{
  "distanthorizons.title": "遥远地平线",

  "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": "遥远地平线自动更新程序",
  "distanthorizons.updater.text1": "§l有新的更新可用！",
  "distanthorizons.updater.text2": "§f你想从 %s§f 更新到 %s§f 吗？",
  "distanthorizons.updater.later": "稍后",
  "distanthorizons.updater.never": "不再显示",
  "distanthorizons.updater.update": "更新",
  "distanthorizons.updater.update.@tooltip": "仅本次更新这个mod\n（游戏关闭时更新）",
  "distanthorizons.updater.silent": "总是静默更新",
  "distanthorizons.updater.silent.@tooltip": "每次有更新可用时，都更新\n（§6警告§r：这不会在更新时提示用户，但会保持mod的最新状态）",
  "distanthorizons.updater.waitingForClose": "遥远的地平线将在游戏重新启动后完成更新",

  "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": "确定是否启用遥远的地平线渲染（LOD 即细节层次渲染技术）。",

  "distanthorizons.config.client.qualityPresetSetting": "渲染质量",
  "distanthorizons.config.client.qualityPresetSetting.@tooltip": "修改一些图形设置，以快速更改遥远的地平线的渲染质量。\n\n如果您的GPU使用率达到最大值或遇到帧率问题，请降低此设置。",
  "distanthorizons.config.client.threadPresetSetting": "CPU负载",
  "distanthorizons.config.client.threadPresetSetting.@tooltip": "修改遥远的地平线将使用的线程数。\n\n增加此设置将提高遥远生成器的速度和LOD加载速度，\n但也会增加CPU/内存使用量，并可能引入卡顿。\n\n注意：在4核或更少核心的CPU上，这些设置效果较差\n并且某些设置会产生类似的结果。",

  "distanthorizons.config.client.optionsButton": "显示选项按钮",
  "distanthorizons.config.client.optionsButton.@tooltip": "在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.graphics.quality": "渲染质量",

  "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution": "水平渲染粒度上限",
  "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "水平渲染粒度上限。\n\n§6最快：§r区块\n§6最精细：§r块",
  "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "渲染距离",
  "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。\n\n注意：这是一个期望数字。\n渲染距离可能高于或低于此数字\n取决于您的其他图形设置。",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直渲染质量",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "悬垂、洞穴、悬崖等结构看起来的效果。\n\n更高的选项将增加内存和GPU使用量。",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "水平缩放比例",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "渲染质量随距离下降的速度。\n\n更大的数字将改善远处地形的外观\n但会增加内存和GPU使用量。",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality": "渲染质量下降水平步长",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "每次渲染质量下降之间的距离。\n\n更高的设置将增加每次下降之间的距离\n但会增加内存和GPU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": "定义在渲染时忽略的方块（即渲染透明方块）类型。",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks": "渲染透明方块着色",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip": "§4注意：会使雪、地毯和活板门看起来很糟糕§r\n应该让下面的块获得被渲染透明方块的颜色吗？\n§6真：§r草地上的红色花朵会将下面的草染成红色\n§6假：§r跳过的块不会改变它们下面表面的颜色",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群落融合",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "LOD区域的生物群落融合配置，与原版mc的配置相同。\n\n请注意，除了'0'之外的任何设置都会极大地影响Lod构建时间\n并增加三角形数。如果设置得太高，对区块生成速度的影响也很大。\n\n'0'等于原版生物群落融合的'1x1'，\n'1'等于原版生物群落融合的'3x3'，\n'2'等于原版生物群落融合的'5x5'...\n",

  "distanthorizons.config.client.advanced.graphics.fog": "雾",

  "distanthorizons.config.client.advanced.graphics.fog.drawMode": "雾绘制模式",
  "distanthorizons.config.client.advanced.graphics.fog.drawMode.@tooltip": "雾将在何时渲染到LOD上。",
  "distanthorizons.config.client.advanced.graphics.fog.distance": "雾距离",
  "distanthorizons.config.client.advanced.graphics.fog.distance.@tooltip": "雾将在LOD上渲染的距离。",
  "distanthorizons.config.client.advanced.graphics.fog.colorMode": "雾颜色模式",
  "distanthorizons.config.client.advanced.graphics.fog.colorMode.@tooltip": "LOD渲染时雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog": "禁用原版雾",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog.@tooltip": "§6开启：§r 禁用区块上的原版雾。\n§6关闭：§r 按原版方式渲染雾。\n\n可能会导致与其他修改雾的mod冲突。\n如果原版区块完全被雾覆盖，请禁用。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog": "高级雾选项",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart": "远景雾开始",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart.@tooltip": "远景雾应该从哪里开始？\n\n'0.0'：雾从玩家位置开始。\n'1.0'：远景雾起始圆圈恰好包含lod渲染正方形。\n'1.414'：lod渲染正方形恰好包含远景雾起始圆圈。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd": "远景雾结束",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd.@tooltip": "远景雾应该在哪里结束？\n\n'0.0'：雾在玩家位置结束。\n'1.0'：远景雾结束圆圈恰好包含lod渲染正方形。\n'1.414'：lod渲染正方形恰好包含远景雾结束圆圈。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin": "远景雾最小浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin.@tooltip": "最小雾浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：只看得到雾。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax": "远景雾最大浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax.@tooltip": "最大雾浓度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：只看得到雾。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff": "远景雾衰减",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff.@tooltip": "雾浓度应该如何计算？\n\n线性：基于距离的线性（将忽略“浓度”）\n指数：1/(e^(距离*浓度))\n指数平方：1/(e^((距离*浓度)^2)\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity": "远景雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity.@tooltip": "雾有多浓？",

  "distanthorizons.config.client.advanced.graphics.ssao": "环境光遮蔽",

  "distanthorizons.config.client.advanced.graphics.ssao.enabled": "启用环境光遮蔽",
  "distanthorizons.config.client.advanced.graphics.ssao.enabled.@tooltip": "环境光遮蔽会为方块的光照增添立体感。",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount": "采样数量",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip": "决定在空间中为遮挡测试采样的点数。\n数值越高，质量越好，带状伪影越少，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应用的半径，以块为单位测量。",
  "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强度。",
  "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏差",
  "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增加该值可以减少带状伪影，但会降低效果的强度。",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小光强",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "决定遮挡阴影可以有多暗。\n0 = 角落完全黑色\n1 = 没有阴影",
  "distanthorizons.config.client.advanced.graphics.ssao.blurRadius": "模糊半径",
  "distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip": "用于计算SSAO模糊的半径，以像素为单位。\n数值越高，减少带状伪影效果越好，但会牺牲GPU性能。",

  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog": "高空雾选项",

  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode": "高空雾融合模式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode.@tooltip": "高度如何影响雾的浓度？\n\n基本：没有特殊的高空雾效果。雾是根据相机距离计算的。\n忽略高度：完全忽略高度。雾是根据水平距离计算的。\n加法：heightFog + farFog。\n最大值：max(heightFog, farFog)。\n乘法：heightFog * farFog。\n反向乘法：1 - (1-heightFog) * (1-farFog)。\n有限加法：farFog + max(farFog, heightFog)。\n乘法加法：farFog + farFog * heightFog。\n反向乘法加法：farFog + 1 - (1-heightFog) * (1-farFog)。\n平均：farFog*0.5 + heightFog*0.5。\n\n请注意，对于“基本”模式和“忽略高度”模式，高空雾设置没有效果。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode": "高空雾模式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode.@tooltip": "高空雾应该位于何处？\n\n高于相机：高空雾从相机开始到天空。\n低于相机：高空雾从相机开始到虚空。\n高于和低于相机：高空雾从相机开始到天空和虚空。\n高于设定高度：高空雾从设定高度开始到天空。\n低于设定高度：高空雾从设定高度开始到虚空。\n高于和低于设定高度：高空雾从设定高度开始到天空和虚空。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight": "高空雾基础高度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogBaseHeight.@tooltip": "如果高空雾是围绕设定高度计算的，那么这个高度位置是多少？",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart": "高空雾开始",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart.@tooltip": "高空雾的开始应该偏移多远？\n\n'0.0'：雾开始时没有偏移。\n'1.0'：雾开始时偏移整个世界的高度。（包括深度）",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd": "高空雾结束",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd.@tooltip": "高空雾的结束应该偏移多远？\n\n'0.0'：雾结束时没有偏移。\n'1.0'：雾结束时偏移整个世界的高度。（包括深度）",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin": "高空雾最小浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin.@tooltip": "最小雾浓度是多少？\n\n'0.0': 完全没有雾。\n'1.0': 只看得到雾。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax": "高空雾最大浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMax.@tooltip": "最大雾浓度是多少？\n\n'0.0': 完全没有雾。\n'1.0': 只看得到雾。\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff": "高空雾衰减",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff.@tooltip": "高空雾浓度应该如何计算？\n\nLINEAR: 基于高度的线性衰减（将忽略 '浓度'）\nEXPONENTIAL: 1/(e^(高度*浓度))\nEXPONENTIAL_SQUARED: 1/(e^((高度*浓度)^2)\n",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity": "高空雾浓度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity.@tooltip": "高空雾的浓度是多少？ ",

  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings": "噪波纹理",

  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled": "启用噪波纹理",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled.@tooltip": "如果启用，将在 LOD 上应用噪波纹理以模拟纹理。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps": "噪声次数",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps.@tooltip": "确定应将多少次噪声应用于 LOD。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity": "噪声强度",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity.@tooltip": "确定噪声纹理的强度。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff": "噪声衰减",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip": "定义噪声纹理在消失前应渲染多远。（以块为单位）\n设置为 0 以禁用噪声衰减。",

  "distanthorizons.config.client.advanced.graphics.advancedGraphics": "高级图形选项",

  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention": "防止过度绘制",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention.@tooltip": "确定相机多远时，遥远地平线将开始渲染。\n以原版渲染距离的百分比衡量。\n\n较高的值将防止 LOD 在更远的距离渲染在原版块后面，\n但可能会导致 LOD 中出现空洞。\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提高此设置的效果。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier": "亮度倍增器",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier.@tooltip": "LOD 颜色的亮度。\n\n0 = 黑色\n1 = 正常\n2 = 接近白色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier": "饱和度倍增器",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier.@tooltip": "LOD 颜色的饱和度。\n\n0 = 黑白\n1 = 正常\n2 = 鲜艳",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling": "洞穴剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling.@tooltip": "如果启用，洞穴将被剔除\n\n附加信息：目前，在没有天花板的维度中，这个剔除会剔除所有在洞穴剔除高度以下且天光值为0的面。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight": "洞穴剔除高度",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight.@tooltip": "洞穴剔除应该从什么Y值开始？",
  "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": "值为1相当于现实生活中地球的曲率。\n最小接受值为50，最大值为5000。\n1到49之间的所有值将四舍五入到50。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias": "LOD偏移值§6(影响原版地形)§r",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias.@tooltip": "设置原版的lod偏移值\n请按F3+T重新加载纹理包并应用此效果。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading": "LOD着色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading.@tooltip": "定义LOD应如何着色。\n可用于提高着色器兼容性。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling": "禁用视锥体剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling.@tooltip": "如果为关闭，玩家相机视野外的LOD不会被绘制，从而提高GPU性能。\n\n如果为开启，所有LOD都会被绘制，即使是在玩家相机后面的LOD，从而降低GPU性能。\n\n如果看到LOD在视野角落消失，请禁用此选项。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling": "禁用阴影渲染步骤的视锥体剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling.@tooltip": "与其他视锥体剔除选项相同，只是在使用遥远地平线 API的着色器mod存在且渲染阴影时使用。\n\n如果阴影渲染不正确，请禁用此选项。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering": "草方块渲染",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering.@tooltip": "草方块 LOD 的侧面和底部应该如何渲染？",

  "distanthorizons.config.client.advanced.worldGenerator": "世界生成器",

  "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration": "启用地平线构建",
  "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration.@tooltip": "§6开启:§r 在单人游戏中，LOD 将在原始渲染距离之外构建。\n注意：这可能会消耗大量 CPU。\n\n§6关闭:§r LOD 只会在原始渲染距离内构建。",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode": "地平线构建器模式",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode.@tooltip": "在原始渲染距离之外构建 LOD 时，应该构建的多精细（complicated）？",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine": "光照引擎",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenLightingEngine.@tooltip": "§6原版:§r 使用Minecraft原版的光照引擎，提供准确的光照。\n§6遥远地平线:§r 估算光照，阴影不会那么平滑，但更稳定。\n\n如果 LOD 看起来是黑色的，请将此设置为 §6遥远地平线§r。",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds": "超时长度（秒）",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds.@tooltip": "世界生成器线程应该运行多长时间后超时？\n注意：如果你遇到超时错误，最好先通过线程配置降低 CPU 使用率，然后再更改此值。",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority": "生成优先级",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority.@tooltip": "玩家周围区块生成的优先级。",

  "distanthorizons.config.client.advanced.lodBuilding": "LOD 构建",

  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds": "区块更新之间的最小时间间隔（秒）",

  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds.@tooltip": "确定 LOD 区块更新之间必须经过多长时间才能进行下一次更新。\n\n增加此值将减少 CPU 负载，但可能会导致 LOD 变得过时更频繁或持续时间更长。",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine": "仅使用遥远地平线的照明引擎",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine.@tooltip": "如果为关闭，LOD 将在可能的情况下由 Minecraft 的照明引擎点亮，并在必要时回退到 遥远地平线照明引擎。\n\n如果为开启，LOD 将仅使用 遥远地平线 的照明引擎点亮。\n\n通常最好保持此选项禁用，仅在存在照明问题或进行调试时启用。",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression": "数据压缩",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression.@tooltip": "应使用哪种算法来压缩新的 LOD 数据？\n此设置仅影响新生成或更新的 LOD 数据，任何在更改此设置时已经生成的数据将不受影响，直到需要重新写入数据库。\n\n最快：不压缩\n最高压缩：LZMA2压缩",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression": "有损世界压缩",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression.@tooltip": "在创建 LOD 数据时应如何压缩块数据？\n此设置仅影响新生成或更新的 LOD 数据，任何在更改此设置时已经生成的数据将不受影响，直到它被修改或重新加载。\n\n最准确压缩：仅合并相同方块\n最高压缩：视觉上相同",
  "distanthorizons.config.client.advanced.lodBuilding.showMigrationChatWarning": "在聊天中打印变更",

  "distanthorizons.config.client.advanced.multiplayer": "多人游戏",

  "distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode": "服务器文件夹模式",
  "distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode.@tooltip": "确定本地多人游戏数据的文件夹格式。\n\n§6仅名称：§r\n使用服务器浏览器名称。例如：“Minecraft 服务器”\n§6名称和IP：§r\n“Minecraft 服务器，IP 192.168.1.40”\n§6名称、IP和端口：§r\n“Minecraft 服务器，IP 192.168.1.40:25565”\n§6名称、IP、端口和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 在连接到多人游戏服务器时更改此设置可能会导致故障。",
  "distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent": "多世界最低相似度 %",
  "distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent.@tooltip": "当匹配相同维度类型的世界时，测试的区块必须至少达到此百分比的相似度才能被视为同一世界。\n\n注意：如果您使用门户在两个不同位置进入维度，此系统可能会认为它是两个不同的世界。\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 禁用多维支持，每个维度仅使用一个世界。",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking": "多世界网络支持",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking.@tooltip": "如果为开启，遥远地平线将尝试与连接的服务器通信，以改进多世界支持。",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking": "§4未实现，仅开发者使用§r - 服务器支持",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking.@tooltip": "§6注意：§r 这仅适用于开发者，尚未实现。\n\n如果为开启，遥远地平线将尝试与连接的服务器通信，以便在您的原版渲染距离之外加载LOD。\n\n注意：这需要在服务器上安装遥远地平线才能正常工作。",

  "distanthorizons.config.client.advanced.multiThreading": "线程",

  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads": "世界生成线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads.@tooltip": "在生成超出正常渲染距离的LOD时应使用多少线程？\n\n如果在生成远距离LOD时遇到卡顿，请减少此数字。如果要提高LOD生成速度，请增加此数字。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForWorldGenerationThreads": "世界生成线程运行时间百分比",

  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads": "缓冲区构建线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads.@tooltip": "用于构建图形数据的线程数。\n只能在 1 到 CPU 处理器数量之间。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForBufferBuilderThreads": "缓冲区构建线程运行时间百分比",

  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads": "文件处理线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads.@tooltip": "用于从磁盘读取/写入LOD数据的线程数。\n只能在 1 到 CPU 处理器数量之间。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForFileHandlerThreads": "文件处理线程运行时间百分比",

  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads": "更新线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads.@tooltip": "应用LOD更新时应使用多少个线程？\nLOD 更新是将高细节LOD下采样到低细节LOD的操作。\n\n此配置可以分配更多的线程，并且运行时间比其他线程池低得多，\n因为任何特定线程可能运行的时间相对较短。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForUpdatePropagatorThreads": "更新传播线程运行时间百分比",

  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads": "LOD 构建线程数",
  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads.@tooltip": "构建 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.runTimeRatioForLodBuilderThreads": "LOD构建线程运行时间百分比",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting": "启用LOD构建线程限制",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting.@tooltip": "仅在发生死锁且LOD拒绝更新时禁用。\n这将导致 Lod Builder 线程的 CPU 使用率急剧增加。\n请注意，如果确实发生了死锁，可能需要重新启动 MC 以停止锁定的线程。",

  "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.debugMode.@tooltip": "活动的调试模式。",
  "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框",
  "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "如果启用，LOD 将渲染为线框。",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings": "启用调试键绑定",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip": "§6开启:§r 调试键绑定可用于在游戏中更改调试模式。",
  "distanthorizons.config.client.advanced.debugging.lodOnlyMode": "仅渲染 LOD",
  "distanthorizons.config.client.advanced.debugging.lodOnlyMode.@tooltip": "如果启用，这将禁用（大多数）原版 Minecraft 渲染。\n\n注意：启用此模式时，请勿报告任何问题！\n此设置仅用于娱乐和调试。\n不保证与其他模组的兼容性。",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld": "启用白色世界",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "如果启用，将不会传递顶点颜色。\n对于调试着色器很有用。",
  "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors": "显示重叠四边形错误",
  "distanthorizons.config.client.advanced.debugging.showOverlappingQuadErrors.@tooltip": "如果为开启，重叠的四边形将被渲染为鲜红色，以便于识别。\n如果为关闭，四边形将正常渲染。",
  "distanthorizons.config.client.advanced.debugging.allowUnsafeValues": "允许不安全的 UI 值",
  "distanthorizons.config.client.advanced.debugging.allowUnsafeValues.@tooltip": "如果启用，将执行非常有限的配置输入验证。\n\n警告：启用此功能可能会导致不稳定或崩溃，使用时请自担风险。\n注意：此选项不会在会话之间保存。",

  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugEnable": "启用列构建器限制",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugDetailLevel": "列构建器限制 - 详细级别",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugXPos": "列构建器限制 - X 位置",
  "distanthorizons.config.client.advanced.debugging.columnBuilderDebugZPos": "列构建器限制 - Z 位置",

  "distanthorizons.config.client.advanced.buffers": "缓冲区",
  "distanthorizons.config.client.advanced.buffers.gpuUploadMethod": "GPU 上传方法",
  "distanthorizons.config.client.advanced.buffers.gpuUploadMethod.@tooltip": "将几何图形上传到 GPU 的方法。\n\n如果您在 CPU 和 GPU 使用率较低时遇到卡顿，请尝试更改此设置。\n注意：如果您在世界中，可能需要离开并重新加入才能看到全部效果。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds": "GPU 上传速度（毫秒）",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds.@tooltip": "每上传 1MB 数据，缓冲区应等待多长时间？\n如果存在帧卡顿，可以增加此值。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync": "GPU 异步上传",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync.@tooltip": "如果启用，几何数据将在遥远地平线控制的线程上上传，减少FPS卡顿。\n如果禁用，上传将在Minecraft的主渲染线程上进行。\n\n在安装了Sodium的AMD GPU系统上，将此设置为关闭 可能会减少崩溃或几何图形损坏。",

  "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": "有更新可用时自动更新 mod",
  "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稳定：从 Modrinth 下载稳定版本\n测试：从 Gitlab 下载测试版本",

  "distanthorizons.config.client.advanced.logging": "日志记录",
  "distanthorizons.config.client.advanced.logging.@tooltip": "控制日志记录的处理方式。",
  
  "distanthorizons.config.client.advanced.logging.logWorldGenEvent": "世界生成事件",
  "distanthorizons.config.client.advanced.logging.logWorldGenPerformance": "世界生成性能",
  "distanthorizons.config.client.advanced.logging.logWorldGenLoadEvent": "世界生成加载事件",
  "distanthorizons.config.client.advanced.logging.logLodBuilderEvent": "Lod 构建器事件",
  "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.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.logNetworkEvent": "网络事件",
  "distanthorizons.config.client.advanced.logging.showLowMemoryWarningOnStartup": "启动时显示低内存警告",

  "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": "短整型测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest": "长整型测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.floatTest": "浮点测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.stringTest": "字符串测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.uiButtonTest": "UI 按钮测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.listTest": "动态数组（ArrayList）测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "散列表（HashMap）测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest": "类别测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest": "可链接测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest.@tooltip": "这个值应该与类别测试中的值相同",

  "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": "如果启用，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.showRenderSectionStatus": "显示渲染区域状态",
  "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": "覆盖原生OpenGL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 以应用。\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.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以应用。\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.glContextMajorVersion": "OpenGL 主版本",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion.@tooltip": "需要重启Minecraft以应用。\n更多信息请参阅配置文件。",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion": "OpenGL 次版本",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion.@tooltip": "需要重启Minecraft以应用。\n更多信息请参阅配置文件。",

  "distanthorizons.config.client.advanced.debugging.openGl.glProfileMode": "OpenGL 配置文件模式",
  "distanthorizons.config.client.advanced.debugging.openGl.glProfileMode.@tooltip": "需要重启Minecraft以应用。\n更多信息请参阅配置文件。",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode": "启用 OpenGL 向前兼容模式",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode.@tooltip": "需要重启Minecraft以应用。\n更多信息请参阅配置文件。",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext": "启用 OpenGL 调试上下文",
  "distanthorizons.config.client.advanced.debugging.openGl.enableGlDebugContext.@tooltip": "需要重启Minecraft以应用。\n更多信息请参阅配置文件。",

  "distanthorizons.config.client.resetSettingsConfirmation": "重置所有设置？",

  "distanthorizons.config.client.resetSettingsConfirmation.resetConfirmationNote": "你确定吗？这无法撤销。",
  "distanthorizons.config.client.resetSettingsConfirmation.resetAllSettings": "重置所有设置",

  "distanthorizons.config.enum.EDhApiQualityPreset.CUSTOM": "自定义",
  "distanthorizons.config.enum.EDhApiQualityPreset.MINIMUM": "最低",
  "distanthorizons.config.enum.EDhApiQualityPreset.LOW": "低",
  "distanthorizons.config.enum.EDhApiQualityPreset.MEDIUM": "中等",
  "distanthorizons.config.enum.EDhApiQualityPreset.HIGH": "高",
  "distanthorizons.config.enum.EDhApiQualityPreset.EXTREME": "极高",

  "distanthorizons.config.enum.EDhApiThreadPreset.CUSTOM": "自定义",
  "distanthorizons.config.enum.EDhApiThreadPreset.MINIMAL_IMPACT": "最小影响",
  "distanthorizons.config.enum.EDhApiThreadPreset.LOW_IMPACT": "低影响",
  "distanthorizons.config.enum.EDhApiThreadPreset.BALANCED": "平衡",
  "distanthorizons.config.enum.EDhApiThreadPreset.AGGRESSIVE": "激进",
  "distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU": "满载",

  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK": "块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.TWO_BLOCKS": "2 块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.FOUR_BLOCKS": "4 块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.HALF_CHUNK": "半区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.CHUNK": "区块",

  "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. 极端",
  "distanthorizons.config.enum.EDhApiVerticalQuality.PIXEL_ART": "7. 像素艺术",

  "distanthorizons.config.enum.EDhApiHorizontalQuality.LOWEST": "最低",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.LOW": "低",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.MEDIUM": "中等",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.HIGH": "高",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.EXTREME": "极高",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.UNLIMITED": "无限制",

  "distanthorizons.config.enum.EDhApiTransparency.DISABLED": "禁用",
  "distanthorizons.config.enum.EDhApiTransparency.FAKE": "模拟",
  "distanthorizons.config.enum.EDhApiTransparency.COMPLETE": "完全",

  "distanthorizons.config.enum.EDhApiFogDistance.NEAR": "近",
  "distanthorizons.config.enum.EDhApiFogDistance.FAR": "远",
  "distanthorizons.config.enum.EDhApiFogDistance.NEAR_AND_FAR": "近和远",

  "distanthorizons.config.enum.EDhApiFogDrawMode.USE_OPTIFINE_SETTING": "使用 OptiFine 设置",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED": "启用雾效",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED": "禁用雾效",
  "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.BASIC": "基本",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.IGNORE_HEIGHT": "忽略高度",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.ADDITION": "加法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MAX": "最大值",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY": "乘法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY": "反向乘法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.LIMITED_ADDITION": "有限加法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.MULTIPLY_ADDITION": "乘法加法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.INVERSE_MULTIPLY_ADDITION": "反向乘法加法",
  "distanthorizons.config.enum.EDhApiHeightFogMixMode.AVERAGE": "平均",

  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_CAMERA": "相机上方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_CAMERA": "相机下方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_CAMERA": "相机上下方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_SET_HEIGHT": "设定高度上方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.BELOW_SET_HEIGHT": "设定高度下方",
  "distanthorizons.config.enum.EDhApiHeightFogMode.ABOVE_AND_BELOW_SET_HEIGHT": "设定高度上下方",

  "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": "仅存在区块",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY": "仅预存在的区块",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY": "仅生物群系",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT": "仅生物群系模拟高度",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE": "表面",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FEATURES": "特征",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FULL": "完整",

  "distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED": "不压缩",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4": "快速/大 - LZ4",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2": "慢速/小 - LZMA2",

  "distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS": "1. 仅合并相同区块",
  "distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL": "2. 视觉上相同",

  "distanthorizons.config.enum.EDhApiLightGenerationMode.DISTANT_HORIZONS": "遥远地平线",
  "distanthorizons.config.enum.EDhApiLightGenerationMode.MINECRAFT": "原版",

  "distanthorizons.config.enum.EDhApiGenerationPriority.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiGenerationPriority.NEAR_FIRST": "近处优先",
  "distanthorizons.config.enum.EDhApiGenerationPriority.BALANCED": "平衡",
  "distanthorizons.config.enum.EDhApiGenerationPriority.FAR_FIRST": "远处优先",

  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE": "无",
  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING": "非碰撞方块",

  "distanthorizons.config.enum.EDhApiOverdrawPrevention.NONE": "无",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.LIGHT": "轻度",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.MEDIUM": "中度",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.HEAVY": "重度",

  "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和端口",
  "distanthorizons.config.enum.EDhApiServerFolderNameMode.NAME_IP_PORT_MC_VERSION": "名称、IP、端口和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": "显示渲染源标志",

  "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.IGNORE": "忽略",
  "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG": "记录日志",
  "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG_THROW": "记录日志并抛出异常",

  "distanthorizons.config.enum.EDhApiGlProfileMode.CORE": "核心",
  "distanthorizons.config.enum.EDhApiGlProfileMode.COMPAT": "兼容",
  "distanthorizons.config.enum.EDhApiGlProfileMode.ANY": "任意",

  "distanthorizons.config.enum.EDhApiLoggerMode.DISABLED": "禁用",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_FILE": "文件: 全部, 聊天: 关闭",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT": "文件: 全部, 聊天: 错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT": "文件: 全部, 聊天: 警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT": "文件: 全部, 聊天: 信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT": "文件: 全部, 聊天: 调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT": "文件: 全部, 聊天: 全部",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE": "文件: 错误, 聊天: 错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE": "文件: 警告, 聊天: 警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE": "文件: 信息, 聊天: 信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE": "文件: 调试, 聊天: 调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE": "文件: 信息, 聊天: 警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE": "文件: 信息, 聊天: 错误",

  "distanthorizons.config.enum.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.EDhApiBufferRebuildTimes.CONSTANT": "持续",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.FREQUENT": "频繁",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.NORMAL": "正常",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.RARE": "罕见",

  "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",
  "distanthorizons.config.enum.EDhApiUpdateBranch.NIGHTLY": "测试",
  "distanthorizons.config.enum.EDhApiUpdateBranch.AUTO": "自动",

  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS": "如草方块",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT": "渐变为泥土",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT": "如土方块"
}
