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"定义LOD的渲染方式。\n可用于提高光影着色器兼容性.",
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"distanthorizons.config.client.advanced.graphics.quality.grassSideRendering":
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"草方块渲染",
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"distanthorizons.config.client.advanced.graphics.quality.grassSideRendering.@tooltip":
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"草方块的侧面和底部应该如何渲染LOD?",
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"distanthorizons.config.client.advanced.graphics.quality.ditherDhFade":
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"附近LOD淡出选项",
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"distanthorizons.config.client.advanced.graphics.quality.ditherDhFade.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode":
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"原版淡出模式",
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"distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier":
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"亮度倍增器",
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"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip":
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"LOD颜色亮度。\n\n0=黑色\n1=正常\n2=接近白色",
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"distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier":
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"饱和倍数",
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"distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier.@tooltip":
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"LOD颜色的饱和度。\n\n0=黑白\n1=正常\n2=活力",
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"distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending":
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"生物群系混合",
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"distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip":
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"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",
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"distanthorizons.config.client.advanced.graphics.ssao":
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"环境光遮蔽",
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"distanthorizons.config.client.advanced.graphics.ssao.enableSsao":
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"启用环境光遮蔽",
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"distanthorizons.config.client.advanced.graphics.ssao.enableSsao.@tooltip":
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"环境光遮蔽增加了方块照明的深度。",
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"distanthorizons.config.client.advanced.graphics.ssao.sampleCount":
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"采样数",
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"distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.ssao.radius":
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"半径",
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"distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip":
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"确定应用屏幕空间环境光遮蔽的半径,以格为单位。",
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"distanthorizons.config.client.advanced.graphics.ssao.strength":
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"强度",
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"distanthorizons.config.client.advanced.graphics.ssao.strength.@tooltip":
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"确定“屏幕空间环境光遮蔽”效果的暗度。",
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"distanthorizons.config.client.advanced.graphics.ssao.bias":
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"偏移",
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||
"distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip":
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"增加该值可以减少断层条带,但代价是降低该效果的强度。",
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"distanthorizons.config.client.advanced.graphics.ssao.minLight":
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"最小亮度",
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"distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip":
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"确定遮蔽阴影的最小暗度。 \n0 = 角落全黑 \n1 = 无阴影",
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"distanthorizons.config.client.advanced.graphics.ssao.blurRadius":
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"模糊半径",
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"distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip":
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"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。",
|
||
|
||
|
||
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"distanthorizons.config.client.advanced.graphics.genericRendering":
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"通用对象渲染",
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||
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering":
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||
"启用渲染",
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||
"distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering":
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||
"开启信标渲染",
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||
"distanthorizons.config.client.advanced.graphics.genericRendering.beaconRenderHeight":
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||
"信标渲染高度",
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||
"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.",
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||
"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。",
|
||
|
||
|
||
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||
"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"
|
||
|
||
} |