{
  "distanthorizons.title": "遥远的地平线",
  "distanthorizons.general.true": "真",
  "distanthorizons.general.false": "假",
  "distanthorizons.general.yes": "是",
  "distanthorizons.general.no": "否",
  "distanthorizons.general.back": "返回",
  "distanthorizons.general.next": "下一个",
  "distanthorizons.general.done": "完成",
  "distanthorizons.general.cancel": "取消",
  "distanthorizons.general.reset": "重置",
  "distanthorizons.updater.title": "遥远的地平线自动更新器",
  "distanthorizons.updater.text1": "§l新版本更新可用！",
  "distanthorizons.updater.text2": "§f您想要从 %s§f 更新到 %s§f 吗？",
  "distanthorizons.updater.later": "现在不",
  "distanthorizons.updater.never": "不再显示",
  "distanthorizons.updater.update": "更新",
  "distanthorizons.updater.update.@tooltip": "更新模组这一次\\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，它都会更新\\n(§6警告§r: 它不会在更新时提示用户，尽管如此，它将保持模组是最新的)",
  "distanthorizons.updater.waitingForClose": "遥远的地平线将在游戏重启后完成更新",
  "distanthorizons.config.title": "遥远的地平线配置",
  "distanthorizons.config.client": "客户端",
  "distanthorizons.config.client.quickEnableRendering": "启用渲染",
  "distanthorizons.config.client.quickEnableRendering.@tooltip": "决定是否渲染Distant Horizons LODs。",
  "distanthorizons.config.client.qualityPresetSetting": "质量预设",
  "distanthorizons.config.client.qualityPresetSetting.@tooltip": "修改多个图形设置，快速改变遥远的地平线的渲染质量。\\n\\n如果您的GPU使用率已达最大或您遇到帧率问题，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多少线程。\\n\\n增加此设置将提高Distant Generator速度和LOD加载速度，\\n但也会提高CPU/内存使用率，可能会引入卡顿。\\n\\n注意：在4核或更少的CPU上，这些设置的效果将降低\\n一些设置将给出类似的结果。",
  "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": "最大水平分辨率",
  "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "LOD渲染的最大细节。\\n\\n§6最快:§r区块\\n§6最华丽:§r方块",
  "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "LOD渲染距离半径",
  "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius.@tooltip": "遥远的地平线的渲染距离，以区块为单位。\\n\\n注意：这是一个尽力而为的数字。\\n渲染距离可能会根据您其他图形设置高于或低于此数字。",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直质量",
  "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "LODs表示悬垂、洞穴、悬崖等的质量。\\n\\n更高的选项将增加内存和GPU使用率。",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "水平比例",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "LODs质量下降的速度。\\n\\n较大的数字将改善远距离地形的外观\\n但会增加内存和GPU使用率。",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality": "LOD下降距离",
  "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "质量下降之间的距离。\\n\\n更高的设置将增加下降之间的距离\\n但会增加内存和GPU使用率。",
  "distanthorizons.config.client.advanced.graphics.quality.transparency": "透明度",
  "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore": "要忽略的方块",
  "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore.@tooltip": "定义生成LODs时要忽略的方块类型。",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks": "用避免的方块着色",
  "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks.@tooltip": "§4注意：会使雪、地毯和活板门看起来非常糟糕§r\n被避免的方块下的方块是否应该获得被避免方块的颜色？\\n§6真:§r草地上的红花会使下面的草地变红\\n§6假:§r跳过的方块不会改变它们下面表面的的颜色",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群系混合",
  "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "这与LOD区域的普通生物群系混合设置相同。\\n注意，任何非'0'的设置都会大大影响LOD建筑时间\\n并增加三角形计数。如果设置得太高，对区块生成速度的成本也相当大。\\n'0'等于普通的'1x1'生物群系混合，\\n'1'等于普通的'3x3'生物群系混合，\\n'2'等于普通的'5x5'生物群系混合...",
  "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LOD上渲染的时间。",
  "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上雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog": "禁用原版雾",
  "distanthorizons.config.client.advanced.graphics.fog.disableVanillaFog.@tooltip": "§6真:§r禁用Minecraft在原版区块上的雾。\n§6假:§rMinecraft像正常一样渲染雾。\n\n可能会与其他修改雾的模组产生冲突。\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": "远雾开始",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart.@tooltip": "远雾应该从哪里开始？\n\n  '0.0': 雾从玩家位置开始。\n  '1.0': 雾开始的圆圈刚好适合LOD渲染距离的正方形。\n'1.414': LOD渲染距离的正方形刚好适合雾开始的圆圈。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd": "远雾结束",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd.@tooltip": "远雾应该在哪里结束？\n\n  '0.0': 雾在玩家位置结束。\n  '1.0': 雾结束的圆圈刚好适合LOD渲染距离的正方形。\n'1.414': LOD渲染距离的正方形刚好适合雾结束的圆圈。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin": "远雾最小值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin.@tooltip": "雾的最小厚度是多少？\n\n  '0.0': 根本没有雾。\n  '1.0': 完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax": "远雾最大值",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax.@tooltip": "雾的最大厚度是多少？\n\n  '0.0': 根本没有雾。\n  '1.0': 完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff": "远雾衰减",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff.@tooltip": "雾的厚度应该如何计算？\n\nLINEAR: 基于距离的线性（将忽略'密度'）\nEXPONENTIAL: 1/(e^(distance*density))\nEXPONENTIAL_SQUARED: 1/(e^((distance*density)^2))",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity": "远雾密度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity.@tooltip": "雾的密度是多少？",
  "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": "环境光遮蔽为方块的照明增加了深度。",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount": "样本计数",
  "distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip": "确定空间中用于遮蔽测试的点的数量。\n较高的数字将提高质量并减少带状，但会增加GPU负载。",
  "distanthorizons.config.client.advanced.graphics.ssao.radius": "半径",
  "distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip": "确定应用于屏幕空间环境光遮蔽的半径，以区块为单位。",
  "distanthorizons.config.client.advanced.graphics.ssao.strength": "强度",
  "distanthorizons.config.client.advanced.graphics.ssao.strength.@tooltip": "确定屏幕空间环境光遮蔽效果的黑暗程度。",
  "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏差",
  "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增加这个值可以减少带状，以减少效果强度为代价。",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小光照",
  "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "确定遮蔽阴影可以有多暗。\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SSAO的模糊计算的半径，以像素为单位。\n较高的数字将减少带状，以GPU性能为代价。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog": "高度雾选项",
  "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": "高度如何影响与普通函数结合时的雾厚度？\n\nBASIC: 没有特殊高度雾效果。雾基于相机距离计算\nIGNORE_HEIGHT: 完全忽略高度。雾基于水平距离计算\nADDITION: heightFog + farFog\nMAX: max(heightFog, farFog)\nMULTIPLY: heightFog * farFog\nINVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)\nLIMITED_ADDITION: farFog + max(farFog, heightFog)\nMULTIPLY_ADDITION: farFog + farFog * heightFog\nINVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)\nAVERAGE: farFog*0.5 + heightFog*0.5\n\n注意：对于'BASIC'模式和'IGNORE_HEIGHT'模式，高度雾的设置将没有影响。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode": "高度雾模式",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMode.@tooltip": "高度雾应该在哪里？\n\nABOVE_CAMERA: 从相机到天空开始的高度雾\nBELOW_CAMERA: 从相机到虚空开始的高度雾\nABOVE_AND_BELOW_CAMERA: 从相机到天空和虚空开始的高度雾\nABOVE_SET_HEIGHT: 从设定高度到天空开始的高度雾\nBELOW_SET_HEIGHT: 从设定高度到虚空开始的高度雾\nABOVE_AND_BELOW_SET_HEIGHT: 从设定高度到天空和虚空开始的高度雾",
  "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": "如果高度雾围绕设定高度计算，那个高度位置是什么？",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart": "高度雾开始",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart.@tooltip": "高度雾开始的偏移量应该是多少？\n\n  '0.0': 没有偏移的雾开始。\n  '1.0': 雾开始的偏移量是整个世界高度的。（包括深度）",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd": "高度雾结束",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd.@tooltip": "高度雾结束的偏移量应该是多少？\n\n  '0.0': 没有偏移的雾结束。\n  '1.0': 雾结束的偏移量是整个世界高度的。（包括深度）",
  "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": "雾的最小厚度是多少？\n\n  '0.0': 根本没有雾。\n  '1.0': 完全是雾的颜色。",
  "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": "雾的最大厚度是多少？\n\n  '0.0': 根本没有雾。\n  '1.0': 完全是雾的颜色。",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff": "高度雾衰减",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff.@tooltip": "高度雾厚度应该如何计算？\n\nLINEAR: 基于高度的线性（将忽略'密度'）EXPONENTIAL: 1/(e^(height*density))EXPONENTIAL_SQUARED: 1/(e^((height*density)^2) )",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity": "高度雾密度",
  "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity.@tooltip": "高度雾的密度是多少？",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings": "噪声纹理设置",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled": "启用噪声纹理",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled.@tooltip": "如果启用，将向LODs应用噪声纹理以模拟纹理。",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps": "噪声步骤",
  "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps.@tooltip": "确定应用于LODs的噪声步骤数。",
  "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": "定义噪声纹理在淡出之前应该渲染多远。（以区块为单位）\n设置为0以禁用噪声淡出。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics": "高级图形选项",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention": "过度绘制预防",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention.@tooltip": "确定遥远的地平线从多远的距离开始渲染。\n以原版渲染距离的百分比衡量。\n\n较高的值将防止LODs在更远的距离渲染在原版区块后面，\n但可能会导致LODs中出现空洞。\n空洞最有可能在飞越未加载的地形时出现。\n\n增加原版渲染距离可以提高此设置的有效性。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier": "亮度乘数",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier.@tooltip": "LOD颜色的亮度。\n\n0 = 黑色\n1 = 正常\n2 = 近白色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.saturationMultiplier": "饱和度乘数",
  "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": "启用洞穴剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling.@tooltip": "如果启用，将剔除洞穴\n\n附加信息：目前这将剔除所有\n在没有天花板的维度中，天空光照值为0的面\n\n",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight": "洞穴剔除高度",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight.@tooltip": "洞穴剔除应该从哪个Y值开始？",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio": "地球曲率比率 §6(实验性)§r",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio.@tooltip": "1的值等同于现实生活中地球的曲率。\n\n接受的最小值是50，最大值是5000。\n1到49之间的任何值都将四舍五入到50。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias": "LOD偏差",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias.@tooltip": "设置原版的LOD偏差值\n请按F3+T重新加载材质包以应用此更改。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading": "LOD着色",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading.@tooltip": "定义LOD应该如何着色。\n可用于改善着色器兼容性。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling": "禁用视锥剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableFrustumCulling.@tooltip": "如果设置为否，玩家摄像机外的LOD不会被绘制，提高GPU性能。\n\n如果设置为真，即使在玩家摄像机后面，所有的LOD都会被绘制，降低GPU性能。\n\n如果您发现视野角落的LOD消失，请禁用此选项。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling": "禁用阴影传递视锥剔除",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.disableShadowPassFrustumCulling.@tooltip": "与另一个视锥剔除选项相同，但仅在有使用DH API的着色器模组存在\n并且渲染阴影传递时使用。\n\n如果阴影渲染不正确，请禁用此选项。",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering": "草地侧面渲染",
  "distanthorizons.config.client.advanced.graphics.advancedGraphics.grassSideRendering.@tooltip": "草地方块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": "启用远距离生成",
  "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration.@tooltip": "§6真:§r单人模式下，LOD将在原版渲染距离之外生成。\n注意：这可能会大量使用CPU。\n\n§6假:§rLOD只在原版渲染距离内生成。",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode": "远距离生成模式",
  "distanthorizons.config.client.advanced.worldGenerator.distantGeneratorMode.@tooltip": "在原版渲染距离之外生成LOD时，生成的复杂程度。",
  "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遥远的地平线:§r估计光照，阴影不会那么平滑，但更稳定。\n\n如果LOD看起来是黑色的，请将其设置为§6遥远的地平线§r。",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds": "超时长度（秒）",
  "distanthorizons.config.client.advanced.worldGenerator.worldGenerationTimeoutLengthInSeconds.@tooltip": "世界生成器线程运行前应该超时多长时间？\n注意：如果您遇到超时错误，最好先通过线程配置降低CPU使用率\n再更改此值。",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority": "生成优先级",
  "distanthorizons.config.client.advanced.worldGenerator.generationPriority.@tooltip": "围绕玩家生成的区块的优先级。",
  "distanthorizons.config.client.advanced.lodBuilding": "LOD建筑",
  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds": "区块更新之间的最小时间（秒）",
  "distanthorizons.config.client.advanced.lodBuilding.minTimeBetweenChunkUpdatesInSeconds.@tooltip": "确定在另一个更新可以发生之前，LOD区块更新之间必须经过多长时间。\n\n增加这个值将减少CPU负载，但可能会导致\nLOD更频繁或更长时间地过时。",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine": "仅使用DH光照引擎",
  "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine.@tooltip": "如果为假，LOD将尽可能由Minecraft的光照引擎照明\n必要时才回退到DH光照引擎。\n\n如果为真，LOD将仅使用遥远的地平线的光照引擎。\n\n通常最好保留此设置为禁用状态，并且只有在\n有光照问题或调试时才应启用。",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression": "数据压缩",
  "distanthorizons.config.client.advanced.lodBuilding.dataCompression.@tooltip": "应该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当此设置更改时，已经生成的任何数据\n将不受影响，直到它需要被重写到数据库。\n\n最快: LZ4\n最高压缩: LZMA2",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression": "有损世界压缩",
  "distanthorizons.config.client.advanced.lodBuilding.worldCompression.@tooltip": "在创建LOD数据时应该如何压缩区块数据？\n此设置仅影响新的或更新的LOD数据，\n当此设置更改时，已经生成的任何数据\n将不受影响，直到它被修改或重新加载。\n最准确: 合并相同区块\n最高压缩: 视觉上等同",
  "distanthorizons.config.client.advanced.lodBuilding.showMigrationChatWarning": "在聊天中记录迁移",
  "distanthorizons.config.client.advanced.multiplayer": "多人游戏",
  "distanthorizons.config.client.advanced.multiplayer.serverFolderNameMode": "服务器文件夹名称模式",
  "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更改时如果连接到多人服务器可能会导致故障。",
  "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测试的区块（s）必须是相同的至少这个百分比\n才能被视为相同的世界。\n\n注意：如果您使用传送门在两个\n不同的位置进入一个维度，此系统可能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禁用多维度支持\n每个维度只使用一个世界。",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking": "网络化多元宇宙支持",
  "distanthorizons.config.client.advanced.multiplayer.enableMultiverseNetworking.@tooltip": "如果为真，遥远的地平线将尝试与连接的\n服务器通信以改善多元宇宙支持。",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking": "§4未实现，仅限开发者使用§r - 服务器支持",
  "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking.@tooltip": "§6注意:§r这只适用于开发者并且尚未实现。\n\n如果为真，遥远的地平线将尝试与连接的\n服务器通信以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DH才能正常工作。",
  "distanthorizons.config.client.advanced.multiThreading": "多线程",
  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads": "世界生成线程数量",
  "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads.@tooltip": "当在正常渲染距离之外生成LOD时应该使用多少线程？\n\n如果在使用远距离LOD时遇到卡顿，可以减少这个数字。如果想要提高LOD生成速度，可以增加这个数字。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForWorldGenerationThreads": "世界生成线程运行时间比",
  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads": "缓冲构建器线程数量",
  "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads.@tooltip": "构建几何数据时使用的线程数量。\n只能介于1和您的CPU处理器数量之间。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForBufferBuilderThreads": "缓冲构建器线程运行时间比",
  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads": "文件处理器线程数量",
  "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads.@tooltip": "构建顶点缓冲区时使用的线程数量\n（发送到您的GPU以绘制LOD的东西）。\n只能介于1和您的CPU处理器数量之间。",
  "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForFileHandlerThreads": "文件处理器线程运行时间比",
  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads": "更新传播器线程数量",
  "distanthorizons.config.client.advanced.multiThreading.numberOfUpdatePropagatorThreads.@tooltip": "应用LOD更新时使用的线程数量？\nLOD更新是将高细节LOD向下采样到较低细节的操作。\n\n这个配置可以分配更多的线程\n和其他线程池相比，运行时间比可以更低\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": "更新传播器线程运行时间比",
  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads": "LOD构建器线程数量",
  "distanthorizons.config.client.advanced.multiThreading.numberOfLodBuilderThreads.@tooltip": "构建LOD时使用的线程数量。\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构建器线程运行时间比",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting": "启用LOD构建器线程限制",
  "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting.@tooltip": "只有在发生死锁并且LOD拒绝更新时才应该禁用。\n这将导致LOD构建器线程的CPU使用率大幅增加。\n注意，如果确实发生了死锁，可能需要重启MC来停止锁定的线程。",
  "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": "激活的调试模式。",
  "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框",
  "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "如果启用，LOD将作为线框渲染。",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings": "启用调试键位绑定",
  "distanthorizons.config.client.advanced.debugging.enableDebugKeybindings.@tooltip": "§6真:§r可以在游戏内使用调试键位绑定来更改调试模式。",
  "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：当此模式开启时，请不要报告任何问题！\n这个设置仅用于娱乐和调试。\n不能保证模组兼容性。",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld": "启用白色世界",
  "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "如果启用，将不传递顶点颜色。\n这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": "如果为真，重叠的四边形将被渲染为鲜红色，便于识别。\n如果为假，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：启用此选项可能会导致不稳定或崩溃，请自担风险使用。\n注意：此选项在会话之间不保存。",
  "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 - 详细程度",
  "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": "上传几何数据到GPU的方法。\n\n如果您在CPU和GPU使用率很低时遇到卡顿，请尝试更改此设置。\n注意：如果您在一个世界中，可能需要离开并重新加入才能看到完整效果。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds": "GPU上传速度（毫秒）",
  "distanthorizons.config.client.advanced.buffers.gpuUploadPerMegabyteInMilliseconds.@tooltip": "每兆字节数据上传应该等待多长时间？\n如果存在帧卡顿，可以增加。",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync": "GPU异步上传",
  "distanthorizons.config.client.advanced.buffers.gpuUploadAsync.@tooltip": "如果为真，几何数据将在DH控制的线程上上传，减少FPS卡顿。\n如果为假，上传将在Minecraft的主渲染线程上完成。\n\n将此设置为假可能会减少在安装Sodium时，使用AMD GPU的系统上出现的崩溃或几何损坏。",
  "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": "自动更新模组当更新可用时",
  "distanthorizons.config.client.advanced.autoUpdater.updateBranch": "更新分支",
  "distanthorizons.config.client.advanced.autoUpdater.updateBranch.@tooltip": "从哪里下载最新更新。\n\nStable: 来自Modrinth的稳定构建\nNightly: 来自Gitlab的夜间构建",
  "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.debugging.exampleConfigScreen": "调试配置屏幕",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.debugConfigScreenNote": "这个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": "列表（ArrayList）测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "映射（HashMap）测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest": "分类测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest": "可链接测试",
  "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.linkableTest.@tooltip": "这个值应该与分类测试中的值相同",
  "distanthorizons.config.client.advanced.debugging.debugWireframe": "调试线框图",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering": "启用调试线框图渲染",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.enableRendering.@tooltip": "如果启用，将绘制用于调试内部功能的多种线框图。",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.showWorldGenQueue": "显示世界生成队列",
  "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionStatus": "显示渲染区段状态",
  "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": "覆盖原版OpenGL日志记录器",
  "distanthorizons.config.client.advanced.debugging.openGl.overrideVanillaGLLogger.@tooltip": "定义如何处理OpenGL错误。\n需要重启Minecraft才能应用。\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才能应用。\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才能应用。\n更多信息可在配置文件中找到。",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion": "OpenGL次版本",
  "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion.@tooltip": "需要重启Minecraft才能应用。\n更多信息可在配置文件中找到。",
  "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才能应用。\n更多信息可在配置文件中找到。",
  "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才能应用。\n更多信息可在配置文件中找到。",
  "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才能应用。\n更多信息可在配置文件中找到。",
  "distanthorizons.config.client.resetSettingsConfirmation": "重置所有设置？",
  "distanthorizons.config.client.resetSettingsConfirmation.resetConfirmationNote": "您确定吗？这不能撤销。",
  "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",
  "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": "积极",
  "distanthorizons.config.enum.EDhApiThreadPreset.I_PAID_FOR_THE_WHOLE_CPU": "我为整个CPU付费",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.BLOCK": "区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.TWO_BLOCKS": "2区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.FOUR_BLOCKS": "4区块",
  "distanthorizons.config.enum.EDhApiMaxHorizontalResolution.HALF_CHUNK": "半个区块",
  "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. 极致",
  "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",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.HIGH": "高",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.EXTREME": "极高",
  "distanthorizons.config.enum.EDhApiHorizontalQuality.UNLIMITED": "无限",
  "distanthorizons.config.enum.EDhApiTransparency.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiTransparency.FAKE": "假",
  "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": "使用模组设置",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_ENABLED": "启用雾",
  "distanthorizons.config.enum.EDhApiFogDrawMode.FOG_DISABLED": "禁用雾",
  "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": "基础",
  "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": "相机上方和下方",
  "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": "设定高度上方和下方",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.NEVER": "从不",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.DYNAMIC": "动态",
  "distanthorizons.config.enum.EDhApiVanillaOverdraw.ALWAYS": "总是",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.NONE": "无",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY": "仅预先存在",
  "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": "地表",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FEATURES": "特性",
  "distanthorizons.config.enum.EDhApiDistantGeneratorMode.FULL": "完整",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.UNCOMPRESSED": "未压缩",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZ4": "快速/体积大 - LZ4",
  "distanthorizons.config.enum.EDhApiDataCompressionMode.LZMA2": "慢速/体积小 - LZMA2",
  "distanthorizons.config.enum.EDhApiWorldCompressionMode.MERGE_SAME_BLOCKS": "1. 合并相同区块",
  "distanthorizons.config.enum.EDhApiWorldCompressionMode.VISUALLY_EQUAL": "2. 视觉上等同",
  "distanthorizons.config.enum.EDhApiLightGenerationMode.DISTANT_HORIZONS": "遥远的地平线",
  "distanthorizons.config.enum.EDhApiLightGenerationMode.MINECRAFT": "Minecraft",
  "distanthorizons.config.enum.EDhApiGenerationPriority.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiGenerationPriority.NEAR_FIRST": "先近后远",
  "distanthorizons.config.enum.EDhApiGenerationPriority.BALANCED": "平衡",
  "distanthorizons.config.enum.EDhApiGenerationPriority.FAR_FIRST": "先远后近",
  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NONE": "无",
  "distanthorizons.config.enum.EDhApiBlocksToAvoid.NON_COLLIDING": "非碰撞",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.NONE": "无",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.LIGHT": "轻微",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.MEDIUM": "中等",
  "distanthorizons.config.enum.EDhApiOverdrawPrevention.HEAVY": "严重",
  "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": "已禁用",
  "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",
  "distanthorizons.config.enum.EDhApiGLErrorHandlingMode.LOG_THROW": "记录并抛出",
  "distanthorizons.config.enum.EDhApiGlProfileMode.CORE": "核心",
  "distanthorizons.config.enum.EDhApiGlProfileMode.COMPAT": "兼容",
  "distanthorizons.config.enum.EDhApiGlProfileMode.ANY": "任意",
  "distanthorizons.config.enum.EDhApiLoggerMode.DISABLED": "已禁用",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_FILE": "文件记录全部，聊天关闭",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT": "文件记录全部，聊天仅错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT": "文件记录全部，聊天仅警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT": "文件记录全部，聊天仅信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT": "文件记录全部，聊天仅调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ALL_TO_CHAT": "文件记录全部，聊天记录全部",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_FILE": "文件记录错误，聊天仅错误",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_FILE": "文件记录警告，聊天仅警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_INFO_TO_CHAT_AND_FILE": "文件记录信息，聊天仅信息",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_DEBUG_TO_CHAT_AND_FILE": "文件记录调试，聊天仅调试",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE": "文件记录信息，聊天仅警告",
  "distanthorizons.config.enum.EDhApiLoggerMode.LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE": "文件记录信息，聊天仅错误",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.AUTO": "自动",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_STORAGE": "缓冲存储",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.SUB_DATA": "子数据",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.BUFFER_MAPPING": "缓冲映射",
  "distanthorizons.config.enum.EDhApiGpuUploadMethod.DATA": "数据",
  "distanthorizons.config.enum.EDhApiBufferRebuildTimes.CONSTANT": "恒定",
  "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": "夜间",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_GRASS": "作为草",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.FADE_TO_DIRT": "渐变至土",
  "distanthorizons.config.enum.EDhApiGrassSideRendering.AS_DIRT": "作为土"
}