{
    "distanthorizons.config.client.advanced.autoUpdater": "自动更新程序",
    "distanthorizons.config.client.advanced.autoUpdater.enableAutoUpdater": "启用自动更新",
    "distanthorizons.config.client.advanced.autoUpdater.enableSilentUpdates": "启用静默更新",
    "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\n稳定版：来自Modrinth的稳定版本\n每夜版：来自Gitlab的每夜构建",
    "distanthorizons.config.client.advanced.buffers.gpuUploadAsync": "GPU异步上传",
    "distanthorizons.config.client.advanced.buffers.gpuUploadAsync.@tooltip": "如果为true，则几何数据将在DH控制的线程上上传，减少FPS抖动。\n如果为false，则上传将在Minecraft的主渲染线程上进行。\n\n将此设置为false可能会在安装Sodium时减少在AMD GPU系统上出现的崩溃或几何图形损坏。",
    "distanthorizons.config.client.advanced.debugging.allowUnsafeValues": "允许不安全的UI数值",
    "distanthorizons.config.client.advanced.debugging.allowUnsafeValues.@tooltip": "如果启用，将进行非常有限的配置输入验证。\n\n警告：启用此选项可能导致不稳定或崩溃，请自行承担风险。\n注意：此选项在会话之间不会保存。",
    "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": "如果启用，将绘制用于调试内部函数的各种线框。",
    "distanthorizons.config.client.advanced.debugging.debugWireframe.showRenderSectionStatus": "显示渲染区块状态",
    "distanthorizons.config.client.advanced.debugging.debugWireframe.showWorldGenQueue": "显示世界生成队列",
    "distanthorizons.config.client.advanced.debugging.enableWhiteWorld.@tooltip": "如果启用，将不传递顶点颜色。\n适用于调试着色器。",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen": "调试配置界面",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.byteTest": "字节测试",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.categoryTest": "类别测试",
    "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": "其值应与类别测试中的值相同",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.longTest": "长整数测试",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.mapTest": "映射HashMap测试",
    "distanthorizons.config.client.advanced.debugging.exampleConfigScreen.stringTest": "字符串测试",
    "distanthorizons.config.client.advanced.debugging.lodOnlyMode.@tooltip": "如果启用，将禁用大部分原版Minecraft渲染。\n\n注意：在此模式下不要报告任何问题！此设置仅用于娱乐和调试。不保证与其他模组兼容。",
    "distanthorizons.config.client.advanced.debugging.openGl.enableGlForwardCompatibilityMode": "启用OpenGL向前兼容模式",
    "distanthorizons.config.client.advanced.debugging.openGl.glContextMajorVersion.@tooltip": "需要重新启动Minecraft才能应用。\n有关更多信息，请参阅配置文件。",
    "distanthorizons.config.client.advanced.debugging.openGl.glContextMinorVersion.@tooltip": "需要重新启动Minecraft才能应用。\n有关更多信息，请参阅配置文件。",
    "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需要重新启动Minecraft才能应用。\n可能会错误地捕捉其他mod抛出的OpenGL错误。",
    "distanthorizons.config.client.advanced.debugging.openGl.glProfileMode.@tooltip": "需要重新启动Minecraft才能应用。\n有关更多信息，请参阅配置文件。",
    "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需要重新启动Minecraft才能应用。\n可能会错误地捕捉其他mod抛出的OpenGL错误。",
    "distanthorizons.config.client.advanced.debugging.rendererMode": "渲染模式",
    "distanthorizons.config.client.advanced.debugging.renderWireframe": "渲染线框",
    "distanthorizons.config.client.advanced.debugging.renderWireframe.@tooltip": "如果启用，LOD将呈线框渲染。",
    "distanthorizons.config.client.advanced.graphics": "图形",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier": "亮度倍增器",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.brightnessMultiplier.@tooltip": "LOD颜色有多亮。\n\n0 = 黑色\n1 = 正常\n2 = 接近白色",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight": "洞穴裁减高度",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.caveCullingHeight.@tooltip": "应该从哪个Y值开始进行洞穴裁减？",
    "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": "与其他锥体剔除选项相同，但仅在使用 DH API 的着色器 mod 和渲染阴影时使用。\n\n如果阴影渲染不正确，请禁用此选项。",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.earthCurveRatio": "地球曲率比例 §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之间的任何值都将四舍五入到50。",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling": "洞穴剔除",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.enableCaveCulling.@tooltip": "如果启用，洞穴将被裁减。\n\n额外信息：当前会裁减所有光照值为0的表面，在没有天花板的维度中位于洞穴裁减高度以下。\n",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias": "LOD偏差 §6影响原版地形§r",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodBias.@tooltip": "设置基本地形的 LOD 优先级值\n请按F3+T重新加载纹理包以应用此效果。",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading": "LOD阴影",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.lodShading.@tooltip": "定义如何阴影 LOD。\n可用于提高着色器兼容性。",
    "distanthorizons.config.client.advanced.graphics.advancedGraphics.overdrawPrevention.@tooltip": "启用此功能将防止某些过度绘制问题，\n但可能会导致附近的LOD渲染不正确，特别是在靠近花哨的树叶或非实心方块时。\n在更长的原版渲染距离下会减少注意到的问题。",
    "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.fog": "雾",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog": "高级雾选项",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogDensity": "远景雾密度",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd": "远景雾结束",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogEnd.@tooltip": "远处雾在哪里结束？\n\n '0.0'：雾在锦依卫位置结束。\n '1.0'：雾结束的圆刚好适合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。\n",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogFalloff.@tooltip": "雾浓度如何计算？\n\n线性：基于距离的线性计算将忽略 '密度'\n指数：1/e^距离*密度\n平方指数：1/e^距离*密度^2\n",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax": "远景雾最大",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMax.@tooltip": "最大雾厚度是多少？\n\n  '0.0'：没有雾。\n  '1.0'：完全是雾的颜色。\n",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin": "远景雾最小",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogMin.@tooltip": "最小雾厚度是多少？\n\n  '0.0'：没有雾。\n  '1.0'：完全是雾的颜色。\n",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.farFogStart.@tooltip": "远景雾从哪里开始？\n\n  '0.0'：雾从锦依卫位置开始。\n  '1.0'：雾开始的圆刚好适合LOD渲染距离正方形。\n'1.414'：LOD渲染距离正方形刚好适合雾开始的圆。\n",
    "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": "如果高度雾是围绕着一个设置的高度计算的，那么该高度位置是多少？",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogDensity": "高度雾密度",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogEnd": "高度雾结束",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff": "高度雾衰减",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogFalloff.@tooltip": "应如何计算高度雾的厚度？\n\n线性：基于高度的线性将忽略'密度'\n指数：1/e^高度*密度\n平方指数：1/e^高度*密度^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": "雾的最大厚度是多少？\n\n'0.0'：完全没有雾。\n'1.0'：完全雾化的颜色。",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMin.@tooltip": "最小雾厚度是多少？\n\n '0.0'：完全无雾\n '1.0'：完全雾色",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogMixMode.@tooltip": "高度如何影响雾的厚度与普通功能相结合？\n\n基本：没有特殊的高度雾效果。雾是基于相机距离计算的\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：高度雾 + 远处雾\n最大：max高度雾， 远处雾\n乘法：高度雾 * 远处雾\n倒数乘法：1 - 1-高度雾 * 1-远处雾\n有限加法：远处雾 + max远处雾， 高度雾\n乘加法：远处雾 + 远处雾 * 高度雾\n倒数乘加法：远处雾 + 1 - 1-高度雾 * 1-远处雾\n平均：远处雾*0.5 + 高度雾*0.5\n\n注意，对于“基本“模式和“忽略高度“模式，高度雾的雾设置不起作用。\n",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart": "雾的起始高度",
    "distanthorizons.config.client.advanced.graphics.fog.advancedFog.heightFog.heightFogStart.@tooltip": "高度雾的开始距离应偏移多远？\n\n'0.0'：无偏移的雾开始。\n'1.0'：有全球高度的偏移。 （包括深度）\n",
    "distanthorizons.config.client.advanced.graphics.fog.colorMode": "迷雾颜色模式",
    "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.distance": "雾距离",
    "distanthorizons.config.client.advanced.graphics.fog.distance.@tooltip": "在LOD上雾的渲染距离。",
    "distanthorizons.config.client.advanced.graphics.fog.drawMode": "雾绘制模式",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings": "噪音纹理",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip": "定义噪音纹理渲染多远后会消失。以方块为单位。\n将其设置为0以禁用噪音消失。",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled": "启用噪音纹理",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseEnabled.@tooltip": "如果启用，噪音纹理将被应用到LOD以模拟纹理。",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity": "噪音强度",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseIntensity.@tooltip": "确定噪音纹理的强度。",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps": "噪声步数",
    "distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseSteps.@tooltip": "确定应用于LOD的噪声步数。",
    "distanthorizons.config.client.advanced.graphics.quality": "渲染画质",
    "distanthorizons.config.client.advanced.graphics.quality.blocksToIgnore": "要忽略的方块",
    "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality": "水平画质",
    "distanthorizons.config.client.advanced.graphics.quality.horizontalQuality.@tooltip": "控制质量降级的距离。\n\n设置较高将增加质量降级的距离\n但会增加内存和GPU的使用。",
    "distanthorizons.config.client.advanced.graphics.quality.horizontalScale": "水平缩放",
    "distanthorizons.config.client.advanced.graphics.quality.horizontalScale.@tooltip": "LODs在质量上下降的速度。  \n\n较大的数值将改善远处地形的外观，  \n但会增加内存和GPU使用率。",
    "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending": "生物群系混合",
    "distanthorizons.config.client.advanced.graphics.quality.lodBiomeBlending.@tooltip": "这个与原版生物群系混合的LOD区域设置相同。\n\n请注意，除了 '0' 之外的任何值都会极大影响LOD构建时间\n并增加三角形数量。如果设置得太高，对区块生成速度的成本也很大。\n\n'0' 等同于原版 '1x1' 的生物群系混合，\n'1' 等同于原版 '3x3'的生物群系混合，\n'2' 等同于原版 '5x5' 的生物群系混合...",
    "distanthorizons.config.client.advanced.graphics.quality.lodChunkRenderDistanceRadius": "LOD渲染距离半径",
    "distanthorizons.config.client.advanced.graphics.quality.maxHorizontalResolution.@tooltip": "渲染的最大细节LODs。\n\n§6最快：§r 区块\n§6最花哨：§r 方块",
    "distanthorizons.config.client.advanced.graphics.quality.tintWithAvoidedBlocks": "避免方块着色",
    "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避免方块下方的方块是否会获得避免方块的颜色？\n§6True：§r 草地上的红花会使下面的草变成红色\n§6False：§r 跳过的方块不会改变下方表面的颜色",
    "distanthorizons.config.client.advanced.graphics.quality.transparency": "透明度",
    "distanthorizons.config.client.advanced.graphics.quality.verticalQuality": "垂直画质",
    "distanthorizons.config.client.advanced.graphics.quality.verticalQuality.@tooltip": "LODs如何表现悬崖、洞穴、悬崖等。\n\n更高的选项将增加内存和GPU使用率。",
    "distanthorizons.config.client.advanced.graphics.ssao.bias": "偏移",
    "distanthorizons.config.client.advanced.graphics.ssao.bias.@tooltip": "增加数值可以减少条带状效果，但会减弱效果的强度。",
    "distanthorizons.config.client.advanced.graphics.ssao.blurRadius": "模糊半径",
    "distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip": "模糊计算用的像素半径。\n较高的数字会降低条带状效果，但会以GPU性能为代价。",
    "distanthorizons.config.client.advanced.graphics.ssao.enabled": "启用环境光遮蔽",
    "distanthorizons.config.client.advanced.graphics.ssao.minLight": "最小亮度",
    "distanthorizons.config.client.advanced.graphics.ssao.minLight.@tooltip": "确定环境遮蔽阴影的暗度。\n0 = 角落完全黑暗\n1 = 无阴影",
    "distanthorizons.config.client.advanced.graphics.ssao.radius.@tooltip": "确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": "采样次数",
    "distanthorizons.config.client.advanced.graphics.ssao.sampleCount.@tooltip": "确定采样环境遮蔽测试的空间点的数量。\n较高的数字会提高质量并减少条带状效果，但会增加GPU负载。",
    "distanthorizons.config.client.advanced.graphics.ssao.strength": "强度",
    "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": "确定在LOD区块更新之间必须过多长时间才能进行另一个更新。\n\n增加此值将减少CPU负载，但可能导致LOD更频繁地过时或停留更长时间。",
    "distanthorizons.config.client.advanced.lodBuilding.onlyUseDhLightingEngine": "仅使用DH光照引擎",
    "distanthorizons.config.client.advanced.logging": "日志记录",
    "distanthorizons.config.client.advanced.logging.@tooltip": "控制如何处理记录。",
    "distanthorizons.config.client.advanced.logging.logFileSubDimEvent": "文件子维度事件",
    "distanthorizons.config.client.advanced.logging.logLodBuilderEvent": "LOD构建器事件",
    "distanthorizons.config.client.advanced.logging.logNetworkEvent": "网络事件",
    "distanthorizons.config.client.advanced.logging.logRendererBufferEvent": "渲染器缓冲事件",
    "distanthorizons.config.client.advanced.logging.logRendererGLEvent": "OpenGL事件",
    "distanthorizons.config.client.advanced.logging.logWorldGenEvent": "世界生成事件",
    "distanthorizons.config.client.advanced.logging.logWorldGenLoadEvent": "世界加载事件",
    "distanthorizons.config.client.advanced.logging.logWorldGenPerformance": "世界生成性能",
    "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true，则Distant Horizons将尝试与连接的服务器通信，以改善多元宇宙支持。",
    "distanthorizons.config.client.advanced.multiplayer.enableServerNetworking.@tooltip": "§6注意：§r此功能仅供开发者使用，尚未实装。\n\n若设为true，Distant Horizons将尝试与连接的服务器通信，以加载您原版渲染距离之外的LOD。\n\n注意：此功能需要在服务器上安装DH才能正常运作。",
    "distanthorizons.config.client.advanced.multiplayer.multiverseSimilarityRequiredPercent": "多元宇宙相似性要求百分比",
    "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这个百分比相同，\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不同位置进入维度，\n该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 区块必须一半相同。\n§60.0：§r 禁用多维度支持\n     每个维度只会使用一个世界。",
    "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 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 在连接到多人游戏服务器时更改可能会导致故障。",
    "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting": "启用LOD构建线程限制",
    "distanthorizons.config.client.advanced.multiThreading.enableLodBuilderThreadLimiting.@tooltip": "如果发生死锁并且LOD拒绝更新，则应禁用。这会导致Lod Builder线程的CPU使用率急剧增加。\n请注意，如果确实发生死锁，则可能需要重新启动MC以停止被锁定的线程。",
    "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads": "缓存构建线程数量",
    "distanthorizons.config.client.advanced.multiThreading.numberOfBufferBuilderThreads.@tooltip": "构建几何数据时使用的线程数。\n只能在1和CPU处理器数之间选择。",
    "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads": "文件处理器线程数量",
    "distanthorizons.config.client.advanced.multiThreading.numberOfFileHandlerThreads.@tooltip": "构建顶点缓冲时使用的线程数\n发送至GPU以绘制LOD的内容\n只能设置为1到您CPU的处理器数量之间。",
    "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这些线程用于在生成地形时、更改某些图形设置时以及在世界中移动时运行。",
    "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads": "世界生成线程数",
    "distanthorizons.config.client.advanced.multiThreading.numberOfWorldGenerationThreads.@tooltip": "生成超出正常渲染距离的LOD时应使用多少线程？\n\n若在生成远程LOD时遇到卡顿，可减少此数值。若想加快LOD生成速度，可增加此数值。",
    "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForBufferBuilderThreads": "缓冲构建线程运行时间百分比",
    "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForFileHandlerThreads": "文件处理器线程运行时间百分比",
    "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForLodBuilderThreads": "LOD构建程序线程的运行时间%",
    "distanthorizons.config.client.advanced.multiThreading.runTimeRatioForWorldGenerationThreads": "世界生成线程运行时间百分比",
    "distanthorizons.config.client.advanced.worldGenerator": "世界生成器",
    "distanthorizons.config.client.advanced.worldGenerator.enableDistantGeneration.@tooltip": "§6True：§r 在单人游戏中，LOD将在原版渲染距离之外生成。\n注意：这可能会使用大量CPU。\n\n§6False：§r LOD只会在原版渲染距离内生成。",
    "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多久后超时？\n注意：如果遇到超时错误，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.worldGenLightingEngine.@tooltip": "§6Minecraft：§r 使用Minecraft的光照引擎，提供准确光照。\n§6远景视野：§r 估算光照，阴影可能不如流畅，但更稳定。\n\n如果LOD出现为黑色，请将其设置为§6远景视野§r。",
    "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.qualityPresetSetting": "画质预设",
    "distanthorizons.config.client.quickEnableRendering": "启用渲染",
    "distanthorizons.config.client.quickEnableRendering.@tooltip": "确定是否开启远方视野的LOD渲染。",
    "distanthorizons.config.client.resetSettingsConfirmation": "重置所有设置？",
    "distanthorizons.config.client.resetSettingsConfirmation.resetConfirmationNote": "您确定要重置吗？此操作无法撤消。",
    "distanthorizons.config.client.threadPresetSetting": "CPU负载",
    "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.FULL": "全部",
    "distanthorizons.config.enum.EDhApiDistantGeneratorMode.SURFACE": "表面",
    "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.true": "真",
    "distanthorizons.general.yes": "是",
    "distanthorizons.title": "远方的地平线",
    "distanthorizons.updater.later": "稍后",
    "distanthorizons.updater.never": "不再显示",
    "distanthorizons.updater.silent": "始终静默更新",
    "distanthorizons.updater.text1": "§l发现新的更新！",
    "distanthorizons.updater.text2": "§f您想要从 %s§f 更新到 %s§f 吗?",
    "distanthorizons.updater.title": "远方视野自动更新器",
    "distanthorizons.updater.update": "更新",
    "distanthorizons.updater.update.@tooltip": "更新模组一次\n（游戏关闭时更新）",
    "distanthorizons.updater.waitingForClose": "游戏重新启动后，远方视野将完成更新"
}