{ "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": "下一步", "distanthorizons.general.done": "完成", "distanthorizons.general.cancel": "取消", "distanthorizons.general.reset": "重置", "distanthorizons.updater.title": "遥远的地平线更新日志(别问我汉化我也看不懂)", "distanthorizons.updater.text1": "§l有新版本可用!", "distanthorizons.updater.text2": "§f是否要从 %s§f 更新到 %s§f?", "distanthorizons.updater.later": "稍后更新", "distanthorizons.updater.never": "不再显示", "distanthorizons.updater.update": "更新", "distanthorizons.updater.update.@tooltip": "本次更新该模组(在游戏关闭时进行更新)", "distanthorizons.updater.silent": "默认更新", "distanthorizons.updater.silent.@tooltip": "每次有可用更新时,它都会自动更新(§6警告§r:更新时不会提示你)", "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": "决定遥远的地平线是否渲染细节层次(LOD)。", "distanthorizons.config.client.quickShowWorldGenProgress": "显示LOD生成\n导入进度", "distanthorizons.config.client.quickShowWorldGenProgress.@tooltip": "如果为开启,在运行时屏幕上会显示世界生成\n导入进度。", "distanthorizons.config.client.qualityPresetSetting": "质量预设", "distanthorizons.config.client.qualityPresetSetting.@tooltip": "修改多个图形设置,以快速改变遥远的地平线的渲染质量。\n如果你的GPU使用率达到上限或存在帧率问题,请降低此设置。", "distanthorizons.config.client.threadPresetSetting": "CPU负载", "distanthorizons.config.client.threadPresetSetting.@tooltip": "修改遥远的地平线使用的线程数量。提高此设置将加快遥远生成器速度和LOD加载速度,\n但也会增加CPU内存使用量,可能会导致卡顿。注意:这是一个与CPU相关的设置。\n它对2核CPU和64核CPU造成的压力应该是相同的。", "distanthorizons.config.client.optionsButton": "显示选项按钮", "distanthorizons.config.client.optionsButton.@tooltip": "在视野(FOV)按钮左侧显示配置按钮", "distanthorizons.config.client.advanced": "高级选项", "distanthorizons.config.client.advanced.graphics": "图形", "distanthorizons.config.client.advanced.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": "日志记录", "distanthorizons.config.client.advanced.graphics.quality": "质量", "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "LOD区块渲染距离半径", "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip": "遥远的地平线的渲染距离,以区块为单位衡量。\n注意:这是一个尽力而为的数值。\n根据你的其他图形设置,渲染距离可能高于或低于此数值。", "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality": "LOD质量衰减距离", "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "质量下降的间隔距离。较高的设置\n会增加质量下降之间的距离,但会增加内存和GPU使用量。", "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution": "最大水平分辨率", "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "LOD渲染的最大细节程度。§6最快:§r区块§6最精细:§r方块", "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直质量", "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "LOD对悬垂物、洞穴、悬崖等的呈现效果。\n较高的选项会增加内存和GPU使用量。", "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "水平缩放", "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "细节层次(LOD)质量下降的速度。数值越大,\n远处地形的视觉效果越好,但会增加内存和GPU的使用量。", "distanthorizons.config.client.advanced.graphics.quality.transparency": "透明度", "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore": "忽略方块", "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip": "定义生成细节层次(LOD)时要忽略的方块类型。", "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks": "用忽略方块进行着色", "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip": "§4注意:这会让雪、地毯和活板门的显示效果变得很差§r。\n被忽略方块下方的方块是否应染上被忽略方块的颜色?\n§6开启:\n§r草地上的一朵红花会把它下面的草染成红色。\n§6关闭:\n§r被跳过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。更改此值后,\n请按F3+T重新加载纹理包以应用更改。", "distanthorizons.config.client.advanced.graphics.quality.lodShading": "LOD阴影", "distanthorizons.config.client.advanced.graphics.quality.lodShading.@tooltip": "定义LOD的阴影处理方式。可用于提高着色器的兼容性。", "distanthorizons.config.client.advanced.graphics.quality.grassSideRendering": "草方块侧面渲染", "distanthorizons.config.client.advanced.graphics.quality.grassSideRendering.@tooltip": "草方块LOD的侧面和底部应如何渲染?", "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade": "淡化附近的“遥远的地平线”LOD", "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade.@tooltip": "如果开启,当你靠近LOD时,它们会逐渐淡化。\n如果关闭,LOD会在离相机一定距离处突然消失。\n此设置受原版防过度绘制配置的影响。", "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode": "原版淡化模式", "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip": "原版Minecraft应如何淡入“遥远的地平线”的LOD?\n\n无:速度最快,“遥远的地平线”和原版Minecraft渲染之间会有明显的边界。\n单次过渡:在原版Minecraft的透明通道之后进行淡化,水下的不透明方块不会被淡化。\n双次过渡:速度最慢,在原版Minecraft的不透明和透明通道之后都进行淡化,能提供最平滑的过渡效果。", "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier": "亮度乘数", "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip": "LOD颜色的明亮程度。\n\n0代表黑色\n1代表正常\n2代表接近白色", "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier": "饱和度乘数", "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier.@tooltip": "LOD颜色的饱和程度。\n\n0代表黑白\n1代表正常\n2代表鲜艳", "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群系混合", "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "这与原版在LOD区域的生物群系混合设置相同。\n\n请注意,除“0”以外的任何值都会极大地影响LOD构建时间,并增加三角形数量。如果设置得过高,对区块生成速度的影响也很大。\n\n“0”相当于原版生物群系混合的“1x1”,“1”相当于原版生物群系混合的“3x3”,“2”相当于原版生物群系混合的“5x5”……", "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": "环境光遮蔽为方块的光照增添深度效果。", "distanthorizons.config.client.advanced.graphics.ssao.sampleCount": "采样数量", "distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip": "决定在遮挡测试中对空间中的采样点数。数值越高,\n 质量越好,条带现象越少,但会增加GPU负载。", "distanthorizons.config.client.advanced.graphics.ssao.radius": "半径", "distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip": "决定屏幕空间环境光遮蔽(Screen Space Ambient Occlusion)的应用半径,以方块为单位衡量。", "distanthorizons.config.client.advanced.graphics.ssao.strength": "强度", "distanthorizons.config.client.advanced.graphics.ssao.strength.@tooltip": "决定屏幕空间环境光遮蔽效果的暗度。", "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏差", "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增大该值可以减少条带现象,但会降低效果强度。", "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小光照", "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "决定遮挡阴影可以有多暗。0表示角落处完全变黑,1表示没有阴影。", "distanthorizons.config.client.advanced.graphics.ssao.blurRadius": "模糊半径", "distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip": "为屏幕空间环境光遮蔽(SSAO)计算模糊效果的半径,\n 以像素为单位。数值越高,条带现象越少,但会牺牲GPU性能。", "distanthorizons.config.client.advanced.graphics.genericRendering": "通用物体渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering": "启用渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering.@tooltip": "如果开启 > 非地形物体\n将在“遥远的地平线”的地形中渲染。\n这包括信标光束和云朵。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering": "启用信标渲染", "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这仅会影响进入LOD渲染距离的新信标。\n当前在LOD区块中可见的信标不受影响。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering.@tooltip": "如果开启,将渲染LOD信标光束。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering": "启用云朵渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering.@tooltip": "如果开启,将渲染LOD云朵。", "distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering": "启用实例化渲染", "distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering.@tooltip": "可以禁用此选项,以使用速度慢但兼容性更好的直接渲染。\n禁用此选项可用于修复Mac上的一些崩溃问题。", "distanthorizons.config.client.advanced.graphics.fog": "雾效", "distanthorizons.config.client.advanced.graphics.fog.enableDhFog": "启用“遥远的地平线”雾效", "distanthorizons.config.client.advanced.graphics.fog.enableDhFog.@tooltip": "决定是否在“遥远的地平线”LOD上绘制雾效。", "distanthorizons.config.client.advanced.graphics.fog.colorMode": "雾效颜色模式", "distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip": "LOD上雾效的颜色。", "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog": "启用原版雾效", "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog.@tooltip": "§6开启:\n §rMinecraft像平常一样渲染雾效。\n §6关闭:\n §r禁用原版区块中的Minecraft雾效。\n 这可能会与其他修改雾效的模组产生冲突。", "distanthorizons.config.client.advanced.graphics.fog.advancedFog": "高级雾效选项", "distanthorizons.config.client.advanced.graphics.fog.farFogStart": "雾效起始位置", "distanthorizons.config.client.advanced.graphics.fog.farFogStart.@tooltip": "雾效应该从哪里开始? \n\n '0.0':雾从玩家位置开始。\n '1.0':雾起始的圆形刚好与LOD渲染距离的方形适配。\n'1.414':LOD渲染距离的方形刚好与雾起始的圆形适配。", "distanthorizons.config.client.advanced.graphics.fog.farFogEnd": "雾效结束位置", "distanthorizons.config.client.advanced.graphics.fog.farFogEnd.@tooltip": "雾效应该在哪里结束? \n\n '0.0':雾在玩家位置结束。\n '1.0':雾结束的圆形刚好与LOD渲染距离的方形适配。\n'1.414':LOD渲染距离的方形刚好与雾结束的圆形适配。", "distanthorizons.config.client.advanced.graphics.fog.farFogMin": "雾效最小厚度", "distanthorizons.config.client.advanced.graphics.fog.farFogMin.@tooltip": "雾的最小厚度是多少? \n\n '0.0':完全没有雾。\n '1.0':完全是雾的颜色(即雾最浓状态)。", "distanthorizons.config.client.advanced.graphics.fog.farFogMax": "雾效最大厚度", "distanthorizons.config.client.advanced.graphics.fog.farFogMax.@tooltip": "雾的最大厚度是多少? \n\n '0.0':完全没有雾。\n '1.0':完全是雾的颜色(即雾最浓状态)。", "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff": "雾效衰减方式", "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff.@tooltip": "雾的厚度应该如何计算? \n\n线性(LINEAR):基于距离线性变化(将忽略“密度”)\n指数(EXPONENTIAL):1/(e^(距离*密度)) \n指数平方(EXPONENTIAL_SQUARED):1/(e^((距离*密度)^2))", "distanthorizons.config.client.advanced.graphics.fog.farFogDensity": "雾效密度", "distanthorizons.config.client.advanced.graphics.fog.farFogDensity.@tooltip": "雾的密度是多少?", "distanthorizons.config.client.advanced.graphics.fog.heightFog": "高度雾效选项", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode": "高度雾效混合模式", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode.@tooltip": "定义高度如何影响雾效。如果不确定,可从球形(SPHERICAL)、相加(ADDITION)或取最大值(MAX)模式开始尝试。 \n\n球形(SPHERICAL):雾效基于相机距离计算。 \n圆柱形(CYLINDRICAL):忽略高度,雾效基于水平距离计算。 \n取最大值(MAX):取高度雾效(heightFog)和远处雾效(farFog)中的最大值 \n相加(ADDITION):高度雾效 + 远处雾效 \n相乘(MULTIPLY):高度雾效 * 远处雾效 \n反向相乘(INVERSE_MULTIPLY):1 - (1 - 高度雾效) * (1 - 远处雾效) \n有限相加(LIMITED_ADDITION):远处雾效 + max(远处雾效, 高度雾效) \n乘加(MULTIPLY_ADDITION):远处雾效 + 远处雾效 * 高度雾效 \n反向乘加(INVERSE_MULTIPLY_ADDITION):远处雾效 + 1 - (1 - 高度雾效) * (1 - 远处雾效) \n平均(AVERAGE):远处雾效 * 0.5 + 高度雾效 * 0.5", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection": "高度雾效方向", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection.@tooltip": "高度雾效应该位于哪里? \n\n相机上方(ABOVE_CAMERA):高度雾效从相机位置向天空方向开始 \n相机下方(BELOW_CAMERA):高度雾效从相机位置向虚空方向开始 \n相机上方和下方(ABOVE_AND_BELOW_CAMERA):高度雾效从相机位置向天空和虚空两个方向开始 \n设定高度上方(ABOVE_SET_HEIGHT):高度雾效从设定高度向天空方向开始 \n设定高度下方(BELOW_SET_HEIGHT):高度雾效从设定高度向虚空方向开始 \n设定高度上方和下方(ABOVE_AND_BELOW_SET_HEIGHT):高度雾效从设定高度向天空和虚空两个方向开始", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight": "高度雾效基准高度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight.@tooltip": "如果高度雾效是围绕一个设定高度计算的,那么这个高度位置是多少?", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart": "高度雾效起始偏移", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart.@tooltip": "高度雾效的起始位置应该偏移多远? \n\n '0.0':雾效起始无偏移。\n '1.0':雾效起始偏移整个世界的高度(包括深度)。", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd": "高度雾效结束偏移", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd.@tooltip": "高度雾效的结束位置应该偏移多远? \n\n '0.0':雾效结束无偏移。\n '1.0':雾效结束偏移整个世界的高度(包括深度)。", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin": "高度雾效最小厚度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin.@tooltip": "高度雾效的最小厚度是多少? \n\n '0.0':完全没有雾。\n '1.0':完全是雾的颜色(即雾最浓状态)。", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax": "高度雾效最大厚度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax.@tooltip": "高度雾效的最大厚度是多少? \n\n '0.0':完全没有雾。\n '1.0':完全是雾的颜色(即雾最浓状态)。", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff": "高度雾效衰减方式", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff.@tooltip": "高度雾效的厚度应该如何计算? \n\n线性(LINEAR):基于高度线性变化(将忽略“密度”)\n指数(EXPONENTIAL):1/(e^(高度*密度)) \n指数平方(EXPONENTIAL_SQUARED):1/(e^((高度*密度)^2))", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity": "高度雾效密度", "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity.@tooltip": "高度雾效的密度是多少?", "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,将在LOD上应用噪点纹理来模拟材质效果。", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseSteps": "噪点层级", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseSteps.@tooltip": "决定应用到LOD上的噪点层级数量。", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseIntensity": "噪点强度", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseIntensity.@tooltip": "决定噪点纹理的强度。", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff": "噪点衰减距离", "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff.@tooltip": "定义噪点纹理在消失前的渲染距离(以方块为单位)。设置为0可禁用噪点的衰减效果。", "distanthorizons.config.client.advanced.graphics.culling": "剔除", "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention": "防过度绘制", "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention.@tooltip": "决定“遥远的地平线”从距离相机多远的位置开始渲染,以原版渲染距离的百分比来衡量。0表示自动,过度绘制将根据原版渲染距离进行调整。\n\n较高的值会在更远的距离防止LOD渲染在原版方块后面,但可能会导致LOD中出现空洞。在飞越未加载地形时,空洞最容易出现。\n\n增加原版渲染距离会提高此设置的效果。", "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling": "洞穴剔除", "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling.@tooltip": "如果开启,将对洞穴进行剔除操作。\n\n补充信息:目前,在没有顶部的维度中,此功能会剔除洞穴剔除高度以下所有天光值为0的面。", "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight": "洞穴剔除高度", "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight.@tooltip": "洞穴剔除应从Y轴的什么高度值开始?", "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling": "启用信标距离剔除", "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling.@tooltip": "如果开启,靠近相机的信标将不会被绘制,以防止原版的过度绘制情况。如果关闭,所有信标都将被渲染。", "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling": "禁用视锥体裁剪", "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling.@tooltip": "如果关闭,玩家相机视野范围外的LOD将不会被绘制,从而提高GPU性能。\n\n如果开启,所有LOD都将被绘制,即使是在玩家相机后方的LOD,这会降低GPU性能。\n\n如果你发现视野角落处的LOD消失,请关闭此选项。", "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling": "禁用阴影通道视锥体裁剪", "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling.@tooltip": "此选项与其他视锥体裁剪选项类似,不同之处在于它仅在使用“遥远的地平线”API的着色器模组存在且正在渲染阴影通道时生效。如果阴影渲染不正确,请关闭此选项。", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv": "忽略渲染方块CSV列表", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv.@tooltip": "一个以逗号分隔的方块资源位置列表,“遥远的地平线”不会渲染这些方块。注意:空气始终包含在此列表中。", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv": "忽略渲染洞穴方块CSV列表", "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv.@tooltip": "一个以逗号分隔的方块资源位置列表,如果这些方块位于地下天光值为0的区域,则不应被渲染。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": "地球曲率比例 §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。可接受的最小值为50,最大值为5000。1到49之间的所有值将向上取整为50。", "distanthorizons.config.client.advanced.autoUpdater": "自动更新程序", "distanthorizons.config.client.advanced.autoUpdater.enableAutoUpdater": "启用自动更新", "distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates": "启用默认更新", "distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates.@tooltip": "有可用更新时自动更新该模组", "distanthorizons.config.client.advanced.autoUpdater.updateBranch": "更新分支", "distanthorizons.config.client.advanced.autoUpdater.updateBranch.@tooltip": "从何处下载最新更新。\n\n自动:根据当前的jar文件下载稳定版或夜间测试版。\n稳定版:从Modrinth下载稳定版本。\n夜间测试版:从Gitlab下载夜间测试版本。", "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": "决定本地多人游戏数据的文件夹格式。\n\n§6仅名称:§r使用服务器浏览器中的名称。例如:“Minecraft服务器”\n§6仅IP:§r“192.168.1.40”\n§6名称和IP:§r“Minecraft服务器,IP 192.168.1.40”\n§6名称、IP和端口:§r“Minecraft服务器,IP 192.168.1.40:25565”\n§6名称、IP、端口和MC版本:§r“Minecraft服务器,IP 192.168.1.40:25565,游戏版本1.18.1”\n\n§c§l注意:§r在连接到多人游戏服务器时更改此设置可能会导致故障。", "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": "如果开启,这将禁用(大部分)原版Minecraft的渲染。\n\n注意:在此模式开启时,请勿报告任何问题!\n 此设置仅用于娱乐和调试。不保证模组兼容性。", "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框", "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "如果开启,LOD将以线框形式渲染。", "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings": "启用调试快捷键", "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip": "§6开启:§r调试快捷键可用于在游戏中更改调试模式。", "distanthorizons.config.client.advanced.debugging.enableWhiteWorld": "启用白色世界", "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "如果开启,将不会传递顶点颜色。这对调试着色器很有用。", "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors": "显示重叠四边形错误", "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors.@tooltip": "如果开启,重叠的四边形将渲染为亮红色以便于识别。如果关闭,四边形将正常渲染。", "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection": "记录缓冲区垃圾回收", "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection.@tooltip": "如果开启,将记录OpenGL缓冲区的垃圾回收情况,其中还包括活动缓冲区的数量。", "distanthorizons.config.client.advanced.debugging.allowUnsafeValues": "允许不安全的UI值", "distanthorizons.config.client.advanced.debugging.allowUnsafeValues.@tooltip": "如果开启,将仅执行非常有限的配置输入验证。\n\n警告:开启此选项可能会导致不稳定或崩溃,请自行承担风险。\n 注意:此选项在不同游戏会话之间不会保存。", "distanthorizons.config.client.advanced.debugging.debugWireframe": "调试线框", "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering": "启用调试线框渲染", "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering.@tooltip": "如果开启,将绘制各种用于调试内部功能的线框。", "distanthorizons.config.client.advanced.debugging.debugWireframe.showWorldGenQueue": "显示世界生成队列", "distanthorizons.config.client.advanced.debugging.debugWireframe.showNetworkSyncOnLoadQueue": "显示加载时网络同步队列", "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionStatus": "显示渲染区域状态", "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionToggling": "显示渲染区域切换", "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", "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger": "覆盖原版OpenGL日志记录器", "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger.@tooltip": "定义如何处理OpenGL错误。\n 更改此设置需要重启Minecraft。\n 此选项将捕获其他模组抛出的OpenGL错误。", "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce": "仅记录一次OpenGL错误", "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce.@tooltip": "如果开启,每个OpenGL错误只会被记录一次。\n 启用此选项可能会导致一些错误日志被遗漏。\n 如果 “覆盖原版OpenGL日志记录器” 设置为关闭,此选项将不起作用。\n\n一般来说,为防止日志刷屏,可将此选项保持为“开启”。\n 但是,如果开发者需要你的日志来调试OpenGL问题,请将此选项设置为“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 需要重启Minecraft才能生效。\n 可能会错误地捕获其他模组抛出的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": "这会大幅降低帧率。\n仅当“遥远的地平线”渲染代码出现未知的“EXCEPTION_ACCESS_VIOLATION”崩溃。\n 而且你试图排查问题时,才应使用此选项。", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging": "渲染列构建器", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugEnable": "启用渲染列构建器限制", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugDetailLevel": "渲染列构建器限制 - 细节级别", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXPos": "渲染列构建器限制 - X坐标", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZPos": "渲染列构建器限制 - Z坐标", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXRow": "渲染列构建器限制 - X行", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZRow": "渲染列构建器限制 - Z行", "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugColumnIndex": "渲染列构建器限制 - 列索引", "distanthorizons.config.client.advanced.debugging.f3Screen": "F3屏幕", "distanthorizons.config.client.advanced.debugging.f3Screen.showPlayerPos": "显示玩家位置", "distanthorizons.config.client.advanced.debugging.f3Screen.playerPosSectionDetailLevel": "玩家位置区域细节级别", "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": "显示分离对象池", "distanthorizons.config.client.advanced.debugging.f3Screen.showQueuedChunkUpdateCount": "显示排队的区块更新数量", "distanthorizons.config.client.advanced.debugging.f3Screen.showLevelStatus": "显示等级状态", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen": "调试配置屏幕", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.debugConfigScreenNote": "此屏幕用于调试配置屏幕的功能", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.boolTest": "布尔测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.byteTest": "字节测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.intTest": "整数测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.doubleTest": "双精度测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.shortTest": "短整数测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest": "长整数测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.floatTest": "单精度测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.stringTest": "字符串测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.uiButtonTest": "UI按钮测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.listTest": "列表(ArrayList)测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "映射(HashMap)测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest": "分类测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest": "可链接测试", "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest.@tooltip": "此选项的值应与“分类测试”中的值相同", "distanthorizons.config.common": "通用设置", "distanthorizons.config.common.worldGenerator": "世界生成器", "distanthorizons.config.common.worldGenerator.enableDistantGeneration": "启用远距离生成", "distanthorizons.config.common.worldGenerator.enableDistantGeneration.@tooltip": "§6开启:\n§r在单人游戏中,将在原版渲染距离之外创建细节层次(LOD)。\n根据生成器模式,已存在的区块将很重要,并且\n或者会生成缺失的区块。注意:这可能会占用大量CPU资源。\n§6关闭:\n§r细节层次(LOD)仅会在原版渲染距离内生成。", "distanthorizons.config.common.worldGenerator.distantGeneratorMode": "远距离生成器模式", "distanthorizons.config.common.worldGenerator.distantGeneratorMode.@tooltip": "在原版渲染距离之外生成细节层次(LOD)时,生成的复杂程度。", "distanthorizons.config.common.worldGenerator.showGenerationProgress": "显示生成进度", "distanthorizons.config.common.worldGenerator.showGenerationProgress.@tooltip": "决定远距离生成器的进度应如何显示。", "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds": "进度显示间隔时间(秒)", "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds.@tooltip": "决定进度更新显示之间的时间间隔。", "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds": "显示隐藏进度指令的时长(秒)", "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds.@tooltip": "隐藏远距离生成器进度的指令应显示多少秒?\n 将此设置为0会隐藏提示信息,这样世界生成进度\n在开始时就会立即显示。", "distanthorizons.config.common.lodBuilding": "LOD构建", "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck": "禁用未更改区块检查", "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck.@tooltip": "禁用此检查可能会解决方块更改后LOD未更新的问题。", "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks": "为预先生成的区块提取光照", "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks.@tooltip": "如果开启,会对已存在区块的LOD生成将尝试提取Minecraft区域文件中保存的光照数据。\n 如果关闭,“遥远的地平线”将会在没有光照的情况下提取区块并重新计算光照。\n\n将此设置为开启,对于已生成的世界,LOD生成速度会更快,但大多数光照模组会导致此功能失效。\n\n如果LOD显示为黑色,请将此设置为关闭。", "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished": "假定已存在的区块已完成生成", "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished.@tooltip": "将此设置为开启,在使用“遥远的地平线”\n处理预先生成的世界时,可能会解决一些问题。", "distanthorizons.config.common.lodBuilding.dataCompression": "数据压缩", "distanthorizons.config.common.lodBuilding.dataCompression.@tooltip": "应使用什么算法来压缩新的LOD数据?\n此设置仅会影响新生成或更新的LOD数据,在更改此设置时已生成的任何数据,\n在需要重新写入数据库之前都不会受到影响。\n\n速度最快:LZ4\n压缩率最高:LZMA2", "distanthorizons.config.common.lodBuilding.worldCompression": "有损世界压缩", "distanthorizons.config.common.lodBuilding.worldCompression.@tooltip": "在创建LOD数据时,应如何压缩方块数据?\n此设置仅会影响新生成或更新的LOD数据,在更改此设置时\n已生成的任何数据,在被修改或重新加载之前都不会受到影响。\n\n最精确:合并相同方块\n压缩率最高:视觉等效", "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps": "重新计算区块高度图", "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps.@tooltip": "开启:在“遥远的地平线”使用区块之前重新计算区块高度图。\n\n这可以修复由外部工具创建的世界中存在的问题。\n\n关闭:假定Minecraft处理的任何高度图都是正确的。\n\n速度最快:关闭\n兼容性最强:开启", "distanthorizons.config.common.lodBuilding.showMigrationChatWarning": "在聊天框记录迁移信息", "distanthorizons.config.common.lodBuilding.experimental": "实验性", "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles": "上采样低细节LOD以填补空洞", "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles.@tooltip": "启用后,“遥远的地平线”将尝试用树中存在的任何数据填补缺失的LOD数据,\n在N尺寸生成器(或服务器)启用时,移动过程中可防止出现空洞。\n\n§6实验性§r此功能会增加硬盘使用量,可能会导致渲染问题。\n\n更多详细信息请查看配置文件。", "distanthorizons.config.common.multiThreading": "多线程", "distanthorizons.config.common.multiThreading.numberOfThreads": "线程数量", "distanthorizons.config.common.multiThreading.numberOfThreads.@tooltip": "“遥远的地平线”将使用的线程数量。", "distanthorizons.config.common.multiThreading.threadRunTimeRatio": "线程运行时间占比", "distanthorizons.config.common.logging": "日志记录", "distanthorizons.config.common.logging.@tooltip": "控制日志记录的处理方式。", "distanthorizons.config.common.logging.logWorldGenEvent": "世界生成事件", "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.logRendererBufferEvent": "渲染器缓冲区事件", "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": "启动时显示内存不足警告", "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning": "显示对象池内存不足警告", "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning.@tooltip": "如果“遥远的地平线”检测到对象池中的对象\n正在被垃圾回收,将在聊天框发送警告信息。", "distanthorizons.config.common.logging.warning.showHighVanillaRenderDistanceWarning": "显示原版渲染距离过高警告", "distanthorizons.config.common.logging.warning.showReplayWarningOnStartup": "启动时显示重放警告", "distanthorizons.config.common.logging.warning.showUpdateQueueOverloadedChatWarning": "显示更新队列过载警告", "distanthorizons.config.common.logging.warning.showModCompatibilityWarningsOnStartup": "启动时显示模组兼容性警告", "distanthorizons.config.server": "服务器", "distanthorizons.config.server.sendLevelKeys": "发送等级密钥", "distanthorizons.config.server.sendLevelKeys.@tooltip": "使服务器为每个世界发送等级密钥。\n如果使用其他方式发送等级密钥,请禁用此项。", "distanthorizons.config.server.levelKeyPrefix": "等级密钥前缀", "distanthorizons.config.server.levelKeyPrefix.@tooltip": "发送给客户端的等级密钥的前缀。\n 如果该模组在代理服务器后运行,每个后端应使用唯一值。\n 如果此值为空,等级密钥将基于服务器的种子哈希值。", "distanthorizons.config.server.generationRequestRateLimit": "生成请求速率限制", "distanthorizons.config.server.generationRequestRateLimit.@tooltip": "客户端每秒应发送多少个LOD生成请求?\n 此设置还限制了服务器队列中允许保留的客户端请求数量。", "distanthorizons.config.server.maxGenerationRequestDistance": "最大生成请求距离", "distanthorizons.config.server.maxGenerationRequestDistance.@tooltip": "定义了允许在玩家周围生成LOD的距离。", "distanthorizons.config.server.enableRealTimeUpdates": "启用实时更新", "distanthorizons.config.server.enableRealTimeUpdates.@tooltip": "如果开启,客户端将接收客户端渲染距离之外区块的实时LOD更新。", "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks": "实时更新半径(以区块为单位)", "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks.@tooltip": "定义玩家周围接收更新的距离范围。", "distanthorizons.config.server.synchronizeOnLoad": "加载时同步LOD", "distanthorizons.config.server.synchronizeOnLoad.@tooltip": "如果开启,客户端在加入游戏或加载新的LOD时将接收更新后的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同步请求?\n 此设置还限制了服务器队列中允许保留的客户端请求数量。", "distanthorizons.config.server.maxSyncOnLoadRequestDistance": "加载时同步最大请求距离", "distanthorizons.config.server.maxSyncOnLoadRequestDistance.@tooltip": "定义了允许在玩家周围进行同步的距离。\n 在大多数情况下,该距离应与“最大生成请求距离”相同或更大。", "distanthorizons.config.server.maxDataTransferSpeed": "最大数据传输速度(KB/s)", "distanthorizons.config.server.maxDataTransferSpeed.@tooltip": "向客户端上传LOD的最大速度,单位为KB/s。值为0则禁用此限制。", "distanthorizons.config.server.experimental": "实验性", "distanthorizons.config.server.experimental.enableNSizedGeneration": "启用N尺寸生成", "distanthorizons.config.server.experimental.enableNSizedGeneration.@tooltip": "在客户端启用此功能后,可根据需要加载较低细节层级以加快地形生成速度。\n 此功能在服务器端也必须开启,否则将无效。\n 为了在切换LOD细节层级时获得更好的性能。\n\n 建议启用[上采样低细节LOD以填补空洞]选项。", "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. 极高", "distanthorizons.config.enum.EDhApiThreadPreset.CUSTOM": "自定义", "distanthorizons.config.enum.EDhApiThreadPreset.MINIMAL_IMPACT": "1. 最小影响", "distanthorizons.config.enum.EDhApiThreadPreset.LOW_IMPACT": "2. 低影响", "distanthorizons.config.enum.EDhApiThreadPreset.BALANCED": "3. 平衡", "distanthorizons.config.enum.EDhApiThreadPreset.AGGRESSIVE": "4. 激进", "distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU": "5. CPU全核心(全力运行)", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK": "1. 方块", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.TWO_BLOCKS": "2. 2个方块", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.FOUR_BLOCKS": "3. 4个方块", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.HALF_CHUNK": "4. 半个区块", "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.CHUNK": "5. 区块", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.NONE": "无", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.SINGLE_PASS": "单次过渡", "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.DOUBLE_PASS": "双次过渡", "distanthorizons.config.enum.EDhApiVerticalQuality.HEIGHT_MAP": "1. 高度图", "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. 非常高", "distanthorizons.config.enum.EDhApiVerticalQuality.EXTREME": "6. 极高", "distanthorizons.config.enum.EDhApiVerticalQuality.PIXEL_ART": "7. 像素艺术(风格)", "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": "极高", "distanthorizons.config.enum.EDhApiTransparency.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiTransparency.FAKE": "模拟", "distanthorizons.config.enum.EDhApiTransparency.COMPLETE": "完全", "distanthorizons.config.enum.EDhApiFogDrawMode.USE_OPTIFINE_SETTING": "使用修改后的设置", "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED": "启用", "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED": "禁用", "distanthorizons.config.enum.EDhApiFogColorMode.USE_WORLD_FOG_COLOR": "使用世界雾颜色", "distanthorizons.config.enum.EDhApiFogColorMode.USE_SKY_COLOR": "使用天空颜色", "distanthorizons.config.enum.EDhApiFogFalloff.LINEAR": "线性", "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL": "指数", "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL_SQUARED": "指数平方", "distanthorizons.config.enum.EDhApiHeightFogMixMode.SPHERICAL": "球形", "distanthorizons.config.enum.EDhApiHeightFogMixMode.CYLINDRICAL": "圆柱形", "distanthorizons.config.enum.EDhApiHeightFogMixMode.ADDITION": "相加", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MAX": "取最大值", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY": "相乘", "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY": "反向相乘", "distanthorizons.config.enum.EDhApiHeightFogMixMode.LIMITED_ADDITION": "有限相加", "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY_ADDITION": "乘加", "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY_ADDITION": "反向乘加", "distanthorizons.config.enum.EDhApiHeightFogMixMode.AVERAGE": "平均", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_CAMERA": "相机上方", "distanthorizons.config.enum.EDhApiHeightFogDirection.BELOW_CAMERA": "相机下方", "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_AND_BELOW_CAMERA": "相机上方和下方", "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": "设定高度上方和下方", "distanthorizons.config.enum.EDhApiVanillaOverdraw.NEVER": "从不", "distanthorizons.config.enum.EDhApiVanillaOverdraw.DYNAMIC": "动态", "distanthorizons.config.enum.EDhApiVanillaOverdraw.ALWAYS": "总是", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.NONE": "仅现有", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY": "仅预先生成的区块", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY": "仅生物群系", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT": "仅生物群系并模拟高度", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE": "地表", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FEATURES": "特征", "distanthorizons.config.enum.EDhApiDistantGeneratorMode.INTERNAL_SERVER": "内部服务器", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.OVERLAY": "覆盖层", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.CHAT": "聊天框", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.LOG": "日志", "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED": "未压缩", "distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4": "快速/大文件 - LZ4", "distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2": "慢速/小文件 - LZMA2", "distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS": "1. 合并相同方块", "distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL": "2. 视觉等效", "distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE": "无", "distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING": "非碰撞", "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_ONLY": "仅名称", "distanthorizons.config.enum.EDhApiServerFolderNameMode.IP_ONLY": "仅IP", "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP": "名称和IP", "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP_PORT": "名称、IP、端口", "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP_PORT_MC_VERSION": "名称、IP、端口、MC版本", "distanthorizons.config.enum.EDhApiRendererMode.DEFAULT": "默认", "distanthorizons.config.enum.EDhApiRendererMode.DEBUG": "调试", "distanthorizons.config.enum.EDhApiRendererMode.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiDebugRendering.OFF": "关闭", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_DETAIL": "显示细节", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_GENMODE": "显示生成模式", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_BLOCK_MATERIAL": "显示方块材质", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_OVERLAPPING_QUADS": "显示重叠四边形", "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_RENDER_SOURCE_FLAG": "显示渲染源标记", "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.IGNORE": "忽略", "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG": "记录", "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG_THROW": "记录并抛出", "distanthorizons.config.enum.EDhApiGlProfileMode.CORE": "核心", "distanthorizons.config.enum.EDhApiGlProfileMode.COMPAT": "兼容", "distanthorizons.config.enum.EDhApiGlProfileMode.ANY": "任意", "distanthorizons.config.enum.EDhApiLoggerMode.DISABLED": "禁用", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_FILE": "文件:全部记录,聊天框:不显示", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT": "文件:全部记录,聊天框:显示错误", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT": "文件:全部记录,聊天框:显示警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT": "文件:全部记录,聊天框:显示信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT": "文件:全部记录,聊天框:显示调试信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT": "文件:全部记录,聊天框:全部显示", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE": "文件:记录错误,聊天框:显示错误", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE": "文件:记录警告,聊天框:显示警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE": "文件:记录信息,聊天框:显示信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE": "文件:记录调试信息,聊天框:显示调试信息", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE": "文件:记录信息,聊天框:显示警告", "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE": "文件:记录信息,聊天框:显示错误", "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": "夜间测试版", "distanthorizons.config.enum.EDhApiUpdateBranch.AUTO": "自动", "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS": "以草地显示", "distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT": "渐变为泥土", "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT": "以泥土显示" }