{
  "distanthorizons.config.client": "客户端",
  "distanthorizons.config.client.advanced": "高级选项",
  "distanthorizons.config.client.advanced.autoUpdater": "自动更新器",
  "distanthorizons.config.client.advanced.autoUpdater.enableAutoUpdater": "启用自动更新",
  "distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates": "启用静默更新",
  "distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates.@tooltip": "有可用更新时自动更新模组。",
  "distanthorizons.config.client.advanced.autoUpdater.updateBranch": "更新分支",
  "distanthorizons.config.client.advanced.autoUpdater.updateBranch.@tooltip": "下载最新更新的来源。\n\n自动：根据当前版本，自动下载稳定版或每日构建版。\n稳定版：来自 Modrinth 的稳定版本。\n每日构建版：来自 Gitlab 的每日构建版本。",
  "distanthorizons.config.client.advanced.buffers": "缓冲区",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync": "GPU 异步上传",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync.@tooltip": "设为“是”将由遥远地平线模组的线程负责上传几何数据，可减少FPS卡顿。\n设为“否”将由Minecraft的主渲染线程完成上传。\n\n如果你在使用AMD的GPU并安装了Sodium，将其设置为“否”可能会减少崩溃或几何图形损坏的几率。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadMethod": "GPU 上传方法",
  "distanthorizons.config.client.advanced.buffers.gpuUploadMethod.@tooltip": "将几何图形数据上传到 GPU 的方法。\n\n如果你在 CPU 和 GPU 使用率较低时仍遇到卡顿，请尝试更改此设置。\n注意：更改此设置后，你可能需要退出并重新进入世界才能看到完整效果。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds": "GPU 上传速度(毫秒/MB)",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds.@tooltip": "每上传一兆字节（MB）的数据，缓冲区应等待多长时间（毫秒）？\n如果出现帧数卡顿，可以尝试增加此值。",
  "distanthorizons.config.client.advanced.debugging": "调试",
  "distanthorizons.config.client.advanced.debugging.allowUnsafeValues": "允许不安全的 UI 值",
  "distanthorizons.config.client.advanced.debugging.allowUnsafeValues.@tooltip": "启用后，配置输入的验证将非常有限。\n\n警告：启用此功能可能会导致不稳定或崩溃，请自行承担风险。\n注意：此选项不会在会话之间保存。",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugColumnIndex": "列生成器限制 - 列索引",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugDetailLevel": "列生成器限制 - 详细程度",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugEnable": "启用列生成器限制",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging": "渲染列生成器",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugColumnIndex": "列生成器限制 - 列索引",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugDetailLevel": "列生成器限制 - 细节级别",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugEnable": "启用列生成器限制",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXPos": "列生成器限制 - X坐标",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugXRow": "列生成器限制 - X行",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZPos": "列生成器限制 - Z坐标",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugging.columnBuilderDebugZRow": "列生成器限制 - Z行",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugXPos": "列生成器限制 - X 坐标",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugXRow": "列生成器限制 - X 行",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugZPos": "列生成器限制 - Z 坐标",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugZRow": "列生成器限制 - Z 行",
  "distanthorizons.config.client.advanced.debugging.debugMode.@tooltip": "主动调试模式。",
  "distanthorizons.config.client.advanced.debugging.debugRendering": "调试渲染",
  "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": "启用后，将绘制用于调试内部功能的各种线框。",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.showFullDataUpdateStatus": "显示完整数据更新状态",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.showNetworkSyncOnLoadQueue": "显示加载队列中的网络同步",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.showQuadTreeRenderStatus": "显示四叉树渲染状态",
  "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.showWorldGenQueue": "显示世界生成队列",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings": "启用调试快捷键",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip": "§6是:§r 允许在游戏中使用调试快捷键更改调试模式。",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld": "启用纯白世界",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "启用后，将不传递顶点颜色。\n用于调试光影。",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen": "调试配置界面",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.boolTest": "布尔值测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.byteTest": "字节测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest": "分类测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.debugConfigScreenNote": "此界面用于调试配置界面的功能",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.doubleTest": "双精度浮点数测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.floatTest": "浮点数测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.intTest": "整数测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest": "可链接测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest.@tooltip": "此值应与“分类测试”中的值相同",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.listTest": "列表(ArrayList)测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest": "长整型测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "映射(HashMap)测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.shortTest": "短整型测试",
  "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.f3Screen": "F3 调试屏幕",
  "distanthorizons.config.client.advanced.debugging.f3Screen.playerPosSectionDetailLevel": "玩家所在区域细节级别",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showCombinedObjectPools": "显示合并对象池",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showLevelStatus": "显示世界状态",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showPlayerPos": "显示玩家位置",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showQueuedChunkUpdateCount": "显示队列中的区块更新计数",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showSeparatedObjectPools": "显示分离对象池",
  "distanthorizons.config.client.advanced.debugging.f3Screen.showThreadPools": "显示线程池",
  "distanthorizons.config.client.advanced.debugging.lodOnlyMode": "仅渲染细节级别(LOD)",
  "distanthorizons.config.client.advanced.debugging.lodOnlyMode.@tooltip": "启用后，将禁用（大部分）原版Minecraft的渲染。\n\n注意：此模式开启时请勿报告任何问题！此设置仅用于娱乐和调试，不保证模组兼容性。",
  "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection": "记录缓冲区垃圾回收",
  "distanthorizons.config.client.advanced.debugging.logBufferGarbageCollection.@tooltip": "设为“是”将记录OpenGL缓冲区的垃圾回收信息，\n同时也会记录活动缓冲区的数量。",
  "distanthorizons.config.client.advanced.debugging.openGl": "OpenGL",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext": "启用 OpenGL 调试上下文",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext.@tooltip": "需要重新启动 Minecraft 才能应用。\n配置文件中提供了更多信息。",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode": "启用 OpenGL 前向兼容模式",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode.@tooltip": "需要重新启动 Minecraft 才能应用。\n配置文件中提供了更多信息。",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion": "OpenGL主要版本",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion.@tooltip": "需要重新启动 Minecraft 才能应用。\n配置文件中提供了更多信息。",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion": "OpenGL 次要版本",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion.@tooltip": "需要重新启动 Minecraft 才能应用。\n配置文件中提供了更多信息。",
  "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可能会错误地捕获由其他模组抛出的OpenGL错误。",
  "distanthorizons.config.client.advanced.debugging.openGl.glProfileMode": "OpenGL 配置文件模式",
  "distanthorizons.config.client.advanced.debugging.openGl.glProfileMode.@tooltip": "需要重新启动 Minecraft 才能应用。\n配置文件中提供了更多信息。",
  "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce": "仅记录一次GL错误",
  "distanthorizons.config.client.advanced.debugging.openGl.onlyLogGlErrorsOnce.@tooltip": "如果为“是”，每个OpenGL错误将只被记录一次。\n启用此项可能会导致某些错误日志被遗漏。\n如果“覆盖原版GL记录器”设置为“否”，则此选项无效。\n\n通常可以将此项保持为“是”以防止日志刷屏。\n但是，如果开发者需要你的日志来调试GL问题，请将其设置为“否”。",
  "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger": "覆盖原版GL记录器",
  "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger.@tooltip": "定义如何处理OpenGL错误。\n需要重启Minecraft才能更改。\n将会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": "会极大地降低FPS。\n仅当遥远地平线模组的渲染代码中出现神秘的EXCEPTION_ACCESS_VIOLATION崩溃，并且你试图排查问题时才应使用。",
  "distanthorizons.config.client.advanced.debugging.rendererMode": "渲染器模式",
  "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框",
  "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "启用后，细节级别(LOD)将以线框模式渲染。",
  "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors": "显示重叠的四边形错误",
  "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors.@tooltip": "如果为“是”，重叠的四边形将以亮红色渲染，以便于识别。\n如果为“否”，四边形将正常渲染。",
  "distanthorizons.config.client.advanced.graphics": "图形",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics": "高级图形选项",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier": "亮度倍增器",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier.@tooltip": "细节级别颜色有多亮。\n\n0 = 黑色\n1 = 正常\n2 = 接近白色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight": "洞穴剔除高度",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight.@tooltip": "洞穴剔除应从 Y 值多少开始？",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableBeaconDistanceCulling": "禁用信标距离剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableBeaconDistanceCulling.@tooltip": "如果为“是”，则靠近相机的信标将不会被绘制，以防止原版过度绘制。\n如果为“否”，则将渲染所有信标。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling": "禁用视锥体剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling.@tooltip": "如果为“否”，则不会绘制玩家相机外的细节级别，从而提高 GPU 性能。\n\n如果为“是”，则绘制所有细节级别，即使是玩家相机后面的细节级别，也会降低 GPU 性能。\n\n如果你看到细节级别在视野角落消失，请启用此功能。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling": "禁用阴影通道视锥剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling.@tooltip": "与其他视锥剔除选项相同，但仅在使用遥远地平线API的光影包存在且正在渲染阴影通道时使用。\n\n如果阴影渲染不正确，请启用此功能。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio": "地球曲率比 §6（实验性）§r",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio.@tooltip": "值 1 相当于现实生活中地球的曲率。\n可接受的最小值为 50，最大值为 5000。\n1 到 49 之间的所有值都将四舍五入为 50。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling": "洞穴剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling.@tooltip": "开启后洞穴将被剔除。\n\n附加信息：目前，此方法会在没有天花板的尺寸中剔除洞穴剔除高度以下天窗值为 0 的所有面。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering": "草方块侧面渲染",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering.@tooltip": "草方块细节级别的侧面和底部应如何渲染？",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias": "LOD 偏移 §6（影响原版地形）§r",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias.@tooltip": "设置原版Mipmap的 LOD 偏移值。\n更改此值后，请按 F3+T 重新加载资源包以使其生效。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading": "细节级别着色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading.@tooltip": "定义细节级别的着色方式。\n可用于提高着色器兼容性。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention": "预防过度绘制",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention.@tooltip": "决定多远开始显示远处的低精度模型。数值越高，远处模型出现的位置就越远，但可能导致画面出现空洞。提高游戏本身的视距也会让这个设置的效果更明显。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier": "饱和度乘数",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier.@tooltip": "细节级别颜色的饱和度。\n\n0 = 黑白\n1 = 正常\n2 = 鲜艳",
  "distanthorizons.config.client.advanced.graphics.culling": "剔除",
  "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight": "洞穴剔除高度",
  "distanthorizons.config.client.advanced.graphics.culling.caveCullingHeight.@tooltip": "洞穴剔除应从哪个Y坐标值开始？",
  "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling": "禁用信标距离剔除",
  "distanthorizons.config.client.advanced.graphics.culling.disableBeaconDistanceCulling.@tooltip": "如果为“是”，靠近摄像机的信标将不会被绘制，以防止原版过度绘制。\n如果为“否”，则将渲染所有信标。",
  "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling": "禁用视锥体剔除",
  "distanthorizons.config.client.advanced.graphics.culling.disableFrustumCulling.@tooltip": "如果为“否”，玩家相机视锥外的细节级别(LOD)将不会被绘制，从而提高GPU性能。\n\n如果为“是”，则会绘制所有LOD，即使是玩家相机后面的也会被绘制，这会降低GPU性能。\n\n如果你看到LOD在视野边缘消失，请将此项设为“是”。",
  "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling": "禁用阴影通道的视锥体剔除",
  "distanthorizons.config.client.advanced.graphics.culling.disableShadowPassFrustumCulling.@tooltip": "与另一个视锥体剔除选项相同，但它仅在使用遥远地平线模组API的光影包存在，并且正在渲染阴影通道时使用。\n\n如果阴影渲染不正确，请将此项设为“是”。",
  "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling": "启用洞穴剔除",
  "distanthorizons.config.client.advanced.graphics.culling.enableCaveCulling.@tooltip": "启用后，洞穴将被剔除。\n\n附加信息：目前，在没有天花板的维度中，此功能会剔除所有低于洞穴剔除高度且天光值为0的表面。",
  "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv": "忽略的方块列表(CSV)",
  "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderBlockCsv.@tooltip": "一个以逗号分隔的方块资源位置列表，这些方块将不会被遥远地平线模组渲染。\n注意：空气方块始终包含在此列表中。",
  "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv": "忽略的洞穴方块列表(CSV)",
  "distanthorizons.config.client.advanced.graphics.culling.ignoredRenderCaveBlockCsv.@tooltip": "一个以逗号分隔的方块资源位置列表，如果这些方块位于天光值为0的地下区域，则不应被渲染。\n注意：空气方块始终包含在此列表中。",
  "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention": "过度绘制预防",
  "distanthorizons.config.client.advanced.graphics.culling.overdrawPrevention.@tooltip": "决定遥远地平线模组从距离相机多远的地方开始渲染。\n以原版渲染距离的百分比来衡量。\n0 = 自动，起始距离会根据原版渲染距离动态调整。\n\n较高的值会阻止细节级别(LOD)在更远的距离上在原版方块后面渲染，\n但这可能会导致LOD中出现空洞。\n当飞越未加载的地形时，最有可能出现空洞。\n\n增加原版渲染距离会增强此设置的效果。",
  "distanthorizons.config.client.advanced.graphics.experimental": "实验性",
  "distanthorizons.config.client.advanced.graphics.experimental.earthCurveRatio": "地球曲率比 §6(实验性)§r",
  "distanthorizons.config.client.advanced.graphics.experimental.earthCurveRatio.@tooltip": "值为1时相当于现实世界中地球的曲率。\n可接受的最小值为50，最大值为5000。\n1到49之间的所有值都将向上取整为50。",
  "distanthorizons.config.client.advanced.graphics.fog": "雾效",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog": "高级雾效选项",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity": "远雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity.@tooltip": "雾的浓度是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd": "远雾结束位置",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd.@tooltip": "远处的雾应该在哪里结束？\n\n'0.0'：雾在玩家的位置结束。\n'1.0'：雾结束位置的圆形范围正好能容纳细节级别渲染距离的正方形区域。\n'1.414'：细节级别渲染距离的正方形区域正好能容纳在雾结束位置的圆形范围内。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff": "远雾衰减方式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff.@tooltip": "雾的浓度应该如何计算？\n\n线性：基于距离线性计算（将忽略“浓度”设置）\n指数：1 / (e^(距离 * 浓度))\n指数平方：1 / (e^((距离 * 浓度)^2))",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax": "远雾最大值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax.@tooltip": "雾的最大浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin": "远雾最小值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin.@tooltip": "雾的最小浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart": "远雾起始位置",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart.@tooltip": "远雾应该从哪里开始？\n\n'0.0'：雾从玩家的位置开始。\n'1.0'：雾起始位置的圆形范围正好能容纳细节级别渲染距离的正方形区域。\n'1.414'：细节级别渲染距离的正方形区域正好能容纳在雾起始位置的圆形范围内。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog": "高度雾选项",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight": "高度雾基准高度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight.@tooltip": "如果高度雾是围绕设定的高度计算的，那么该高度位置是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity": "高度雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity.@tooltip": "高度雾的浓度是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd": "高度雾结束位置偏移",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd.@tooltip": "高度雾的末端应偏移多远？\n\n'0.0'：雾结束时无偏移。\n'1.0'：雾结束时偏移整个世界的高度（包括地下深度）。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff": "高度雾衰减方式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff.@tooltip": "高度雾的浓度应该如何计算？\n\n线性：基于高度线性计算（将忽略“浓度”设置）\n指数：1/(e^(高度 * 浓度))\n指数平方：1/(e^((高度 * 浓度)^2))",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax": "高度雾最大值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax.@tooltip": "雾的最大浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin": "高度雾最小值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin.@tooltip": "雾的最小浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode": "高度雾混合模式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode.@tooltip": "定义高度如何影响雾效。如果不确定，可以先尝试球状、叠加或最大值。\n\n球状：雾效基于相机距离计算。\n圆柱状：忽略高度，雾效基于水平距离计算。\n最大值：max(高度雾, 远雾)\n叠加：高度雾 + 远雾\n相乘：高度雾 * 远雾\n反向相乘：1 - (1 - 高度雾) * (1 - 远雾)\n有限叠加：远雾 + max(远雾, 高度雾)\n相乘叠加：远雾 + 远雾 * 高度雾\n反向相乘叠加：远雾 + 1 - (1 - 高度雾) * (1 - 远雾)\n平均值：远雾 * 0.5 + 高度雾 * 0.5",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode": "高度雾模式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode.@tooltip": "高度雾应位于何处？\n\n相机上方：高度雾从相机位置向天空延伸\n相机下方：高度雾从相机位置向虚空延伸\n相机上下：高度雾从相机位置向天空和虚空两个方向延伸\n设定高度之上：高度雾从设定的高度向天空延伸\n设定高度之下：高度雾从设定的高度向虚空延伸\n设定高度上下：高度雾从设定的高度向天空和虚空两个方向延伸",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart": "高度雾起始位置偏移",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart.@tooltip": "高度雾的起始位置应偏移多远？\n\n'0.0'：雾的起始位置无偏移。\n'1.0'：雾的起始位置偏移整个世界的高度（包括地下深度）。",
  "distanthorizons.config.client.advanced.graphics.fog.colorMode": "雾效颜色模式",
  "distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip": "细节级别(LOD)上的雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog": "禁用原版雾",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog.@tooltip": "§6是:§r 禁用原版区块上的 Minecraft 雾。\n§6否:§r Minecraft像平常一样渲染雾。\n\n可能会导致其他编辑雾的模组出现问题。\n如果原版区块完全被雾覆盖，则禁用。",
  "distanthorizons.config.client.advanced.graphics.fog.distance": "雾距离",
  "distanthorizons.config.client.advanced.graphics.fog.distance.@tooltip": "雾将在细节级别上渲染的距离。",
  "distanthorizons.config.client.advanced.graphics.fog.drawMode": "雾绘制模式",
  "distanthorizons.config.client.advanced.graphics.fog.drawMode.@tooltip": "雾何时会在细节级别上渲染。",
  "distanthorizons.config.client.advanced.graphics.fog.enableDhFog": "启用遥远地平线模组雾效",
  "distanthorizons.config.client.advanced.graphics.fog.enableDhFog.@tooltip": "决定是否在遥远地平线模组的细节级别(LOD)上绘制雾效。",
  "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog": "启用原版雾效",
  "distanthorizons.config.client.advanced.graphics.fog.enableVanillaFog.@tooltip": "§6是:§r Minecraft会像平常一样渲染雾效。\n§6否:§r 禁用Minecraft在原版区块上的雾效。\n\n可能会与其他修改雾效的模组产生冲突。",
  "distanthorizons.config.client.advanced.graphics.fog.farFogDensity": "远雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.farFogDensity.@tooltip": "雾的浓度是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.farFogEnd": "远雾结束位置",
  "distanthorizons.config.client.advanced.graphics.fog.farFogEnd.@tooltip": "远雾应该在哪里结束？\n\n'0.0'：雾在玩家的位置结束。\n'1.0'：雾结束位置的圆形范围正好能容纳LOD渲染距离的正方形区域。\n'1.414'：LOD渲染距离的正方形区域正好能容纳在雾结束位置的圆形范围内。",
  "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff": "远雾衰减方式",
  "distanthorizons.config.client.advanced.graphics.fog.farFogFalloff.@tooltip": "雾的浓度应该如何计算？\n\n线性：基于距离线性计算（将忽略“浓度”设置）\n指数：1 / (e^(距离 * 浓度))\n指数平方：1 / (e^((距离 * 浓度)^2))",
  "distanthorizons.config.client.advanced.graphics.fog.farFogMax": "远雾最大值",
  "distanthorizons.config.client.advanced.graphics.fog.farFogMax.@tooltip": "雾的最大浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.farFogMin": "远雾最小值",
  "distanthorizons.config.client.advanced.graphics.fog.farFogMin.@tooltip": "雾的最小浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.farFogStart": "远雾起始位置",
  "distanthorizons.config.client.advanced.graphics.fog.farFogStart.@tooltip": "远雾应该从哪里开始？\n\n'0.0'：雾从玩家的位置开始。\n'1.0'：雾起始位置的圆形范围正好能容纳LOD渲染距离的正方形区域。\n'1.414'：LOD渲染距离的正方形区域正好能容纳在雾起始位置的圆形范围内。",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog": "高度雾选项",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight": "高度雾基准高度",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogBaseHeight.@tooltip": "如果高度雾是围绕一个设定的高度计算的，那么这个高度位置是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity": "高度雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDensity.@tooltip": "高度雾的浓度是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection": "高度雾方向",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogDirection.@tooltip": "高度雾应位于何处？\n\n相机上方：高度雾从相机位置向天空延伸\n相机下方：高度雾从相机位置向虚空延伸\n相机上下：高度雾从相机位置向天空和虚空两个方向延伸\n设定高度之上：高度雾从设定的高度向天空延伸\n设定高度之下：高度雾从设定的高度向虚空延伸\n设定高度上下：高度雾从设定的高度向天空和虚空两个方向延伸",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd": "高度雾结束位置偏移",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogEnd.@tooltip": "高度雾的结束位置应偏移多远？\n\n'0.0'：雾的结束位置无偏移。\n'1.0'：雾的结束位置偏移整个世界的高度（包括地下深度）。",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff": "高度雾衰减方式",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogFalloff.@tooltip": "高度雾的浓度应该如何计算？\n\n线性：基于高度线性计算（将忽略“浓度”设置）\n指数：1 / (e^(高度 * 浓度))\n指数平方：1 / (e^((高度 * 浓度)^2))",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax": "高度雾最大值",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMax.@tooltip": "雾的最大浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin": "高度雾最小值",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMin.@tooltip": "雾的最小浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode": "高度雾混合模式",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogMixMode.@tooltip": "定义高度如何影响雾效。如果不确定，可以先尝试球状、叠加或最大值。\n\n球状：雾效基于相机距离计算。\n圆柱状：忽略高度，雾效基于水平距离计算。\n最大值：max(高度雾, 远雾)\n叠加：高度雾 + 远雾\n相乘：高度雾 * 远雾\n反向相乘：1 - (1 - 高度雾) * (1 - 远雾)\n有限叠加：远雾 + max(远雾, 高度雾)\n相乘叠加：远雾 + 远雾 * 高度雾\n反向相乘叠加：远雾 + 1 - (1 - 高度雾) * (1 - 远雾)\n平均值：远雾 * 0.5 + 高度雾 * 0.5",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart": "高度雾起始位置偏移",
  "distanthorizons.config.client.advanced.graphics.fog.heightFog.heightFogStart.@tooltip": "高度雾的起始位置应偏移多远？\n\n'0.0'：雾的起始位置无偏移。\n'1.0'：雾的起始位置偏移整个世界的高度（包括地下深度）。",
  "distanthorizons.config.client.advanced.graphics.genericRendering": "通用对象渲染",
  "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此设置仅影响新进入细节级别(LOD)渲染距离的信标。\n当前已在LOD区块中可见的信标不受影响。",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering": "启用信标渲染",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableBeaconRendering.@tooltip": "设为“是”将渲染细节级别(LOD)中的信标光束。",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering": "启用云层渲染",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableCloudRendering.@tooltip": "设为“是”将渲染细节级别(LOD)中的云层。",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering": "启用渲染",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableGenericRendering.@tooltip": "设为“是”将在遥远地平线模组的地形中渲染非地形对象。\n这包括信标光束和云层。",
  "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较慢但兼容性更高的直接渲染方法。\n在Mac上，禁用此功能可以修复一些崩溃问题。",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableRendering": "启用渲染",
  "distanthorizons.config.client.advanced.graphics.genericRendering.enableRendering.@tooltip": "开启后非地形物体将会被渲染在遥远地平线的地形中。\n这包括信标光束和云。",
  "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": "启用后，将对细节级别(LOD)应用噪点纹理以模拟真实纹理。",
  "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff": "噪点衰减距离",
  "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseDropoff.@tooltip": "定义噪点纹理在淡出前应渲染多远（以方块为单位）。\n设置为0可禁用噪点淡出效果。",
  "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.noiseSteps": "噪点层级",
  "distanthorizons.config.client.advanced.graphics.noiseTexture.noiseSteps.@tooltip": "决定应对细节级别(LOD)应用多少层级的噪点。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings": "噪点纹理",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff": "噪点衰减",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip": "定义噪声纹理在消失之前应渲染多远（以方块为单位）。\n设置为 0 以禁用噪声消失。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled": "启用噪点纹理",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled.@tooltip": "开启后噪声纹理将应用于细节级别来模拟纹理。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity": "噪点强度",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity.@tooltip": "确定噪声纹理的强度。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps": "噪点层级",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps.@tooltip": "确定应对细节级别应用多少步噪声。",
  "distanthorizons.config.client.advanced.graphics.quality": "质量",
  "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore": "要忽略的方块",
  "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip": "定义在生成细节级别(LOD)时要忽略的方块类型。",
  "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier": "亮度倍增器",
  "distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip": "细节级别(LOD)颜色的亮度。\n\n0 = 黑色\n1 = 正常\n2 = 接近白色",
  "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade": "淡化附近的DH细节级别(LOD)",
  "distanthorizons.config.client.advanced.graphics.quality.ditherDhFade.@tooltip": "如果为“是”，当你靠近时，LOD会平滑地淡出。\n如果为“否”，LOD将在距离相机一定距离处突然消失。\n此设置受“过度绘制预防”配置的影响。",
  "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.horizontalQuality": "LOD 衰减距离",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "细节质量下降的间隔距离。\n\n较高的设置将增加质量下降点之间的距离，\n但会增加内存和GPU的使用率。",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "水平缩放",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "细节级别(LOD)质量下降的速度。\n\n数值越大，远处地形的外观越好，\n但会增加内存和GPU的使用率。",
  "distanthorizons.config.client.advanced.graphics.quality.lodBias": "LOD 偏移 §6(影响原版地形)§r",
  "distanthorizons.config.client.advanced.graphics.quality.lodBias.@tooltip": "设置原版Mipmap的 LOD 偏移值。\n更改此值后，请按 F3+T 重新加载资源包以使其生效。",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群系混合",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "这与原版生物群系混合设置对细节级别(LOD)区域的作用相同。\n\n请注意，除“0”之外的任何值都会极大地影响LOD的构建时间，\n并增加三角形数量。如果设置得太高，对区块生成速度的消耗也会相当大。\n\n“0”等于原版“1x1”的生物群系混合，\n“1”等于原版“3x3”的生物群系混合，\n“2”等于原版“5x5”的生物群系混合……",
  "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "渲染距离",
  "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip": "遥远地平线模组的渲染距离，以区块为单位测量。\n\n注意：这是一个尽力而为的数值。\n实际渲染距离可能会高于或低于此数值，\n具体取决于你的其他图形设置。",
  "distanthorizons.config.client.advanced.graphics.quality.lodShading": "LOD 着色",
  "distanthorizons.config.client.advanced.graphics.quality.lodShading.@tooltip": "定义细节级别(LOD)应如何着色。\n可用于提高与光影包的兼容性。",
  "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution": "最大水平分辨率",
  "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "细节级别(LOD)渲染的最高细节程度。\n\n§6最快:§r 区块\n§6最精细:§r 方块",
  "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier": "饱和度倍增器",
  "distanthorizons.config.client.advanced.graphics.quality.saturationMultiplier.@tooltip": "细节级别(LOD)颜色的饱和度。\n\n0 = 黑白\n1 = 正常\n2 = 鲜艳",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks": "使用被忽略的方块进行染色",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip": "§4注意：此选项会使雪、地毯和活板门看起来非常糟糕。§r\n是否应让被忽略方块下方的方块获得被忽略方块的颜色？\n§6是:§r 草地上的红花会将其下方的草地染成红色。\n§6否:§r 被忽略的方块不会改变其下方表面的颜色。",
  "distanthorizons.config.client.advanced.graphics.quality.transparency": "透明度",
  "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode": "原版淡出模式",
  "distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip": "原版Minecraft应如何淡入遥远地平线模组的细节级别(LOD)？\n\n无：最快，DH和MC渲染之间会有明显的边界。\n单次处理：在MC的透明通道后淡化，水下的不透明方块不会被淡化。\n两次处理：最慢，在MC的不透明和透明通道后都进行淡化，提供最平滑的过渡。",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直质量",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "细节级别(LOD)表现悬垂、洞穴、悬崖等地形的精细程度。\n\n更高的选项会增加内存和GPU的使用率。",
  "distanthorizons.config.client.advanced.graphics.ssao": "环境光遮蔽",
  "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏移",
  "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增加该值可以减少条带效应，但代价是降低效果的强度。",
  "distanthorizons.config.client.advanced.graphics.ssao.blurRadius": "模糊半径",
  "distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip": "计算SSAO模糊效果时使用的半径，以像素为单位。\n较高的数值将减少条带效应，但会降低GPU性能。",
  "distanthorizons.config.client.advanced.graphics.ssao.enabled": "启用环境光遮蔽",
  "distanthorizons.config.client.advanced.graphics.ssao.enabled.@tooltip": "环境光遮蔽为区块的照明增添了深度。",
  "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了深度感。",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小亮度",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "决定遮蔽阴影的暗度。\n0 = 角落处完全为黑色\n1 = 没有阴影",
  "distanthorizons.config.client.advanced.graphics.ssao.radius": "半径",
  "distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip": "决定应用屏幕空间环境光遮蔽的半径，以方块为单位。",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount": "采样数",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip": "决定为遮挡测试采样的空间点数。\n数值越大，质量越好，能减少条带效应，但会增加GPU负载。",
  "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.lodBuilding": "细节级别(LOD)构建",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression": "数据压缩",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression.@tooltip": "应使用什么算法来压缩新的细节级别数据？\n此设置仅影响新的或更新的细节级别数据，\n更改此设置时已生成的任何数据将不受影响，直到需要将其重新写入数据库。\n\n最快：LZ4 \n最高压缩：LZMA2",
  "distanthorizons.config.client.advanced.lodBuilding.disableUnchangedChunkCheck": "禁用未改变区块检查",
  "distanthorizons.config.client.advanced.lodBuilding.disableUnchangedChunkCheck.@tooltip": "禁用此检查可能会修复方块更改后 LOD 未更新的问题。\n",
  "distanthorizons.config.client.advanced.lodBuilding.ignoredRenderBlockCsv": "忽略方块逗号分隔值",
  "distanthorizons.config.client.advanced.lodBuilding.ignoredRenderBlockCsv.@tooltip": "以逗号分隔的 DH 不会呈现的块资源位置列表。\n注意：空气始终包含在此列表中。",
  "distanthorizons.config.client.advanced.lodBuilding.ignoredRenderCaveBlockCsv": "忽略洞穴区块逗号分隔值",
  "distanthorizons.config.client.advanced.lodBuilding.ignoredRenderCaveBlockCsv.@tooltip": "一个逗号分隔的方块资源位置列表，如果这些方块位于天光为 0 的地下区域，则不应渲染。\n注意：空气方块始终包含在此列表中。",
  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds": "区块更新最小间隔(秒)",
  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds.@tooltip": "确定在进行下一次细节级别(LOD)方块更新前必须经过多长时间。\n\n增加此值将减少CPU负载，但可能导致LOD更频繁或更长时间地与实际地形不同步。",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine": "仅使用DH光照引擎",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine.@tooltip": "如果为“否”，LOD将尽可能由Minecraft的光照引擎进行光照计算，仅在必要时回退到DH光照引擎。\n\n如果为“是”，LOD将仅使用DH的光照引擎进行光照计算。\n\n通常最好保持此功能禁用，仅在出现光照问题或进行调试时启用。",
  "distanthorizons.config.client.advanced.lodBuilding.pullLightingForPregeneratedChunks": "为预生成的区块拉取光照",
  "distanthorizons.config.client.advanced.lodBuilding.pullLightingForPregeneratedChunks.@tooltip": "如果为真，则为预先存在的区块生成 LOD 将尝试提取保存在 Minecraft 区域文件中的照明数据。\n如果为假，DH 将提取没有照明的区块并重新点亮它们。\n\n将其设置为真将导致已生成的世界更快地生成 LOD，\n但大多数照明模块会破坏此设置。\n\n如果 LOD 为黑色，则将其设置为假。",
  "distanthorizons.config.client.advanced.lodBuilding.showMigrationChatWarning": "聊天中的日志迁移",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression": "有损世界压缩",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression.@tooltip": "创建细节级别数据时应如何压缩块数据？\n此设置仅影响新的或更新的细节级别数据，\n更改此设置时已生成的任何数据将不受影响，直到修改或重新加载。\n\n最准确：合并相同的块\n最高压缩：视觉上相等",
  "distanthorizons.config.client.advanced.logging": "日志记录",
  "distanthorizons.config.client.advanced.logging.@tooltip": "控制如何处理日志记录。",
  "distanthorizons.config.client.advanced.logging.logFileReadWriteEvent": "文件读/写事件",
  "distanthorizons.config.client.advanced.logging.logFileSubDimEvent": "文件子维度事件",
  "distanthorizons.config.client.advanced.logging.logLodBuilderEvent": "细节级别建造活动",
  "distanthorizons.config.client.advanced.logging.logNetworkEvent": "网络事件",
  "distanthorizons.config.client.advanced.logging.logRendererBufferEvent": "渲染器缓冲区事件",
  "distanthorizons.config.client.advanced.logging.logRendererGLEvent": "OpenGL 事件",
  "distanthorizons.config.client.advanced.logging.logWorldGenEvent": "世界基因事件",
  "distanthorizons.config.client.advanced.logging.logWorldGenLoadEvent": "世界发电负荷事件",
  "distanthorizons.config.client.advanced.logging.logWorldGenPerformance": "世界发电性能",
  "distanthorizons.config.client.advanced.logging.showLowMemoryWarningOnStartup": "显示内存不足警告",
  "distanthorizons.config.client.advanced.logging.showModCompatibilityWarningsOnStartup": "显示模组兼容性警告",
  "distanthorizons.config.client.advanced.logging.showReplayWarningOnStartup": "显示 Replay 警告",
  "distanthorizons.config.client.advanced.multiplayer": "多人游戏",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking": "网络多元宇宙支持",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking.@tooltip": "如果为开，遥远地平线将尝试与连接的 \n 服务器进行通信，以改善多元宇宙支持。",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking": "§4未实现，仅供开发者使用§r - 服务器支持",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking.@tooltip": "§6注意：§r 这仅针对开发人员，尚未实施。\n\n如果为开，遥远地平线将尝试与连接的\n服务器进行通信，以便加载原始渲染距离之外的细节级别。\n\n注意：这需要在服务器上安装遥远地平线才能运行。",
  "distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent": "多元宇宙所需相似度 %",
  "distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent.@tooltip": "当匹配相同维度类型的世界时，\n被测试的区块必须至少有此百分比相同\n才能被视为同一个世界。\n\n注意：如果您使用传送门在两个\n不同的位置进入维度，则此系统可能会认为这是两个不同的世界。\n\n§61.0：§r 区块必须完全相同。\n§60.5：§r 区块必须有一半相同。\n§60.0：§r 禁用多维度支持\n每个维度仅使用一个世界。",
  "distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode": "服务器文件夹命名模式",
  "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\n使用服务器列表中的名称。例如：“Minecraft 服务器”\n§6仅IP:§r\n“192.168.1.40”\n§6名称和IP:§r\n“Minecraft 服务器, IP 192.168.1.40”\n§6名称、IP、端口:§r\n“Minecraft 服务器, IP 192.168.1.40:25565”\n§6名称、IP、端口、MC版本:§r\n“Minecraft 服务器, IP 192.168.1.40:25565, 游戏版本 1.18.1”\n\n§c§l注意:§r 在连接到多人服务器时更改此设置可能会导致问题。",
  "distanthorizons.config.client.advanced.multiThreading": "多线程",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting": "启用细节级别构建器线程限制",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting.@tooltip": "仅当发生死锁且细节级别拒绝更新时才应禁用。\n这将导致细节级别Builder 线程的 CPU 使用率急剧增加。\n请注意，如果确实发生死锁，则可能需要重新启动 MC 以停止锁定的线程。",
  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads": "缓冲区构建线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads.@tooltip": "构建几何数据时使用的线程数。\n只能介于1和CPU的处理器核心数之间。",
  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads": "文件处理器线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads.@tooltip": "构建顶点缓冲区时（发送给GPU用于绘制LOD的内容）使用的线程数。\n只能介于1和CPU的处理器核心数之间。",
  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads": "LOD构建器线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads.@tooltip": "构建细节级别(LOD)时使用的线程数。\n这些线程在生成地形、更改某些图形设置以及在世界中移动时运行。",
  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads": "更新传播线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads.@tooltip": "应用LOD更新时应使用多少线程？\nLOD更新是将高细节LOD降采样为低细节LOD的操作。\n\n与其他线程池相比，此项可以分配更多线程且运行时间比例较低，因为任何特定线程运行的时间相对较短。",
  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads": "远景生成线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads.@tooltip": "在正常渲染距离之外生成细节级别(LOD)时应使用多少线程？\n\n如果在生成远景LOD时遇到卡顿，请减少此数值。\n如果要提高LOD生成速度，请增加此数值。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForBufferBuilderThreads": "缓冲区构建器线程的运行时间百分比",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForFileHandlerThreads": "文件处理程序线程的运行时间百分比",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForLodBuilderThreads": "细节级别构建器线程的运行时间百分比",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForUpdatePropagatorThreads": "更新传播器线程的运行时间百分比",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForWorldGenerationThreads": "远景生成线程的运行时间百分比",
  "distanthorizons.config.client.advanced.server": "服务器",
  "distanthorizons.config.client.advanced.worldGenerator": "世界生成器",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode": "远景生成器模式",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode.@tooltip": "控制远处景物的精细程度。\n粗糙：侧重于保持地形的主要特征，性能消耗较低，但细节较少。\n拼接：只使用已有的区块数据，性能消耗最低，但远处地形可能不自然。\n精细：注重更精细的地形表面，视觉效果最好，但性能消耗最高。",
  "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration": "远景生成",
  "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration.@tooltip": "§6是：§r 将在原版渲染距离之外生成细节级别(LOD)，可以看得更远，但会增加CPU使用率。\n\n§6否：§r 只在原版渲染距离内生成LOD，CPU占用较低。",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority": "生成优先级",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority.@tooltip": "在玩家周围生成区块的优先级。",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds": "生成器线程超时时间(秒)",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds.@tooltip": "远景生成器最多允许花多长时间来计算一个任务。如果发生超时，建议先调整线程配置（例如减少远景生成线程数以降低CPU使用率），然后再考虑更改此值。",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine": "光照引擎",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine.@tooltip": "§6Minecraft：§r 使用Minecraft的光照引擎，提供精确的光照。\n§6遥远地平线模组：§r 估算光照，阴影可能不那么平滑，但更稳定。\n\n如果细节级别(LOD)显示为黑色，请将其设置为“§6遥远地平线模组§r”。",
  "distanthorizons.config.client.optionsButton": "显示选项按钮",
  "distanthorizons.config.client.optionsButton.@tooltip": "在“视野”按钮左侧显示配置按钮。",
  "distanthorizons.config.client.qualityPresetSetting": "质量预设",
  "distanthorizons.config.client.qualityPresetSetting.@tooltip": "快速调整一系列图形设置来改变遥远地平线模组的渲染质量。\n\n如果你的GPU占用率过高或出现帧率问题，请调低此设置。",
  "distanthorizons.config.client.quickEnableRendering": "启用模组",
  "distanthorizons.config.client.quickEnableRendering.@tooltip": "决定遥远地平线模组是否渲染细节级别(LOD)。",
  "distanthorizons.config.client.quickShowWorldGenProgress": "显示生成/导入进度",
  "distanthorizons.config.client.quickShowWorldGenProgress.@tooltip": "如果为“是”，则在运行时屏幕上会显示世界生成/导入进度。",
  "distanthorizons.config.client.resetSettingsConfirmation": "要重置所有设置吗？",
  "distanthorizons.config.client.resetSettingsConfirmation.resetAllSettings": "重置所有设置",
  "distanthorizons.config.client.resetSettingsConfirmation.resetConfirmationNote": "您确定吗？此操作无法撤销。",
  "distanthorizons.config.client.threadPresetSetting": "CPU 负载",
  "distanthorizons.config.client.threadPresetSetting.@tooltip": "调整遥远地平线模组将使用的线程数。\n\n增加此设置将提高远景生成器和LOD加载的速度，\n但也会增加CPU/内存使用率，并可能引入卡顿。\n\n注意：这是一个与CPU性能相关的设置。\n它在2核CPU和64核CPU上产生的负载压力应该是相当的。",
  "distanthorizons.config.common": "通用",
  "distanthorizons.config.common.lodBuilding": "LOD 构建",
  "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished": "假定已存在的区块已完成",
  "distanthorizons.config.common.lodBuilding.assumePreExistingChunksAreFinished.@tooltip": "将此项设置为“是”可能会解决将遥远地平线模组与预生成的世界一起使用时出现的一些问题。",
  "distanthorizons.config.common.lodBuilding.dataCompression": "数据压缩",
  "distanthorizons.config.common.lodBuilding.dataCompression.@tooltip": "应使用哪种算法来压缩新的LOD数据？\n此设置仅影响新的或更新的LOD数据，\n更改此设置时已生成的任何数据将不受影响，直到需要将其重新写入数据库。\n\n最快：LZ4\n最高压缩率：LZMA2",
  "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck": "禁用未更改区块检查",
  "distanthorizons.config.common.lodBuilding.disableUnchangedChunkCheck.@tooltip": "禁用此检查可能会修复方块更改后细节级别(LOD)未更新的问题。",
  "distanthorizons.config.common.lodBuilding.experimental": "实验性",
  "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles": "上采样低细节LOD以填充空洞",
  "distanthorizons.config.common.lodBuilding.experimental.upsampleLowerDetailLodsToFillHoles.@tooltip": "激活后，遥远地平线模组将尝试使用树中存在的任何数据来填充缺失的LOD数据，\n从而防止在使用N-sized生成器（或服务器）时移动时出现空洞。\n\n§6实验性功能§r 将增加硬盘使用量，并可能导致渲染问题。\n有关更多详细信息，请参阅配置文件。",
  "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks": "为预生成的区块提取光照",
  "distanthorizons.config.common.lodBuilding.pullLightingForPregeneratedChunks.@tooltip": "如果为“是”，为已存在区块生成LOD时将尝试提取保存在Minecraft区域文件中的光照数据。\n如果为“否”，遥远地平线模组将拉取不带光照的区块并重新为其计算光照。\n\n将此设置为“是”将使已生成的世界更快地生成LOD，但大多数光照模组会破坏此功能。\n\n如果LOD显示为黑色，请将此设置为“否”。",
  "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps": "重新计算区块高度图",
  "distanthorizons.config.common.lodBuilding.recalculateChunkHeightmaps.@tooltip": "是：在遥远地平线模组使用区块之前重新计算其高度图。这可以修复由外部工具创建的世界的问题。\n否：假定由Minecraft处理的任何高度图都是正确的。\n\n最快：否\n最兼容：是",
  "distanthorizons.config.common.lodBuilding.showMigrationChatWarning": "在聊天框中记录迁移",
  "distanthorizons.config.common.lodBuilding.worldCompression": "有损世界压缩",
  "distanthorizons.config.common.lodBuilding.worldCompression.@tooltip": "创建LOD数据时应如何压缩方块数据？\n此设置仅影响新的或更新的LOD数据，\n更改此设置时已生成的任何数据将不受影响，直到其被修改或重新加载。\n\n最精确：合并相同方块\n最高压缩率：视觉上相等",
  "distanthorizons.config.common.logging": "日志记录",
  "distanthorizons.config.common.logging.@tooltip": "控制应如何处理日志记录。",
  "distanthorizons.config.common.logging.logNetworkEvent": "网络事件",
  "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.logWorldGenEvent": "世界生成事件",
  "distanthorizons.config.common.logging.logWorldGenLoadEvent": "世界生成加载事件",
  "distanthorizons.config.common.logging.logWorldGenPerformance": "世界生成性能",
  "distanthorizons.config.common.logging.warning": "警告",
  "distanthorizons.config.common.logging.warning.showHighVanillaRenderDistanceWarning": "显示高额原版渲染距离警告",
  "distanthorizons.config.common.logging.warning.showLowMemoryWarningOnStartup": "启动时显示低内存警告",
  "distanthorizons.config.common.logging.warning.showModCompatibilityWarningsOnStartup": "显示模组兼容性警告",
  "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning": "显示对象池内存不足警告",
  "distanthorizons.config.common.logging.warning.showPoolInsufficientMemoryWarning.@tooltip": "如果遥远地平线模组检测到对象池中的对象正在被垃圾回收，将会在聊天框中发送警告。",
  "distanthorizons.config.common.logging.warning.showReplayWarningOnStartup": "显示Replay Mod警告",
  "distanthorizons.config.common.logging.warning.showUpdateQueueOverloadedChatWarning": "显示更新队列过载警告",
  "distanthorizons.config.common.multiThreading": "多线程",
  "distanthorizons.config.common.multiThreading.numberOfThreads": "线程数",
  "distanthorizons.config.common.multiThreading.numberOfThreads.@tooltip": "遥远地平线模组将使用的线程数。",
  "distanthorizons.config.common.multiThreading.threadRunTimeRatio": "线程运行时间百分比",
  "distanthorizons.config.common.worldGenerator": "世界生成器",
  "distanthorizons.config.common.worldGenerator.distantGeneratorMode": "远景生成器模式",
  "distanthorizons.config.common.worldGenerator.distantGeneratorMode.@tooltip": "在原版渲染距离之外生成细节级别(LOD)时，生成的精细程度。",
  "distanthorizons.config.common.worldGenerator.enableDistantGeneration": "启用远景生成",
  "distanthorizons.config.common.worldGenerator.enableDistantGeneration.@tooltip": "§6是:§r 在单人游戏中，将在原版渲染距离之外创建细节级别(LOD)。\n根据生成器模式，已存在的区块将很重要，和/或将生成缺失的区块。\n注意：这会占用大量CPU。\n\n§6否:§r LOD将仅在原版渲染距离内生成。",
  "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds": "显示进度隐藏说明的秒数",
  "distanthorizons.config.common.worldGenerator.generationProgressDisableMessageDisplayTimeInSeconds.@tooltip": "禁用远景生成器进度的说明信息应该显示多少秒？\n将其设置为0会隐藏该说明信息，以便在世界生成进度开始时立即显示。",
  "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds": "进度显示间隔(秒)",
  "distanthorizons.config.common.worldGenerator.generationProgressDisplayIntervalInSeconds.@tooltip": "决定进度更新显示之间的间隔时间。",
  "distanthorizons.config.common.worldGenerator.showGenerationProgress": "显示生成进度",
  "distanthorizons.config.common.worldGenerator.showGenerationProgress.@tooltip": "决定应如何显示远景生成器的进度。",
  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING": "非碰撞方块",
  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE": "无",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.CONSTANT": "持续",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.FREQUENT": "频繁",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.NORMAL": "默认",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.RARE": "很少",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4": "最快/较大 - LZ4",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2": "慢/最小 - LZMA2",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED": "未压缩",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.Z_STD": "快/小 - Z_STD",
  "distanthorizons.config.enum.EDhApiDebugRendering.OFF": "关闭",
  "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_BLOCK_MATERIAL": "显示材质",
  "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_OVERLAPPING_QUADS": "显示重叠的四边形",
  "distanthorizons.config.enum.EDhApiDebugRendering.SHOW_RENDER_SOURCE_FLAG": "显示渲染源标志",
  "distanthorizons.config.enum.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.FEATURES": "粗糙",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FULL": "完整",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.INTERNAL_SERVER": "完整 - 保存区块",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.NONE": "仅限已有区块",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY": "拼接",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE": "精细",
  "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.CHAT": "聊天栏",
  "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.LOG": "日志",
  "distanthorizons.config.enum.EDhApiDistantGeneratorProgressDisplayLocation.OVERLAY": "屏幕覆盖层",
  "distanthorizons.config.enum.EDhApiFogColorMode.USE_SKY_COLOR": "使用天空颜色",
  "distanthorizons.config.enum.EDhApiFogColorMode.USE_WORLD_FOG_COLOR": "使用世界雾色",
  "distanthorizons.config.enum.EDhApiFogDistance.FAR": "远",
  "distanthorizons.config.enum.EDhApiFogDistance.NEAR": "近",
  "distanthorizons.config.enum.EDhApiFogDistance.NEAR_AND_FAR": "近与远",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED": "已启用",
  "distanthorizons.config.enum.EDhApiFogDrawMode.USE_OPTIFINE_SETTING": "使用模组化设置",
  "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL": "指数",
  "distanthorizons.config.enum.EDhApiFogFalloff.EXPONENTIAL_SQUARED": "指数平方",
  "distanthorizons.config.enum.EDhApiFogFalloff.LINEAR": "线性",
  "distanthorizons.config.enum.EDhApiGenerationPriority.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiGenerationPriority.BALANCED": "均衡",
  "distanthorizons.config.enum.EDhApiGenerationPriority.FAR_FIRST": "远距离优先",
  "distanthorizons.config.enum.EDhApiGenerationPriority.NEAR_FIRST": "近距离优先",
  "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.ANY": "任意",
  "distanthorizons.config.enum.EDhApiGlProfileMode.COMPAT": "兼容模式",
  "distanthorizons.config.enum.EDhApiGlProfileMode.CORE": "核心模式",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_MAPPING": "缓冲区映射",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_STORAGE": "缓冲区存储",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.DATA": "数据",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.SUB_DATA": "子数据",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT": "作为泥土",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS": "作为草",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT": "向泥土过渡",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_AND_BELOW_CAMERA": "相机上下",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_AND_BELOW_SET_HEIGHT": "设定高度上下",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_CAMERA": "相机上方",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.ABOVE_SET_HEIGHT": "设定高度之上",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.BELOW_CAMERA": "相机下方",
  "distanthorizons.config.enum.EDhApiHeightFogDirection.BELOW_SET_HEIGHT": "设定高度之下",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.ADDITION": "叠加",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.AVERAGE": "平均值",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.BASIC": "基本",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.CYLINDRICAL": "圆柱状",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.IGNORE_HEIGHT": "忽略高度",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY": "反向相乘",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY_ADDITION": "反向相乘叠加",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.LIMITED_ADDITION": "有限叠加",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MAX": "最大值",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY": "相乘",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY_ADDITION": "相乘叠加",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.SPHERICAL": "球状",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_CAMERA": "相机上方和下方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_SET_HEIGHT": "高于和低于设定高度",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_CAMERA": "相机上方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_SET_HEIGHT": "高于设定高度",
  "distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_CAMERA": "相机下方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_SET_HEIGHT": "低于设定高度",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.EXTREME": "极致",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.HIGH": "高",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.LOW": "低",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.LOWEST": "最低",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.MEDIUM": "中",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.UNLIMITED": "无限",
  "distanthorizons.config.enum.EDhApiLightGenerationMode.DISTANT_HORIZONS": "遥远地平线",
  "distanthorizons.config.enum.EDhApiLightGenerationMode.MINECRAFT": "Minecraft",
  "distanthorizons.config.enum.EDhApiLodShading.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiLodShading.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiLodShading.ENABLED": "已启用",
  "distanthorizons.config.enum.EDhApiLoggerMode.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT": "文件：全部，聊天：全部",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_FILE": "文件：全部，聊天：关闭",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT": "文件：全部，聊天：调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE": "文件：调试，聊天：调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT": "文件：全部，聊天：错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE": "文件：错误，聊天：错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE": "文件：信息，聊天：错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT": "文件：全部，聊天：信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE": "文件：信息，聊天：信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT": "文件：全部，聊天：警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE": "文件：警告，聊天：警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE": "文件：信息，聊天：警告",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK": "方块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.CHUNK": "区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.FOUR_BLOCKS": "4个方块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.HALF_CHUNK": "半个区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.TWO_BLOCKS": "2个方块",
  "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.DOUBLE_PASS": "两次处理",
  "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.NONE": "无",
  "distanthorizons.config.enum.EDhApiMcRenderingFadeMode.SINGLE_PASS": "单次处理",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.HEAVY": "重",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.LIGHT": "轻",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.MEDIUM": "中",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.NONE": " 无",
  "distanthorizons.config.enum.EDhApiQualityPreset.CUSTOM": "自定义",
  "distanthorizons.config.enum.EDhApiQualityPreset.EXTREME": "极致",
  "distanthorizons.config.enum.EDhApiQualityPreset.HIGH": "高",
  "distanthorizons.config.enum.EDhApiQualityPreset.LOW": "低",
  "distanthorizons.config.enum.EDhApiQualityPreset.MEDIUM": "中",
  "distanthorizons.config.enum.EDhApiQualityPreset.MINIMUM": "最低",
  "distanthorizons.config.enum.EDhApiRendererMode.DEBUG": "调试",
  "distanthorizons.config.enum.EDhApiRendererMode.DEFAULT": "默认",
  "distanthorizons.config.enum.EDhApiRendererMode.DISABLED": "已禁用",
  "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.EDhApiServerFolderNameMode.NAME_ONLY": "仅名称",
  "distanthorizons.config.enum.EDhApiThreadPreset.AGGRESSIVE": "积极",
  "distanthorizons.config.enum.EDhApiThreadPreset.BALANCED": "均衡",
  "distanthorizons.config.enum.EDhApiThreadPreset.CUSTOM": "自定义",
  "distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU": "我为整个 CPU 付了钱",
  "distanthorizons.config.enum.EDhApiThreadPreset.LOW_IMPACT": "低负载",
  "distanthorizons.config.enum.EDhApiThreadPreset.MINIMAL_IMPACT": "最低负载",
  "distanthorizons.config.enum.EDhApiTransparency.COMPLETE": "完全",
  "distanthorizons.config.enum.EDhApiTransparency.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiTransparency.FAKE": "伪",
  "distanthorizons.config.enum.EDhApiUpdateBranch.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiUpdateBranch.NIGHTLY": "每日构建版",
  "distanthorizons.config.enum.EDhApiUpdateBranch.STABLE": "稳定版",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.ALWAYS": "总是",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.DYNAMIC": "动态",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.NEVER": "从不",
  "distanthorizons.config.enum.EDhApiVerticalQuality.EXTREME": "极致",
  "distanthorizons.config.enum.EDhApiVerticalQuality.HEIGHT_MAP": "高度图",
  "distanthorizons.config.enum.EDhApiVerticalQuality.HIGH": "高",
  "distanthorizons.config.enum.EDhApiVerticalQuality.LOW": "低",
  "distanthorizons.config.enum.EDhApiVerticalQuality.MEDIUM": "中",
  "distanthorizons.config.enum.EDhApiVerticalQuality.PIXEL_ART": "像素艺术",
  "distanthorizons.config.enum.EDhApiVerticalQuality.VERY_HIGH": "非常高",
  "distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS": "合并相同方块",
  "distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL": "视觉上相等",
  "distanthorizons.config.server": "服务器",
  "distanthorizons.config.server.enableAdaptiveTransferSpeed": "启用自适应传输速度",
  "distanthorizons.config.server.enableAdaptiveTransferSpeed.@tooltip": "根据客户端性能启用自适应传输速度。\n如果为“是”，遥远地平线模组将自动调整传输速率以最小化连接延迟。\n如果为“否”，传输速度将保持固定。",
  "distanthorizons.config.server.enableRealTimeUpdates": "启用实时更新",
  "distanthorizons.config.server.enableRealTimeUpdates.@tooltip": "如果为“是”，客户端将接收其渲染距离之外的区块的实时LOD更新。",
  "distanthorizons.config.server.experimental": "实验性功能",
  "distanthorizons.config.server.experimental.enableNSizedGeneration": "启用N-sized生成",
  "distanthorizons.config.server.experimental.enableNSizedGeneration.@tooltip": "在客户端启用后，此功能允许根据需要加载较低的细节级别以加快地形生成速度。\n此功能也必须在服务器上启用；否则，将无效。\n为了在切换LOD细节级别时获得更好的性能，建议启用[上采样低细节LOD以填充空洞]。",
  "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此设置也限制了允许在服务器队列中保留的客户端请求数量。",
  "distanthorizons.config.server.levelKeyPrefix": "世界密钥前缀",
  "distanthorizons.config.server.levelKeyPrefix.@tooltip": "发送给客户端的世界密钥的前缀。\n如果模组在代理后运行，则每个后端服务器应使用唯一的值。\n如果此值为空，世界密钥将基于服务器的种子哈希值。",
  "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。\n值为0时禁用限制。",
  "distanthorizons.config.server.maxGenerationRequestDistance": "最大生成请求距离",
  "distanthorizons.config.server.maxGenerationRequestDistance.@tooltip": "定义允许在玩家周围生成的最大距离。",
  "distanthorizons.config.server.maxSyncOnLoadRequestDistance": "加载时最大同步请求距离",
  "distanthorizons.config.server.maxSyncOnLoadRequestDistance.@tooltip": "定义允许在玩家周围同步的最大距离。\n在大多数情况下，应与“最大生成请求距离”相同或更大。",
  "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks": "实时更新半径(区块)",
  "distanthorizons.config.server.realTimeUpdateDistanceRadiusInChunks.@tooltip": "定义玩家将接收更新的周围距离范围。",
  "distanthorizons.config.server.sendLevelKeys": "发送世界密钥",
  "distanthorizons.config.server.sendLevelKeys.@tooltip": "使服务器为每个世界发送世界密钥。\n如果您使用其他方式发送世界密钥，请禁用此项。",
  "distanthorizons.config.server.synchronizeOnLoad": "加载时同步LOD",
  "distanthorizons.config.server.synchronizeOnLoad.@tooltip": "如果为“是”，客户端在加入或加载新的LOD时将接收更新的LOD。",
  "distanthorizons.config.server.syncOnLoadRateLimit": "加载时同步速率限制",
  "distanthorizons.config.server.syncOnLoadRateLimit.@tooltip": "客户端每秒应发送多少个LOD同步请求？\n此设置也限制了允许在服务器队列中保留的客户端请求数量。",
  "distanthorizons.config.title": "遥远地平线模组配置",
  "distanthorizons.general.back": "返回",
  "distanthorizons.general.cancel": "取消",
  "distanthorizons.general.done": "完成",
  "distanthorizons.general.false": "否",
  "distanthorizons.general.next": "下一个",
  "distanthorizons.general.no": "否",
  "distanthorizons.general.reset": "重置",
  "distanthorizons.general.true": "是",
  "distanthorizons.general.yes": "是",
  "distanthorizons.title": "遥远地平线模组",
  "distanthorizons.updater.later": "等一下",
  "distanthorizons.updater.never": "不再提示",
  "distanthorizons.updater.silent": "始终静默更新",
  "distanthorizons.updater.silent.@tooltip": "每当有可用更新时，它都会自动更新\n(§6警告§r：更新时不会有任何提示)",
  "distanthorizons.updater.text1": "§l有新的更新可用！",
  "distanthorizons.updater.text2": "§f您想从 %s§f 更新至 %s§f 吗？",
  "distanthorizons.updater.title": "遥远地平线模组自动更新器",
  "distanthorizons.updater.update": "更新",
  "distanthorizons.updater.update.@tooltip": "本次更新模组\n(游戏关闭时进行更新)",
  "distanthorizons.updater.waitingForClose": "遥远地平线模组将在游戏重启后完成更新"
}