LTDV9/packet/resourcepacks/§6落幕曲专用/assets/distanthorizons/lang/zh_cn.json
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{
"distanthorizons.title":
"遥远的地平线",
"distanthorizons.general.true":
"开启",
"distanthorizons.general.false":
"关闭",
"distanthorizons.general.yes":
"是",
"distanthorizons.general.no":
"否",
"distanthorizons.general.back":
"返回",
"distanthorizons.general.next":
"下一步",
"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EXPONENTIAL1/(e^(距离*密度)) \n指数平方EXPONENTIAL_SQUARED1/(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_MULTIPLY1 - (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EXPONENTIAL1/(e^(高度*密度)) \n指数平方EXPONENTIAL_SQUARED1/(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"
}