947 lines
57 KiB
JSON
947 lines
57 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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"下一步",
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"distanthorizons.general.done":
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"完成",
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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.updater.title":
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"遥远的地平线更新日志(别问我汉化我也看不懂)",
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"distanthorizons.updater.text1":
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"§l有新版本可用!",
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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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"稍后更新",
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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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"本次更新该模组(在游戏关闭时进行更新)",
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"distanthorizons.updater.silent":
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"默认更新",
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"distanthorizons.updater.silent.@tooltip":
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"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)",
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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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"决定遥远的地平线是否渲染细节层次(LOD)。",
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"distanthorizons.config.client.quickShowWorldGenProgress":
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"显示LOD生成\n导入进度",
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"distanthorizons.config.client.quickShowWorldGenProgress.@tooltip":
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"如果为开启,在运行时屏幕上会显示世界生成\n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。",
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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。",
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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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"在视野(FOV)按钮左侧显示配置按钮",
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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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"日志记录",
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"distanthorizons.config.client.advanced.graphics.quality":
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"质量",
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"distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius":
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"LOD区块渲染距离半径",
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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。",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality":
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"LOD质量衰减距离",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip":
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"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。",
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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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"LOD渲染的最大细节程度。§6最快:§r区块§6最精细:§r方块",
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"distanthorizons.config.client.advanced.graphics.quality.verticalQuality":
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"垂直质量",
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"distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalScale":
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"水平缩放",
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"distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip":
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"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。",
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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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"忽略方块",
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"distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip":
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"定义生成细节层次(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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"用忽略方块进行着色",
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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。",
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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。更改此值后,\n请按F3+T重新加载纹理包以应用更改。",
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"distanthorizons.config.client.advanced.graphics.quality.lodShading":
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"LOD阴影",
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"distanthorizons.config.client.advanced.graphics.quality.lodShading.@tooltip":
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"定义LOD的阴影处理方式。可用于提高着色器的兼容性。",
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"distanthorizons.config.client.advanced.graphics.quality.grassSideRendering":
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"草方块侧面渲染",
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"distanthorizons.config.client.advanced.graphics.quality.grassSideRendering.@tooltip":
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"草方块LOD的侧面和底部应如何渲染?",
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"distanthorizons.config.client.advanced.graphics.quality.ditherDhFade":
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"淡化附近的“遥远的地平线”LOD",
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"distanthorizons.config.client.advanced.graphics.quality.ditherDhFade.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode":
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"原版淡化模式",
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"distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip":
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"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。",
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"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier":
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"亮度乘数",
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"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip":
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"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",
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"distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier":
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"饱和度乘数",
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"distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier.@tooltip":
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"LOD颜色的饱和程度。\n\n0代表黑白\n1代表正常\n2代表鲜艳",
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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”……",
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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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"环境光遮蔽为方块的光照增添深度效果。",
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"distanthorizons.config.client.advanced.graphics.ssao.sampleCount":
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"采样数量",
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"distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip":
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"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。",
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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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"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。",
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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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"决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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"偏差",
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"distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip":
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"增大该值可以减少条带现象,但会降低效果强度。",
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"distanthorizons.config.client.advanced.graphics.ssao.minLight":
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"最小光照",
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"distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip":
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"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。",
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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。",
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"distanthorizons.config.client.advanced.graphics.genericRendering":
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"通用物体渲染",
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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。",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering":
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"启用信标渲染",
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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":
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"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。",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering.@tooltip":
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"如果开启,将渲染LOD信标光束。",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering":
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||
"启用云朵渲染",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering.@tooltip":
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"如果开启,将渲染LOD云朵。",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering":
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"启用实例化渲染",
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"distanthorizons.config.client.advanced.graphics.genericRendering.enableInstancedRendering.@tooltip":
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||
"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。",
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"distanthorizons.config.client.advanced.graphics.fog":
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"雾效",
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"distanthorizons.config.client.advanced.graphics.fog.enableDhFog":
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||
"启用“遥远的地平线”雾效",
|
||
"distanthorizons.config.client.advanced.graphics.fog.enableDhFog.@tooltip":
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||
"决定是否在“遥远的地平线”LOD上绘制雾效。",
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"distanthorizons.config.client.advanced.graphics.fog.colorMode":
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"雾效颜色模式",
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||
"distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip":
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"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"
|
||
|
||
}
|