diff --git a/src/main/resources/assets/itemscroller/lang/zh_cn.json b/src/main/resources/assets/itemscroller/lang/zh_cn.json deleted file mode 100644 index d0c6dea1..00000000 --- a/src/main/resources/assets/itemscroller/lang/zh_cn.json +++ /dev/null @@ -1,160 +0,0 @@ -{ - - "itemscroller.gui.button.config_gui.generic": "通用", - "itemscroller.gui.button.config_gui.hotkeys": "快捷键", - "itemscroller.gui.button.config_gui.toggles": "开关", - - "itemscroller.gui.label.recipe_page": "页 %d / %d", - "itemscroller.gui.label.trades": "交易", - "itemscroller.gui.label.trade_uses": "交易使用: %d / %", - - "itemscroller.message.toggled_mod_off": "Item Scroller功能调整为: §c关闭", - "itemscroller.message.toggled_mod_on": "tem Scroller功能调整为: §a开启", - - "enableCraftingFeatures":"Crafting | 制作特性", - "Enables scrolling items to and from crafting grids,\nwith a built-in 18 recipe memory.\nHold down the Recipe key to see the stored recipes and\nto change the selection. While holding the Recipe key,\nyou can either scroll or press a number key to change the selection.\nA recipe is stored to the currently selected \"recipe slot\"\n by clicking pick block over a configured crafting output slot.\nThe supported crafting grids must be added to the scrollableCraftingGrids list.":"开启内置共8页每页18种配方的存储,使得物品可以放置到合成表\n按住Recipe(配方)的快捷键查看配方列表,您可以滑动滚轮或使用数字键选择配方\n点击配方可以在工作台完成合成,在放置配方达到待命状态时(不取出合成产物)\n按下设定的storeRecipe(储存配方)快捷键就可以在选定的列表格内进行配方储存(自动覆写)。", - "enableDropkeyDropMatching":"Dropkey | 批量丢弃", - "Enables dropping all matching items from the same\ninventory with the hotkey":"使用快捷键从同一库存内丢弃所有匹配物品", - "enableRightClickCraftingOneStack":"RightClick | 右键制作", - "Enables crafting up to one full stack when right clicking on\na slot that has been configured as a crafting output slot.":"当右键点击储存的配方,可以直接制造一个物品", - "enableScrollingEverything":"Scrolling | 滚动所有", - "Enables scroll moving all items at once while\nholding the modifierMoveEverything keybind":"按住滚动所有快捷键时,允许滑动滑轮移动所有物品", - "enableScrollingMatchingStacks":"Scrolling | 滚动相同物品(全部)", - "Enables scroll moving all matching stacks at once\nwhile holding the modifierMoveMatching keybind":"按住滚动全部物品快捷键时,允许滑动滑轮移动所有相同物品", - "enableScrollingSingle":"Scrolling | 滚动物品", - "Enables moving items one item at a time by scrolling over a stack":"通过在物品上滑动滚轮,单个移动物品", - "enableScrollingStacks":"Scrolling | 滚动相同物品(一组)", - "Enables moving entire stacks at a time by scrolling over a stack":"按住滚动单组物品快捷键时,允许滑动滑轮移动一组相同物品", - "enableScrollingStacksFallback":"enableScrolling | 滚动合成", - "Enables a \"fallback\" mode for scrolling entire stacks\n(for example to a vanilla crafting table,\nwhere shift + click doesn't work).":"在工作台内配方表使用滚动合成\n比如工作台shift+点击不起作用时", - "enableScrollingVillager":"Scrolling | 交易滚动", - "Enables special handling for the Villager GUIs.\n(Normally you can't shift click items in them.)\nHold shift and scroll up/down over the trade output slot.":"为交易GUI进行特殊处理,可以对购买物品进行滚动\n(一滚马云流泪,两滚建林下跪,三滚化腾心碎,懂我意思吧QAQ)", - "enableShiftDropItems":"ShiftDrop | shift丢弃", - "Enables dropping all matching items at once by holding\nshift while clicking to drop a stack":"允许通过按住shift键同时丢出一组物品\n从而一次性丢出所有匹配的物品", - "enableShiftPlaceItems":"Shift | shift移动", - "Enables moving all matching stacks at once by holding\nshift while placing items to an empty slot":"在将物品放置到一个空槽时,通过按住shift,\n可以一次移动所有匹配的物品", - "enableVillagerTradeList":"Villager | 村民交易列表", - "Render a 1.14-style trade list in villager GUIs":"在村民gui中呈现一个1.14风格的交易列表\n(这不是1.16吗??????)", - - "carpetCtrlQCraftingEnabledOnServer":"carpetCtrlQCrafting | 地毯端CtrlQ启用", - "Set to true if the server is running the Carpet mod,\nand has the ctrlQCrafting option enabled.\nThis just changes which method Item Scroller uses\nfor the Drop key + Shift + Right click crafting.":"如果服务器正在运行地毯端则设置为开启,\n这将改变物品滚轮整组丢弃的使用方式\n变为丢弃+Shift+右击丢弃整组", - "clientCraftingFixOn1.12":"clientCrafting | 1.12客户端修复", - "Enable updating the crafting recipe output directly on the client side.\nThis fixes the quick/mass crafting and right-click-to-craft-a-stack\nfeatures othrwise being broken in 1.12.":"在客户端直接更新制作配方输出\n这修正了在1.12中快速/批量制造和右键点击制造所产生的不可使用的问题。", - "craftingRenderRecipeItems":"craftingRenderRecipeItems | 配方显示", - "If enabled, then the recipe items are also rendered\nin the crafting recipe view.":"如果启用,那么配方物品也会呈现在制作配方视图中。", - "craftingRecipesSaveToFile":"craftingRecipes | 配方文件保存", - "If enabled, then the crafting features recipes are saved to a file\ninside minecraft/itemscroller/recipes_worldorservername.nbt.\nThis makes the recipes persistent across game restarts.":"如果启用,那么制作配方将保存到\nminecraft/itemscroller/recipes_worldorservername.nbt\n内的一个文件中。这使得配方在游戏重启时能保持不变", - "craftingRecipesSaveFileIsGlobal":"craftingRecipesSave | 全局配方保存", - "If true, then the recipe file is global, instead\n of being saved per-world or server":"如果为真,则配方文件是全局的,而不是每个世界或每个服务器单独保存的", - "reverseScrollDirectionSingle":"reverseScrollDirection | 反向单个移动", - "Reverse the scrolling direction for single item mode.":"反转滚动方向为单个物品移动模式", - "reverseScrollDirectionStacks":"reverseScrollDirection | 反向单组移动", - "Reverse the scrolling direction for full stacks mode.":"反转滚动方向为单组物品移动模式", - "useSlotPositionAwareScrollDirection":"useSlotPositionAware | 栏位滚动方向", - "When enabled, the item movement direction depends\non the slots' y-position on screen. Might be derpy with more\ncomplex inventories, use with caution!":"当启用时,物品的移动方向取决于屏幕上栏位的y轴位置。使用谨慎!", - "villagerTradeListRememberPage":"villagerTradeList | 交易页面记忆", - "Remember and restore the last looked at page/trade when re-opening the GUI":"当重新打开GUI时,记住并恢复最后看到的页面/交易", - - "openConfigGui":"openConfigGui | 打开配置界面", - "Open the in-game config GUI":"打开游戏内配置界面", - "craftEverything":"craft | 全部制作", - "Craft everything possible once with the currently selected recipe":"用当前选定的配方消耗完所有的材料", - "dropAllMatching":"dropAll | 全部丢弃", - "Drop all stacks identical to the hovered stack":"丢弃所有鼠标指针指向的物品", - "mainToggle":"mainToggle | 主开关", - "Toggle all functionality ON/OFF":"开启/关闭所有功能,\n§4似乎是个摆设——ZMDF§r", - "massCraft":"massCraft | 全部合成抛出", - "Mass craft and throw out the results with the\ncurrently selected recipe as long as this\nkeybind is held down":"批量制作当前选择的配方物品并将它们丢出,\n只要你按住快捷键\n(§6做一个快乐的人体喷泉——ZMDF§r)", - "moveCraftResults":"moveCraft | 工作台放置", - "Move all of the currently selected recipe's\noutput items from the player inventory\nto the other inventory":"将当前选择的物品配方材料全部放置于合成台。", - "moveStackToOffhand":"moveStack | 手持物品", - "Swap the hovered stack with the offhand":"将鼠标指针指向的物品移到副手栏", - "recipeView":"recipeView | 配方视图", - "Show the Item Scroller recipe GUI":"显示配方的GUI", - "slotDebug":"slotDebug | 调试栏", - "Print debug info for the hovered slot or GUI":"打印鼠标悬停栏位或GUI的调试信息\n(§4然而并没有什么卵用——ZMDF§r)", - "storeRecipe":"storeRecipe | 储存配方", - "Store a recipe while hovering over a crafting output item":"将鼠标悬停在制作输出项目上时存储合成配方", - "throwCraftResults":"throwCraft | 全部抛出", - "Throw all of the currently selected recipe's\noutput items to the ground from the player inventory":"批量丢出当前选择的配方物品\n(§6人体喷泉+1——ZMDF§r)", - "villagerTradeFavorites":"villagerTrade | 最优交易", - "Trade everything possible with all the favorited trades\nof the current villager":"用当前村民的所有优惠交易进行所有可能的交易", - "keyDragMoveLeaveOne":"keyDragMove | 就剩一个", - "Key to move all but the last item from\nall the stacks dragged over":"按住快捷键移动物品,被指到的物品仅保留一个", - "keyDragMoveMatching":"keyDragMove | 全部移动", - "Key to move all matching items dragged over":"按住快捷键移动所有相同物品", - "keyDragMoveOne":"keyDrag | 就移一个", - "Key to move one item from each stack dragged over":"按住快捷键移动物品,被指到的物品仅移动一个", - "keyDragMoveStacks":"keyDragMove | 移一份", - "Key to move the entire stacks dragged over":"按住快捷键移动物品,被指到的格子全部移动", - "keyDragDropLeaveOne":"keyDragDrop | 丢到就剩一个", - "Key to drop all but the last item from each stack dragged over":"按住快捷键丢弃物品,被指到的物品仅保留一个", - "keyDragDropSingle":"keyDragDrop | 就扔一个", - "Key to drop one item from each stack dragged over":"按住快捷键丢弃物品,被指到的物品仅丢弃一个", - "keyDragDropStacks":"keyDragDropStacks | 扔一份", - "Key to drop the entire stacks dragged over":"按住快捷键丢弃物品,被指到的格子全部丢弃", - "keyMoveEverything":"keyMove | 移动所有", - "Key to move ALL items to the other\ninventory when clicking a stack":"点击物品时,将所有物品移到另一个容器内", - "wsMoveDownLeaveOne":"wsMoveDown | 就剩一个§4S", - "The key to move all but the last item from each stack\n\"down\" in the inventory":"将库存中除最后一个物品之外的所有物品从每堆物品“向下”移动的键", - "wsMoveDownMatching":"wsMoveDown | 全部下移", - "The key to move all matching items \"down\" in the inventory":"将库存中所有相同物品“向下”移动的键", - "wsMoveDownSingle":"wsMoveDown | 就下移一个", - "The key to move single items \"down\" in the inventory":"在库存中移动单个物品“向下”的键", - "wsMoveDownStacks":"wsMoveDown | 下移一份", - "The key to move stacks \"down\" in the inventory":"在库存中移动一份物品“向下”的键", - "wsMoveUpLeaveOne":"wsMoveUp | 就剩一个§4W", - "The key to move all but the last item from each stack\n\"up\" in the inventory":"将库存中除最后一个物品之外的所有物品从每堆物品“向上”移动的键", - "wsMoveUpMatching":"wsMoveUp | 全部上移", - "The key to move all matching items \"up\" in the inventory":"将库存中所有相同物品“向上”移动的键", - "wsMoveUpSingle":"wsMoveUp | 就上移一个", - "The key to move single items \"up\" in the inventory":"在库存中移动单个物品“向上”的键", - "wsMoveUpStacks":"wsMoveUp | 上移一份", - "The key to move stacks \"up\" in the inventory":"在库存中移动一份物品“向上”的键", - "modifierMoveEverything":"modifierMove | 移动所有", - "Modifier key to move ALL items to the other\ninventory when scrolling over a stack":"当在堆栈上滚动时,修饰键将所有项目移动到另一个库存\n(这个快捷键并没有实际功能,类似前缀)", - "modifierMoveMatching":"modifierMove | 移动相同", - "Modifier key to move all matching items to the other\ninventory when scrolling over a stack":"当在堆栈上滚动时,修饰键将所有匹配的项目移动到另一个库存\n(这个快捷键并没有实际功能,类似前缀)", - "modifierMoveStack":"modifierMove | 移动一份", - "Modifier key to move the entire stack to the other\ninventory when scrolling over it":"当在堆栈上滚动时,修饰键将整个堆栈移动到另一个库存\n(这个快捷键并没有实际功能,类似前缀)", - - //20210922更新TAG - "packetRateLimit":"packetRateLimit | 最大数据流", - "The limit of sent emulated slot click packets per game tick,\nif 'rateLimitClickPackets' is enabled":"当§6[连点限制]§f开启后限制每个tick发送的最大模拟操作数据包的数量", - "rateLimitClickPackets":"rateLimitClick | 连点限制", - "This is meant for compatibility with Spigot servers and similar,\nwhich apply rate limits to packets from the client.\nThis queues up the emulated slot click packets and sends\nthem rate limited over time. The limit per game tick can be set in 'packetRateLimit´.":"这是为了与Spigot服务器和类似服务器兼容,\n对来自客户端的数据包发送速率进行限制。\n这将模拟操作的数据包排队,\n并随着时间的推移向它们发送速率受限的数据包。\n每个tick的限制可以在§6[最大数据流]§f中设置", - "villagerTradeUseGlobalFavorites":"villagerTrade | 交易收藏", - "Whether or not global (per-item-type) villager trade\nfavorites should be used.":"该功能开启后,使用§6[交易优化]§f+鼠标中键\n标注的交易项目将会置顶", - "villagerTradeListRememberScrollPosition":"villagerTrade | 交易书签", - "Remember and restore the last scroll position in the\ntrade list when re-opening the GUI":"该功能开启后,退出村民交易GUI时将不会重置滚动条", - - "enableVillagerTradeFeatures":"VillagerTrade | 交易收藏", - "Enable trade favoriting and quick trade features for villagers.\nNote: The Shift + scrolling over the output slot is a separate feature\nand not affected by this option.\nThis option enables middle clicking to mark favorite trades,\nand right clicking on the trade list to fully trade that one trade.":"为村民启用交易收藏和快速交易功能。 \n注意:Shift+在输出槽上滚动是一个单独的功能,不受此选项的影响。 \n此选项允许通过§6[交易优化]§f+单击鼠标中键来标记最喜欢的交易,\n并开启在交易列表上右键单击物品购空物品的功能。", - - "villagerTradeFavorites":"villagerTrade | 交易优化", - "Trade everything possible with all the favorited trades\nof the current villager":"该功能为交易收藏功能的前置按键设置\n测试后发现该功能可以一键买空所有收藏的交易内容", - - "modifierToggleVillagerGlobalFavorite":"VillagerGlobal | 交易收藏", - "Modifier key to hold while middle clicking a trade,\nto toggle the global favorite state for that trade.\nGlobal favorites are used for villagers that don't have any specific favorites set.":"按住该快捷键单击鼠标中键对交易进行收藏\n全局收藏将会作用于没有特殊交易的村民", - - //20220121更新TAG - "modMainToggle":"modMain | 主开关", - "Can disable all the functionality of the entire mod":"能否禁用整个mod的所有功能", - "toggleModOnOff":"ModOnOff | 主开关", - "Toggle all mod functionality ON/OFF":"打开/关闭所有mod功能", - "Modifier key to hold while middle clicking a trade,\nto toggle the global favorite state for that trade.\nGlobal favorites are used for villagers that don't\nhave any \"local\"/villager-specific favorites set.":"使用鼠标中键点击交易内容时按住快捷键\n切换该交易为全局最喜欢的状态(§d粉色星§f)\n全局的交易收藏夹只能用于没有任何\n“本地收藏夹(§e黄色星§f)”的村民", - - //20220731更新TAG - "massCraftInhibitMidUpdates":"massCraft | 批量合成刷新优化", - "Prevent recipe output slot updates in the middle of moving items\nto the crafting grid. This should reduce CPU usage\nbecause of not constantly querying the recipe after every grid change.":"禁止批量合成时配方输出槽在材料移动到合成GUI的过程中更新。\n这将会减少CPU的占用,因为游戏会在每次合成配方更改后\n不断地查询配方并显示产物。", - "massCraftInterval":"massCraft | 批量合成速度", - "The interval in game ticks the massCraft operation is repeated at":"每tick中批量合成的次数", - "massCraftIterations":"massCraft | 批量合成尝试", - "How many massCraft iterations/attempts to do per execution.\nWith unstackable items or a full inventory and \"small recipe\"\nthis will need to be larger, as a shift + click craft to the inventory\nmight only craft 1 or 2 items per operation.":"设置每次执行多少次批量合成的迭代或者尝试,\n当玩家合成不可堆叠的物品时或背包已经满了的时候这类情况,\n这将需要玩家拥有更大的背包空间,\n因为使用shift单击合成时,\n背包中可能只进行1或2次合成操作。", - "massCraftSwapsOnly":"massCraft | 批量合成新方法", - "Uses a newer method of filling the crafting grid,\nusing only swap slot packets.\n\nNote: Due to only using slot swap packets,\nno partial crafts are possible! And also no\nstack splitting will happen, at all.":"使用新的方法填充配方GUI,\n只使用slot swap packets(槽位交换包)\n注意:由于只使用槽位交换包,不可能有部分的合成!\n而且也不会发生整组物品拆开的现象。", - "useRecipeCaching":"massCraft | 使用配方缓存", - "Enables caching the last used recipe in the crafting\nrecipe output item fetching code. This can help a lot\nwith lowering CPU usage when mass crafting stuff.":"在合成配方操作获取输出项时的参数中,\n传递缓存中最后使用的配方参数。\n当大量制作物品时,这可以大大降低CPU使用率。", - - "itemscroller.gui.title.configs": "物品滚轮配置汉化——醉梦巅峰(ZMDF)-2022.01.21" -} \ No newline at end of file diff --git a/src/main/resources/assets/itemscroller/lang/zh_tw.json b/src/main/resources/assets/itemscroller/lang/zh_tw.json deleted file mode 100644 index 2e287dc4..00000000 --- a/src/main/resources/assets/itemscroller/lang/zh_tw.json +++ /dev/null @@ -1,160 +0,0 @@ -{ - - "itemscroller.gui.button.config_gui.generic": "通用", - "itemscroller.gui.button.config_gui.hotkeys": "快捷鍵", - "itemscroller.gui.button.config_gui.toggles": "開關", - - "itemscroller.gui.label.recipe_page": "頁 %d / %d", - "itemscroller.gui.label.trades": "交易", - "itemscroller.gui.label.trade_uses": "交易使用: %d / %", - - "itemscroller.message.toggled_mod_off": "Item Scroller 功能調整為: §c關閉", - "itemscroller.message.toggled_mod_on": "tem Scroller 功能調整為: §a開啟", - - "enableCraftingFeatures":"Crafting | 製作特性", - "Enables scrolling items to and from crafting grids,\nwith a built-in 18 recipe memory.\nHold down the Recipe key to see the stored recipes and\nto change the selection. While holding the Recipe key,\nyou can either scroll or press a number key to change the selection.\nA recipe is stored to the currently selected \"recipe slot\"\n by clicking pick block over a configured crafting output slot.\nThe supported crafting grids must be added to the scrollableCraftingGrids list.":"開啟內建共 8 頁每頁 18 種配方的儲存,使得物品可以放置到合成表\n按住 Recipe(配方)的快捷鍵查看配方列表,您可以滑動滾輪或使用數字鍵選擇配方\n點擊配方可以在工作台完成合成,在放置配方達到待命狀態時(不取出合成產物)\n按下設定的 storeRecipe(儲存配方)快捷鍵就可以在選擇的列表格內進行配方儲存(自動覆寫)。", - "enableDropkeyDropMatching":"Dropkey | 批次丟棄", - "Enables dropping all matching items from the same\ninventory with the hotkey":"使用快捷鍵從同一物品欄內丟棄所有匹配物品", - "enableRightClickCraftingOneStack":"RightClick | 右鍵製作", - "Enables crafting up to one full stack when right clicking on\na slot that has been configured as a crafting output slot.":"當右鍵點擊儲存的配方,可以直接製造一個物品", - "enableScrollingEverything":"Scrolling | 滾動所有", - "Enables scroll moving all items at once while\nholding the modifierMoveEverything keybind":"按住滾動所有快捷鍵時,允許滑動滑輪移動所有物品", - "enableScrollingMatchingStacks":"Scrolling | 滾動相同物品(全部)", - "Enables scroll moving all matching stacks at once\nwhile holding the modifierMoveMatching keybind":"按住滾動全部物品快捷鍵時,允許滑動滑輪移動所有相同物品", - "enableScrollingSingle":"Scrolling | 滾動物品", - "Enables moving items one item at a time by scrolling over a stack":"通過在物品上滑動滾輪,單個移動物品", - "enableScrollingStacks":"Scrolling | 滾動相同物品(一組)", - "Enables moving entire stacks at a time by scrolling over a stack":"按住滾動單組物品快捷鍵時,允許滑動滑輪移動一組相同物品", - "enableScrollingStacksFallback":"enableScrolling | 滾動合成", - "Enables a \"fallback\" mode for scrolling entire stacks\n(for example to a vanilla crafting table,\nwhere shift + click doesn't work).":"在工作台內配方表使用滾動合成\n比如工作台 Shift + 點擊 不起作用時", - "enableScrollingVillager":"Scrolling | 交易滾動", - "Enables special handling for the Villager GUIs.\n(Normally you can't shift click items in them.)\nHold shift and scroll up/down over the trade output slot.":"為交易 GUI 進行特殊處理,可以對購買物品進行滾動\n(一滾馬雲流淚,兩滾建林下跪,三滾化騰心碎,懂我意思吧QAQ)", - "enableShiftDropItems":"ShiftDrop | shift 丟棄", - "Enables dropping all matching items at once by holding\nshift while clicking to drop a stack":"允許通過按住 Shift 鍵同時丟出一組物品\n從而一次性丟出所有匹配的物品", - "enableShiftPlaceItems":"Shift | shift 移動", - "Enables moving all matching stacks at once by holding\nshift while placing items to an empty slot":"在將物品放置到一個空槽時,通過按住 shift,\n可以一次移動所有匹配的物品", - "enableVillagerTradeList":"Villager | 村民交易列表", - "Render a 1.14-style trade list in villager GUIs":"在村民 GUI 中呈現一個 1.14 風格的交易列表\n(這不是 1.16 嗎??????)", - - "carpetCtrlQCraftingEnabledOnServer":"carpetCtrlQCrafting | 地毯端 CtrlQ 啟用", - "Set to true if the server is running the Carpet mod,\nand has the ctrlQCrafting option enabled.\nThis just changes which method Item Scroller uses\nfor the Drop key + Shift + Right click crafting.":"如果伺服器正在運行地毯端則設定為開啟,\n這將改變物品滾輪整組丟棄的使用方式\n變為 丟棄 + Shift + 右擊 丟棄整組", - "clientCraftingFixOn1.12":"clientCrafting | 1.12使用者端修復", - "Enable updating the crafting recipe output directly on the client side.\nThis fixes the quick/mass crafting and right-click-to-craft-a-stack\nfeatures othrwise being broken in 1.12.":"在使用者端直接更新製作配方輸出\n這修正了在 1.12 中快速/批次製造和右鍵點擊製造所產生的不可使用的問題。", - "craftingRenderRecipeItems":"craftingRenderRecipeItems | 配方顯示", - "If enabled, then the recipe items are also rendered\nin the crafting recipe view.":"如果啟用,那麼配方物品也會呈現在製作配方視圖中。", - "craftingRecipesSaveToFile":"craftingRecipes | 配方文件儲存", - "If enabled, then the crafting features recipes are saved to a file\ninside minecraft/itemscroller/recipes_worldorservername.nbt.\nThis makes the recipes persistent across game restarts.":"如果啟用,那麼製作配方將儲存到\nminecraft/itemscroller/recipes_worldorservername.nbt\n內的一個文件中。這使得配方在遊戲重啟時能保持不變", - "craftingRecipesSaveFileIsGlobal":"craftingRecipesSave | 全局配方儲存", - "If true, then the recipe file is global, instead\n of being saved per-world or server":"如果為真,則配方文件是全局的,而不是每個世界或每個伺服器單獨儲存的", - "reverseScrollDirectionSingle":"reverseScrollDirection | 反向單個移動", - "Reverse the scrolling direction for single item mode.":"反轉滾動方向為單個物品移動模式", - "reverseScrollDirectionStacks":"reverseScrollDirection | 反向單組移動", - "Reverse the scrolling direction for full stacks mode.":"反轉滾動方向為單組物品移動模式", - "useSlotPositionAwareScrollDirection":"useSlotPositionAware | 欄位滾動方向", - "When enabled, the item movement direction depends\non the slots' y-position on screen. Might be derpy with more\ncomplex inventories, use with caution!":"當啟用時,物品的移動方向取決於螢幕上欄位的 y 軸位置。使用謹慎!", - "villagerTradeListRememberPage":"villagerTradeList | 交易頁面記憶", - "Remember and restore the last looked at page/trade when re-opening the GUI":"當重新打開 GUI 時,記住並恢復最後看到的頁面/交易", - - "openConfigGui":"openConfigGui | 打開設定界面", - "Open the in-game config GUI":"打開遊戲內設定界面", - "craftEverything":"craft | 全部製作", - "Craft everything possible once with the currently selected recipe":"用目前選擇的配方消耗完所有的材料", - "dropAllMatching":"dropAll | 全部丟棄", - "Drop all stacks identical to the hovered stack":"丟棄所有滑鼠指針指向的物品", - "mainToggle":"mainToggle | 主開關", - "Toggle all functionality ON/OFF":"開啟/關閉所有功能,\n§4似乎是個擺設 —— ZMDF§r", - "massCraft":"massCraft | 全部合成拋出", - "Mass craft and throw out the results with the\ncurrently selected recipe as long as this\nkeybind is held down":"批次製作目前選擇的配方物品並將它們丟出,\n只要你按住快捷鍵\n(§6做一個快樂的人體噴泉 —— ZMDF§r)", - "moveCraftResults":"moveCraft | 工作台放置", - "Move all of the currently selected recipe's\noutput items from the player inventory\nto the other inventory":"將目前選擇的物品配方材料全部放置於合成台。", - "moveStackToOffhand":"moveStack | 手持物品", - "Swap the hovered stack with the offhand":"將滑鼠指針指向的物品移到副手欄", - "recipeView":"recipeView | 配方視圖", - "Show the Item Scroller recipe GUI":"顯示配方的 GUI", - "slotDebug":"slotDebug | 除錯欄", - "Print debug info for the hovered slot or GUI":"列印滑鼠懸停欄位或 GUI 的除錯訊息\n(§4然而並沒有什麼用 —— ZMDF§r)", - "storeRecipe":"storeRecipe | 儲存配方", - "Store a recipe while hovering over a crafting output item":"將滑鼠懸停在製作輸出項目上時儲存合成配方", - "throwCraftResults":"throwCraft | 全部拋出", - "Throw all of the currently selected recipe's\noutput items to the ground from the player inventory":"批次丟出目前選擇的配方物品\n(§6人體噴泉 +1 —— ZMDF§r)", - "villagerTradeFavorites":"villagerTrade | 最優交易", - "Trade everything possible with all the favorited trades\nof the current villager":"用目前村民的所有優惠交易進行所有可能的交易", - "keyDragMoveLeaveOne":"keyDragMove | 就剩一個", - "Key to move all but the last item from\nall the stacks dragged over":"按住快捷鍵移動物品,被指到的物品僅保留一個", - "keyDragMoveMatching":"keyDragMove | 全部移動", - "Key to move all matching items dragged over":"按住快捷鍵移動所有相同物品", - "keyDragMoveOne":"keyDrag | 就移一個", - "Key to move one item from each stack dragged over":"按住快捷鍵移動物品,被指到的物品僅移動一個", - "keyDragMoveStacks":"keyDragMove | 移一份", - "Key to move the entire stacks dragged over":"按住快捷鍵移動物品,被指到的格子全部移動", - "keyDragDropLeaveOne":"keyDragDrop | 丟到就剩一個", - "Key to drop all but the last item from each stack dragged over":"按住快捷鍵丟棄物品,被指到的物品僅保留一個", - "keyDragDropSingle":"keyDragDrop | 就扔一個", - "Key to drop one item from each stack dragged over":"按住快捷鍵丟棄物品,被指到的物品僅丟棄一個", - "keyDragDropStacks":"keyDragDropStacks | 扔一份", - "Key to drop the entire stacks dragged over":"按住快捷鍵丟棄物品,被指到的格子全部丟棄", - "keyMoveEverything":"keyMove | 移動所有", - "Key to move ALL items to the other\ninventory when clicking a stack":"點擊物品時,將所有物品移到另一個容器內", - "wsMoveDownLeaveOne":"wsMoveDown | 就剩一個 §4S", - "The key to move all but the last item from each stack\n\"down\" in the inventory":"將物品欄中除最後一個物品之外的所有物品從每堆物品「向下」移動的鍵", - "wsMoveDownMatching":"wsMoveDown | 全部下移", - "The key to move all matching items \"down\" in the inventory":"將物品欄中所有相同物品「向下」移動的鍵", - "wsMoveDownSingle":"wsMoveDown | 就下移一個", - "The key to move single items \"down\" in the inventory":"在物品欄中移動單個物品「向下」的鍵", - "wsMoveDownStacks":"wsMoveDown | 下移一份", - "The key to move stacks \"down\" in the inventory":"在物品欄中移動一份物品「向下」的鍵", - "wsMoveUpLeaveOne":"wsMoveUp | 就剩一個 §4W", - "The key to move all but the last item from each stack\n\"up\" in the inventory":"將物品欄中除最後一個物品之外的所有物品從每堆物品「向上」移動的鍵", - "wsMoveUpMatching":"wsMoveUp | 全部上移", - "The key to move all matching items \"up\" in the inventory":"將物品欄中所有相同物品「向上」移動的鍵", - "wsMoveUpSingle":"wsMoveUp | 就上移一個", - "The key to move single items \"up\" in the inventory":"在物品欄中移動單個物品「向上」的鍵", - "wsMoveUpStacks":"wsMoveUp | 上移一份", - "The key to move stacks \"up\" in the inventory":"在物品欄中移動一份物品「向上」的鍵", - "modifierMoveEverything":"modifierMove | 移動所有", - "Modifier key to move ALL items to the other\ninventory when scrolling over a stack":"當在堆疊上滾動時,修飾鍵將所有項目移動到另一個物品欄\n(這個快捷鍵並沒有實際功能,類似前綴)", - "modifierMoveMatching":"modifierMove | 移動相同", - "Modifier key to move all matching items to the other\ninventory when scrolling over a stack":"當在堆疊上滾動時,修飾鍵將所有匹配的項目移動到另一個物品欄\n(這個快捷鍵並沒有實際功能,類似前綴)", - "modifierMoveStack":"modifierMove | 移動一份", - "Modifier key to move the entire stack to the other\ninventory when scrolling over it":"當在堆疊上滾動時,修飾鍵將整個堆疊移動到另一個物品欄\n(這個快捷鍵並沒有實際功能,類似前綴)", - - //20210922更新TAG - "packetRateLimit":"packetRateLimit | 最大數據流", - "The limit of sent emulated slot click packets per game tick,\nif 'rateLimitClickPackets' is enabled":"當§6[連點限制]§f開啟後限制每個 Tick 發送的最大模擬操作封包的數量", - "rateLimitClickPackets":"rateLimitClick | 連點限制", - "This is meant for compatibility with Spigot servers and similar,\nwhich apply rate limits to packets from the client.\nThis queues up the emulated slot click packets and sends\nthem rate limited over time. The limit per game tick can be set in 'packetRateLimit´.":"這是為了與 Spigot 伺服器和類似伺服器相容,\n對來自使用者端的封包發送速率進行限制。\n這將模擬操作的封包排隊,\n並隨著時間的推移向它們發送速率受限的封包。\n每個 Tick 的限制可以在§6[最大數據流]§f中設定", - "villagerTradeUseGlobalFavorites":"villagerTrade | 交易收藏", - "Whether or not global (per-item-type) villager trade\nfavorites should be used.":"該功能開啟後,使用 §6[交易最佳化] §f+ 滑鼠中鍵\n標註的交易項目將會置頂", - "villagerTradeListRememberScrollPosition":"villagerTrade | 交易書籤", - "Remember and restore the last scroll position in the\ntrade list when re-opening the GUI":"該功能開啟後,退出村民交易 GUI 時將不會重設滾動條", - - "enableVillagerTradeFeatures":"VillagerTrade | 交易收藏", - "Enable trade favoriting and quick trade features for villagers.\nNote: The Shift + scrolling over the output slot is a separate feature\nand not affected by this option.\nThis option enables middle clicking to mark favorite trades,\nand right clicking on the trade list to fully trade that one trade.":"為村民啟用交易收藏和快速交易功能。 \n注意:Shift+在輸出槽上滾動是一個單獨的功能,不受此選項的影響。 \n此選項允許通過 §6[交易最佳化] §f+ 單擊滑鼠中鍵來標記最喜歡的交易,\n並開啟在交易列表上右鍵單擊物品購空物品的功能。", - - "villagerTradeFavorites":"villagerTrade | 交易最佳化", - "Trade everything possible with all the favorited trades\nof the current villager":"該功能為交易收藏功能的前置按鍵設定\n測試後發現該功能可以一鍵買空所有收藏的交易內容", - - "modifierToggleVillagerGlobalFavorite":"VillagerGlobal | 交易收藏", - "Modifier key to hold while middle clicking a trade,\nto toggle the global favorite state for that trade.\nGlobal favorites are used for villagers that don't have any specific favorites set.":"按住該快捷鍵單擊滑鼠中鍵對交易進行收藏\n全局收藏將會作用於沒有特殊交易的村民", - - //20220121更新TAG - "modMainToggle":"modMain | 主開關", - "Can disable all the functionality of the entire mod":"能否禁用整個 Mod 的所有功能", - "toggleModOnOff":"ModOnOff | 主開關", - "Toggle all mod functionality ON/OFF":"打開/關閉所有 Mod 功能", - "Modifier key to hold while middle clicking a trade,\nto toggle the global favorite state for that trade.\nGlobal favorites are used for villagers that don't\nhave any \"local\"/villager-specific favorites set.":"使用滑鼠中鍵點擊交易內容時按住快捷鍵\n切換該交易為全局最喜歡的狀態(§d粉色星§f)\n全局的交易收藏夾只能用於沒有任何\n「本地收藏夾(§e黃色星§f)」的村民", - - //20220731更新TAG - "massCraftInhibitMidUpdates":"massCraft | 批次合成刷新最佳化", - "Prevent recipe output slot updates in the middle of moving items\nto the crafting grid. This should reduce CPU usage\nbecause of not constantly querying the recipe after every grid change.":"禁止批次合成時配方輸出槽在材料移動到合成 GUI 的過程中更新。\n這將會減少 CPU 的占用,因為遊戲會在每次合成配方更改後\n不斷地查詢配方並顯示產物。", - "massCraftInterval":"massCraft | 批次合成速度", - "The interval in game ticks the massCraft operation is repeated at":"每 Tick 中批次合成的次數", - "massCraftIterations":"massCraft | 批次合成嘗試", - "How many massCraft iterations/attempts to do per execution.\nWith unstackable items or a full inventory and \"small recipe\"\nthis will need to be larger, as a shift + click craft to the inventory\nmight only craft 1 or 2 items per operation.":"設定每次執行多少次批次合成的疊代或者嘗試,\n當玩家合成不可堆疊的物品時或背包已經滿了的時候這類情況,\n這將需要玩家擁有更大的背包空間,\n因為使用 Shift 單擊合成時,\n背包中可能只進行 1 或 2 次合成操作。", - "massCraftSwapsOnly":"massCraft | 批次合成新方法", - "Uses a newer method of filling the crafting grid,\nusing only swap slot packets.\n\nNote: Due to only using slot swap packets,\nno partial crafts are possible! And also no\nstack splitting will happen, at all.":"使用新的方法填充配方 GUI,\n只使用 slot swap packets(槽位交換包)\n注意:由於只使用槽位交換包,不可能有部分的合成!\n而且也不會發生整組物品拆開的現象。", - "useRecipeCaching":"massCraft | 使用配方快取", - "Enables caching the last used recipe in the crafting\nrecipe output item fetching code. This can help a lot\nwith lowering CPU usage when mass crafting stuff.":"在合成配方操作獲取輸出項時的參數中,\n傳遞快取中最後使用的配方參數。\n當大量製作物品時,這可以大大降低 CPU 使用率。", - - "itemscroller.gui.title.configs": "物品滾輪設定漢化——醉夢巔峰(ZMDF)-2022.01.21" -} \ No newline at end of file diff --git a/src/main/resources/assets/litematica/lang/zh_cn.json b/src/main/resources/assets/litematica/lang/zh_cn.json deleted file mode 100644 index c24f0219..00000000 --- a/src/main/resources/assets/litematica/lang/zh_cn.json +++ /dev/null @@ -1,887 +0,0 @@ -{ - "litematica.error.area_selection.copy_failed": "无法复制选区", - "litematica.error.area_selection.create_failed": "无法创建一个名为“%s”的新选区文件,因为文件已存在", - "litematica.error.area_selection.failed_to_load": "无法加载选区", - "litematica.error.area_selection.grow.no_sub_region_selected": "没有选中子区域!", - "litematica.error.area_selection.no_placement_selected": "没有选中放置的投影!", - "litematica.error.area_selection.rename.already_exists": "错误:已经存在一个文件名为“%s”的区域", - "litematica.error.area_selection.rename.invalid_safe_file_name": "生成的文件名为“%s”的安全文件无效", - "litematica.error.duplicate_schematic_placement": "错误:尝试添加一个已经存在的投影放置", - "litematica.error.generic.creative_mode_only": "这个行为尽在创造模式中可用", - "litematica.error.generic.failed_to_delete_file": "无法删除文件“%s”", - "litematica.error.generic.failed_to_sort_list_of_ignored_states": "无法对忽略状态列表进行排序", - "litematica.error.generic.schematic_world_not_loaded": "原理图世界未被加载", - "litematica.error.area_editor.create_sub_region.exists": "名为'%s' 子区域已经存在", - "litematica.error.area_editor.no_selection": "无活动区域的选择", - "litematica.error.area_editor.open_gui.no_selection": "当前处于选择模式:Normal,但当前未选择任何区域", - "litematica.error.area_editor.rename_sub_region.exists": "重命名子区域失败\n已存在子区域名字为 '%s'", - "litematica.error.area_editor.switch_mode.no_selection": "无法切换到选择模式:Normal,因为当前没有选择区域.\n请在区域选择浏览器中选择一个区域或创建一个新的选择", - "litematica.error.schematic_conversion.schematic_to_litematica.failed_to_create_schematic": "创建litematica原理图失败", - "litematica.error.schematic_conversion.schematic_to_litematica.failed_to_read_schematic": "加载原理图失败", - "litematica.error.schematic_conversion.structure_to_litematica_failed": "无法将结构转换为litematica原理图", - "litematica.error.schematic.create.no_selections": "没有有效的选择区域", - "litematica.error.schematic_load.cant_read_file": "无法读取原理图文件 '%s' (不存在权限问题)", - "litematica.error.schematic_load.no_schematic_selected": "未选择原理图文件", - "litematica.error.schematic_load.no_schematic_version_information": "该原理图没有版本信息,无法安全加载", - "litematica.error.schematic_load.unsupported_schematic_version": "不支持的或将来版本的原理图 '%d'", - "litematica.error.schematic_load.unsupported_type": "未知或不支持的文件类型 '%s'", - "litematica.error.schematic_manager.schematic_export.unsupported_type": "只能以其他格式导出Litematica原理图", - "litematica.error.schematic_manager.schematic_import.unsupported_type": "所选的原理图类型不支持导入", - "litematica.error.schematic_placements.remove_fail_locked": "位置已锁定\n- 按住SHIFT键强制删除", - "litematica.error.schematic_save.directory_doesnt_exist": "没有这样的目录: '%s'", - "litematica.error.schematic_save.file_already_exists": "文件'%s' 已经存在", - "litematica.error.schematic_save.invalid_directory": "无效目录 '%s'", - "litematica.error.schematic_save.invalid_schematic_name": "无效的原理图名称 '%s'", - "litematica.error.schematic_save.schematic_creation_failed": "创建原理图失败", - "litematica.error.schematic_read_from_file_failed.cant_read": "从文件 '%s'中读取原理图", - "litematica.error.schematic_read_from_file_failed.exception": "从文件 '%s'中读取原理图时出现异常", - "litematica.error.schematic_read_from_file_failed.no_file": "从文件中读取原理图失败:没有可用的文件(内存中的原理图?)", - "litematica.error.schematic_projects.empty_selection": "空白区域选择(0个子区域)", - "litematica.error.schematic_projects.failed_to_load_project": "加载项目失败", - "litematica.error.schematic_projects.failed_to_load_schematic": "加载当前版本的原理图失败", - "litematica.error.schematic_projects.failed_to_rename_project_file_exception": "未能将项目文件重命名为 '%s' (exception)", - "litematica.error.schematic_projects.failed_to_rename_project_file_exists": "无法将项目重命名为'%s', 文件已存在", - "litematica.error.schematic_projects.invalid_project_directory": "项目目录无效或不存在", - "litematica.error.schematic_projects.no_project_open": "没有项目被打开", - "litematica.error.schematic_projects.in_projects_mode_but_no_project_open": "目前处于原理图项目模式,但目前没有打开的项目", - "litematica.error.schematic_projects.null_player": "player为空", - "litematica.error.schematic_projects.project_already_exists": "项目'%s' 已经存在", - "litematica.error.schematic_projects.save_already_in_progress": "正在保存", - "litematica.error.schematic_write_to_file_failed.directory_creation_failed": "未能创建原理图目录 '%s'", - "litematica.error.schematic_write_to_file_failed.exception": "未能将原理图写入文件 '%s' (exception)", - "litematica.error.schematic_write_to_file_failed.exists": "未能将结构写入文件 '%s', 文件已存在", - "litematica.error.structure_write_to_file_failed.exception": "未能将结构写入文件 '%s' (exception)", - "litematica.error.structure_write_to_file_failed.exists": "未能将结构写入文件 '%s', 文件已存在", - "litematica.hotkeys.category.generic_hotkeys": "通用热键", - "litematica.info.schematic_load.schematic_loaded": "原理图 '%s' 成功加载到内存中", - "litematica.info.schematic_manager.preview.right_click_to_cancel": "右键单击该按钮可取消挂起的预览操作", - "litematica.info.schematic_manager.preview.set_preview_by_taking_a_screenshot": "使用普通屏幕截图键设置预览\n或者右键单击“设置预览”按钮取消设置预览", - "litematica.info.schematic_manager.preview.success": "已成功设置预览图像", - "litematica.gui.button.area_editor.analyze_area": "分析区域", - "litematica.gui.button.area_editor.change_corner_mode": "选区模式:%s", - "litematica.gui.button.area_editor.change_selection_mode": "选择模式:%s", - "litematica.gui.button.area_editor.create_schematic": "保存原理图", - "litematica.gui.button.area_editor.create_sub_region": "新建子区域", - "litematica.gui.button.area_editor.origin_enabled": "手动来源:%s", - "litematica.gui.button.area_editor.set_box_name": "set", - "litematica.gui.button.area_editor.set_selection_name": "set", - "litematica.gui.button.area_selection_mode": "区域选择模式:%s", - "litematica.gui.button.area_selections.create_directory": "创建目录", - "litematica.gui.button.area_selections.create_new_selection": "新选择", - "litematica.gui.button.area_selections.create_selection_from_placement": "从位置", - "litematica.gui.button.area_selections.unselect": "取消选择", - "litematica.gui.button.change_menu.area_editor": "选区编辑器", - "litematica.gui.button.change_menu.configuration_menu": "配置菜单", - "litematica.gui.button.change_menu.load_schematics_to_memory": "加载原理图", - "litematica.gui.button.change_menu.schematic_manager": "原理图目录", - "litematica.gui.button.change_menu.schematic_projects_manager": "原理图文件夹", - "litematica.gui.button.change_menu.show_area_selections": "选区目录", - "litematica.gui.button.change_menu.show_loaded_schematics": "已加载原理图", - "litematica.gui.button.change_menu.show_schematic_placements": "原理图编辑", - "litematica.gui.button.change_menu.task_manager": "任务管理器", - "litematica.gui.button.change_menu.to_main_menu": "投影菜单", - "litematica.gui.button.config_gui.colors": "颜色", - "litematica.gui.button.config_gui.generic": "通用", - "litematica.gui.button.config_gui.hotkeys": "热键", - "litematica.gui.button.config_gui.info_overlays": "信息覆盖", - "litematica.gui.button.config_gui.render_layers": "渲染层", - "litematica.gui.button.config_gui.visuals": "视觉", - "litematica.gui.button.hover.area_editor.shift_for_in_memory": "按住shift创建一个仅在内存中的原理图", - "litematica.gui.button.hover.area_selections.unselect": "取消选择当前区域选择", - "litematica.gui.button.hover.material_list.clear_cache": "清除材料缓存\n通常这不应该需要做的\n这可以用来代替删除'material_cache.nbt'\n文件,以防缓存含有一些错误的数据,\n如一些不应存在的物品储存,如活塞头", - "litematica.gui.button.hover.material_list.write_hold_shift_for_csv": "按住shift写入csv文件,\n而不是普通的ASCII艺术表文本文件", - "litematica.gui.button.hover.material_list_shift_to_select_sub_regions": "按住shift选择用于材料列表的子区域", - "litematica.gui.button.hover.plus_minus_tip": "左键单击可增大\n右键单击可减小\nShift and/or Alt 增加步长", - "litematica.gui.button.hover.plus_minus_tip_ctrl_alt_shift": "左键单击可增大\n右键单击可减小\nShift/Alt/Ctrl 增加步长(乘法)", - "litematica.gui.button.hover.schematic_list.reload_schematic": "如果你在原理图编辑模式下出错,从文件中重新加载原理图。这将非常有用。", - "litematica.gui.button.hover.schematic_projects.area_browser_disabled_currently_in_projects_mode": "当前打开了一个原理图项目\n原理图项目将覆盖正常区域选择功能", - "litematica.gui.button.hover.schematic_projects.delete_area": "§6删除最后放置或保存的区域§r", - "litematica.gui.button.hover.schematic_projects.menu_warning": "(这之前被称为原理图项目)通常你§6不应该使用这个功能§r,\n除非你真的知道它是如何工作的。它在一定程度上改变了\n区域的选择、放置和粘贴的工作方式,特别是在粘贴时,\n也有一个区域删除的操作。基本上,这个功能是更新、\n修改图纸而设计的,它允许你更容易地创建相同构建的\n多个版本/快照,也可以通过首先删除世界上的原理图,\n然后在其位置粘贴下一个版本来在版本之间切换。", - "litematica.gui.button.hover.schematic_projects.move_origin_to_player": "将项目原点移动到玩家当前位置\n这还会移动区域选择和放置", - "litematica.gui.button.hover.schematic_projects.place_to_world_warning": "§6警告:这将在一个之前放置或者保存的\n§6一个版本的区域里,删除/覆盖当前世界里的方块\n§6(基本上是最后一次看到的“有效区域选择”)", - "litematica.gui.button.hover.schematic_projects.save_new_version": "将新的原理图/版本保存到当前项目", - "litematica.gui.button.material_list": "材料列表", - "litematica.gui.button.material_list.clear_cache": "清除缓存", - "litematica.gui.button.material_list.clear_ignored": "清除忽略", - "litematica.gui.button.material_list.hide_available": "隐藏可用: %s", - "litematica.gui.button.material_list.ignore": "忽略", - "litematica.gui.button.material_list.list_type": "显示: %s", - "litematica.gui.button.material_list.refresh_list": "刷新", - "litematica.gui.button.material_list.toggle_info_hud": "信息 HUD: %s", - "litematica.gui.button.material_list.write_to_file": "写入文件", - "litematica.gui.button.placement_sub.placement_configuration": "放置配置", - "litematica.gui.button.placement_sub.reset_sub_region_placement": "重置子区域", - "litematica.gui.button.placement_sub.slice_type": "切片: %s", - "litematica.gui.button.schematic_manager.export_as": "导出为 :", - "litematica.gui.button.schematic_placement.abbr.rendering": "R", - "litematica.gui.button.schematic_placement.ignore_entities": "忽略实体: %s", - "litematica.gui.button.schematic_placement.region_enabled": "区域: %s", - "litematica.gui.button.schematic_placement.reset_sub_region_placements": "重置所有子区域", - "litematica.gui.button.schematic_placement.toggle_all_off": "全部 §c关闭§r", - "litematica.gui.button.schematic_placement.toggle_all_on": "全部 §a开§r", - "litematica.gui.button.schematic_placement.hover.enclosing_box": "封闭框呈现: %s", - "litematica.gui.button.schematic_placement.hover.lock": "锁定位置可防止移动\n以其他方式更改它(意外地)", - "litematica.gui.button.schematic_placement.hover.rendering": "呈现: %s\n请注意,这有点奇怪\n并且不会阻止实体呈现.\n通常,您应该完全禁用\n完全放置", - "litematica.gui.button.schematic_placements.configure": "配置", - "litematica.gui.button.schematic_placements.disable": "禁用", - "litematica.gui.button.schematic_placements.locked": "已锁定: %s", - "litematica.gui.button.schematic_placements.placement_enabled": "位置: %s", - "litematica.gui.button.schematic_placements.remove": "删除", - "litematica.gui.button.schematic_placements.rendering_enabled": "渲染: %s", - "litematica.gui.button.schematic_placements.select": "选择", - "litematica.gui.button.schematic_projects.close_project": "关闭当前项目", - "litematica.gui.button.schematic_projects.create_project": "创建项目", - "litematica.gui.button.schematic_projects.delete_area": "删除区域", - "litematica.gui.button.schematic_projects.load_project": "加载项目", - "litematica.gui.button.schematic_projects.move_origin_to_player": "移动到玩家", - "litematica.gui.button.schematic_projects.open_area_editor": "区域编辑", - "litematica.gui.button.schematic_projects.open_manager_gui": "打开管理器", - "litematica.gui.button.schematic_projects.open_project_browser": "项目浏览器", - "litematica.gui.button.schematic_projects.place_to_world": "在世界上放置", - "litematica.gui.button.schematic_projects.save_version": "保存版本", - "litematica.gui.button.schematic_verifier.ignore": "忽略", - "litematica.gui.button.schematic_verifier.range_type": "范围: %s", - "litematica.gui.button.schematic_verifier.reset_ignored": "重置被忽略", - "litematica.gui.button.schematic_verifier.reset_verifier": "重置数据", - "litematica.gui.button.schematic_verifier.resume": "摘要验证", - "litematica.gui.button.schematic_verifier.start": "开始验证", - "litematica.gui.button.schematic_verifier.stop": "停止验证", - "litematica.gui.button.schematic_verifier.toggle_info_hud": "信息HUD: %s", - "litematica.gui.button.cancel": "取消", - "litematica.gui.button.configure": "配置", - "litematica.gui.button.copy": "复制", - "litematica.gui.button.create_directory": "新建目录", - "litematica.gui.button.create_placement": "创造放置", - "litematica.gui.button.delete": "删除", - "litematica.gui.button.disable": "禁用", - "litematica.gui.button.enable": "启用", - "litematica.gui.button.import": "导入", - "litematica.gui.button.load_schematic_to_memory": "加载原理图", - "litematica.gui.button.mirror_value": "镜像: %s", - "litematica.gui.button.move_to_player": "移动到玩家", - "litematica.gui.button.ok": "Ok", - "litematica.gui.button.reload": "重载", - "litematica.gui.button.remove": "删除", - "litematica.gui.button.remove_placement": "删除放置", - "litematica.gui.button.rename": "重命名", - "litematica.gui.button.rotation_value": "旋转: %s", - "litematica.gui.button.save_new_schematic_version": "保存版本", - "litematica.gui.button.save_schematic": "保存原理图", - "litematica.gui.button.save_to_file": "保存到文件", - "litematica.gui.button.schematic_verifier": "原理图验证程序", - "litematica.gui.button.set_preview": "设置预览", - "litematica.gui.button.tool_mode": "工具模式: %s", - "litematica.gui.button.unload": "卸载", - "litematica.gui.button.unlocked": "解锁", - "litematica.gui.label.area_editor.box_name": "子区域框名称", - "litematica.gui.label.area_editor.selection_name": "选择名称", - "litematica.gui.label.area_editor.corner_1": "角1", - "litematica.gui.label.area_editor.corner_2": "角2", - "litematica.gui.label.area_editor.origin": "原点", - "litematica.gui.label.area_editor.dimensions": "尺寸", - "litematica.gui.label.area_editor.pos1": "角1", - "litematica.gui.label.area_editor.pos2": "角2", - "litematica.gui.label.area_editor.sub_regions": "子区域 (%s)", - "litematica.gui.label.area_selection_manager.current_selection": "所选区域: %s", - "litematica.gui.label.area_selection_box_count": "框数: %d", - "litematica.gui.label.area_selection_origin": "原点: %s", - "litematica.gui.label.area_selection.mode.normal": "正常", - "litematica.gui.label.area_selection.mode.simple": "简单", - "litematica.gui.label.block_info.state_client": "客户端世界的方块信息", - "litematica.gui.label.block_info.state_schematic": "原理图世界的方块信息", - "litematica.gui.label.block_info_list_type.all": "ALL", - "litematica.gui.label.block_info_list_type.render_layers": "渲染层", - "litematica.gui.label.easy_place_protocol.auto": "Auto", - "litematica.gui.label.easy_place_protocol.none": "None", - "litematica.gui.label.easy_place_protocol.slabs_only": "Slabs only", - "litematica.gui.label.easy_place_protocol.v2": "Version 2", - "litematica.gui.label.easy_place_protocol.v3": "Version 3", - - "litematica.gui.label.loaded_schematic.modified_on": "§6在%s上修改§r", - "litematica.gui.label.material_list.abbr.shulker_box": "潜影盒", - "litematica.gui.label.material_list.title.available": "可用", - "litematica.gui.label.material_list.title.item": "项目", - "litematica.gui.label.material_list.title.missing": "缺少", - "litematica.gui.label.material_list.title.total": "总计", - "litematica.gui.label.material_list.multiplier": "倍数:", - "litematica.gui.label.material_list.name": "名称", - "litematica.gui.label.material_list.progress": "进度: %s", - "litematica.gui.label.material_list.progress.done": "完成 %s", - "litematica.gui.label.material_list.progress.mismatch": "不匹配的 %s", - "litematica.gui.label.material_list.progress.missing": "缺少 %s", - "litematica.gui.label.material_list.total": "总计: %s 个物品", - "litematica.gui.label.missing_chunks": "%s, 缺失区块 (%s)", - "litematica.gui.label.origin.auto": "自动", - "litematica.gui.label.origin.manual": "手动", - "litematica.gui.label.paste_nbt_behavior.none": "None", - "litematica.gui.label.paste_nbt_behavior.place_data_modify": "Place & Data Modify", - "litematica.gui.label.paste_nbt_behavior.place_clone": "Place & Clone", - "litematica.gui.label.paste_nbt_behavior.teleport_place": " Teleport & Place", - "litematica.gui.label.placement_sub.region_name": "区域名: %s", - "litematica.gui.label.placement_sub.region_position": "区域位置", - "litematica.gui.label.placement_sub.region_size": "区域大小: %s", - "litematica.gui.label.placement_settings.placement_origin": "放置原点", - "litematica.gui.label.render_layers.hotkey": "热键", - "litematica.gui.label.render_layers.hover.hotkey": "下一个/上一个图层热键将影响此边界\n如果两者都被选中,那么热键将被影响\n在最接近玩家的边界", - "litematica.gui.label.replace_behavior.all": "所有", - "litematica.gui.label.replace_behavior.none": "无", - "litematica.gui.label.replace_behavior.with_non_air": "非空气", - "litematica.gui.label.schematic_info.schematic_author": "原理图作者: §f%s§r", - "litematica.gui.label.schematic_info.description": "说明:", - "litematica.gui.label.schematic_info.enclosing_size": "框大小:", - "litematica.gui.label.schematic_info.enclosing_size_value": "框大小: §f%s§r", - "litematica.gui.label.schematic_info.name": "名字:", - "litematica.gui.label.schematic_info.region_count": "区域: §f%d§r", - "litematica.gui.label.schematic_info.time_created": "已创建: §f%s§r", - "litematica.gui.label.schematic_info.time_modified": "修改自: §f%s§r", - "litematica.gui.label.schematic_info.total_blocks": "方块总数: §f%d§r", - "litematica.gui.label.schematic_info.total_blocks_and_volume": "方块/体积: §f%d§r/§f%d§r", - "litematica.gui.label.schematic_info.total_volume": "总体积: §f%d§r 个方块", - "litematica.gui.label.schematic_load.checkbox.create_placement": "创建放置", - "litematica.gui.label.schematic_load.hoverinfo.create_placement": "立即创建新位置\n并选择该位置", - "litematica.gui.label.schematic_paste.missing_chunks": "粘贴,丢失的方块 (%s)", - "litematica.gui.label.schematic_placement.enclosing_size": "框尺寸: %s", - "litematica.gui.label.schematic_placement.hoverinfo.hold_shift_to_create_as_disabled": "按住shift以在创建时禁用放置", - "litematica.gui.label.schematic_placement.in_memory": "仅限内存", - "litematica.gui.label.schematic_placement.origin": "来源: %s", - "litematica.gui.label.schematic_placement.rename_placement": "重命名放置:", - "litematica.gui.label.schematic_placement.schematic_file": "文件: %s", - "litematica.gui.label.schematic_placement.schematic_name": "原理图: %s", - "litematica.gui.label.schematic_placement.sub_region_count": "子区域: %s", - "litematica.gui.label.schematic_placement.sub_regions": "子区域 (%s):", - "litematica.gui.label.schematic_projects.currently_open_project": "当前打开的项目: %s", - "litematica.gui.label.schematic_projects.origin": "来源:", - "litematica.gui.label.schematic_projects.project": "项目:", - "litematica.gui.label.schematic_projects.version": "版本: %s (of %s)", - "litematica.gui.label.schematic_projects.version_entry": "请参见. %d - %s", - "litematica.gui.label.schematic_projects.version_name": "版本名:", - "litematica.gui.label.schematic_save.checkbox.ignore_entities": "忽略实体", - "litematica.gui.label.schematic_save.hoverinfo.hold_shift_to_overwrite": "按住shift覆盖现有文件", - "litematica.gui.label.schematic_verifier.count": "数量", - "litematica.gui.label.schematic_verifier.expected": "投影原方块", - "litematica.gui.label.schematic_verifier.found": "当前放置方块", - "litematica.gui.label.schematic_verifier_display_type.all": "全部 (非忽略的)", - "litematica.gui.label.schematic_verifier_display_type.correct_state": "正确状态", - "litematica.gui.label.schematic_verifier_display_type.extra": "额外的方块", - "litematica.gui.label.schematic_verifier_display_type.missing": "缺失的方块", - "litematica.gui.label.schematic_verifier_display_type.wrong_blocks": "错误的方块", - "litematica.gui.label.schematic_verifier_display_type.wrong_state": "错误的状态", - "litematica.gui.label.schematic_verifier.status.done_errors": "警告: §c方块: %s§r, §6状态: %s§r, §b缺失: %s§r, §d额外: %s§r", - "litematica.gui.label.schematic_verifier.status.done_correct_total": "§a正确: %s§r, 总共: %s", - "litematica.gui.label.schematic_verifier.status.verifying": "不可见的区块: %s / %s", - "litematica.gui.label.schematic_verifier.verifier": "原理图验证程序", - "litematica.gui.label.task.title.remaining_chunks": "%s, 剩余区块 (%s)", - "litematica.gui.label.task_name.area_analyzer": "区域分析器", - "litematica.gui.label.task_name.delete": "删除任务", - "litematica.gui.label.task_name.fill": "填充任务", - "litematica.gui.label.task_name.material_list": "材料列表", - "litematica.gui.label.task_name.paste": "粘贴原理图", - "litematica.gui.label.task_name.save_schematic": "保存原理图", - "litematica.gui.label.task_name.verifier": "验证程序", - "litematica.gui.message.confirm_file_deletion": "是否要删除文件 '%s'", - "litematica.gui.message.schematic_projects.confirm_delete_area": "是否删除“上次受影响”的区域?\n这将删除这个工程管理器上次放置在世界上的,或者上次保存为一个版本文件的区域中任何方块实体\n(基本上是“最后一次看到受影响的区域”,这样如果你要循环版本,它就不会留下以前版本的方块)", - "litematica.gui.message.schematic_projects.confirm_place_to_world": "你想把这个版本放到世界吗?\n这将删除项目管理器最后放置到世界的区域内的任何方块和实体,或最后保存为版本. (基本上 \\\"最后见过受影响的区域\\\", 这样,如果你要循环版本,它不会留下以前版本的方块.)", - "litematica.gui.title.area_editor_normal": "区域编辑器(普通/多框模式)", - "litematica.gui.title.area_editor_normal_schematic_projects": "区域编辑器 (§6§l图形项目区域§r)", - "litematica.gui.title.area_editor_simple": "区域编辑器 (简单模式)", - "litematica.gui.title.area_editor_sub_region": "区域编辑器 (子区域)", - "litematica.gui.title.area_editor.sub_region_name": "子区域名称", - "litematica.gui.title.area_selection_manager": "区域选择管理器", - "litematica.gui.title.configure_schematic_placement": "配置原理图放置", - "litematica.gui.title.configure_schematic_sub_region": "配置放置子区域", - "litematica.gui.title.confirm_file_deletion": "确认文件删除", - "litematica.gui.title.copy_area_selection": "复制区域选择 '%s'", - "litematica.gui.title.create_area_selection": "新建区域选择", - "litematica.gui.title.create_area_selection_from_placement": "从原理图位置创建新的区域选择", - "litematica.gui.title.create_directory": "新建目录", - "litematica.gui.title.create_in_memory_schematic": "创建内存中的原理图", - "litematica.gui.title.create_schematic_project": "新建原理图项目", - "litematica.gui.title.litematica_main_menu": "投影 %s", - "litematica.gui.title.load_schematic": "加载原理图", - "litematica.gui.title.manage_loaded_schematics": "管理加载的原理图", - "litematica.gui.title.manage_schematic_placements": "管理原理图放置", - "litematica.gui.title.material_list.area_analyzer": "选择区域分析 '%s'", - "litematica.gui.title.material_list.placement": "放置材料列表 '%s'", - "litematica.gui.title.material_list.schematic": "原理图的材料清单 '%s' (%s of %s 区域)", - "litematica.gui.title.material_list.select_schematic_regions": "选择材料列表的子区域 '%s'", - "litematica.gui.title.rename_area_selection": "重命名区域选择", - "litematica.gui.title.rename_area_sub_region": "重命名子区域", - "litematica.gui.title.rename_schematic": "重命名原理图", - "litematica.gui.title.create_schematic_from_selection": "将当前选定的区域另存为原理图", - "litematica.gui.title.save_exported_schematic": "保存导出 %s 属于 '%s'", - "litematica.gui.title.save_imported_schematic": "保存导入的原理图", - "litematica.gui.title.save_schematic_from_memory": "将内存中的原理图保存到文件", - "litematica.gui.title.save_schematic_filename": "原理图文件名", - "litematica.gui.title.schematic_browser": "原理图浏览器", - "litematica.gui.title.schematic_manager": "原理图管理器", - "litematica.gui.title.schematic_project_manager": "原理图工程目录", - "litematica.gui.title.schematic_projects.confirm_delete_area": "确认删除区域", - "litematica.gui.title.schematic_projects.confirm_place_to_world": "确认在世界中放置的操作", - "litematica.gui.title.schematic_projects.save_new_version": "保存一个新的原理图版本", - "litematica.gui.title.schematic_projects_browser": "原理图工程浏览器", - "litematica.gui.title.schematic_verifier": "验证 '%s' 原理图", - "litematica.gui.title.schematic_verifier_errors": "原理图验证错误", - "litematica.gui.title.task_manager": "任务管理器", - "litematica.hud.area_selection.box_count": "框数: %s", - "litematica.hud.area_selection.dimensions_position": "尺寸: %s - p1: %s, p2: %s", - "litematica.hud.area_selection.mode.corners": "角点", - "litematica.hud.area_selection.mode.expand": "展开", - "litematica.hud.area_selection.origin": "原点: %s", - "litematica.hud.area_selection.selected_area_normal": "区域: %s", - "litematica.hud.area_selection.selected_area_simple": "区域 [§6简单模式§r]: %s", - "litematica.hud.area_selection.selected_sub_region": "子区域: %s", - "litematica.hud.area_selection.selection_corners_mode": "角点模式: %s", - "litematica.hud.delete.target_mode": "删除目标模式: %s", - "litematica.hud.delete.target_mode.area": "当前区域", - "litematica.hud.delete.target_mode.placement": "当前放置", - "litematica.hud.misc.easy_place_mode_enabled": "简单放置模式 §aON§r", - "litematica.hud.misc.none_brackets": "", - "litematica.hud.misc.placement_restriction_mode_enabled": "限制放置模式 §a开启§r", - "litematica.hud.misc.render_layer_mode": "图层模式: %s - %s", - "litematica.hud.misc.render_layer_mode_all": "图层模式: %s", - "litematica.hud.misc.renderer_status": "渲染器: A: %s S: %s B: %s O: %s SEL: %s", - "litematica.hud.misc.schematic_paste.data_restore_mode": "数据恢复模式: §b%s", - "litematica.hud.misc.schematic_paste.replace_mode": "替换方块: %s", - "litematica.hud.schematic_placement.hover_info.lock_coordinate": "锁定此坐标\n这允许改变其他坐标\n不影响锁定的", - "litematica.hud.schematic_placement.hover_info.placement_locked": "此位置已锁定,如果不先解锁,则无法修改", - "litematica.hud.schematic_placement.hover_info.placement_modified": "此位置已修改", - "litematica.hud.schematic_placement.hover_info.placement_sub_region_modified": "此子区域已修改", - "litematica.hud.schematic_placement.selected_placement": "放置", - "litematica.hud.schematic_placement.selected_sub_region": "子区域", - "litematica.hud.schematic_placement.sub_region_count": "区域", - "litematica.hud.schematic_placement.sub_region_modified": "修改", - "litematica.hud.schematic_placement.sub_region_origin": "区域原点: %s", - "litematica.hud.schematic_placement.sub_regions_modified": "修改区域", - "litematica.hud.selected_mode": "模式", - "litematica.hud.schematic_projects.current_version_date": "数据: %s", - "litematica.hud.schematic_projects.current_version": "版本: %s/%s - 名字: %s", - "litematica.hud.schematic_projects.no_project_open": "<没有项目打开>", - "litematica.hud.schematic_projects.no_versions": "<没有该版本>", - "litematica.hud.schematic_projects.origin": "项目来源: %s", - "litematica.hud.schematic_projects.project_name": "项目: %s", - "litematica.hud.schematic_projects_mode": "§6原理图项目模式§r", - "litematica.info.material_list": "- 材料清单热键将打开上次查看的材料清单,\n 如果有一个存储\n- 要切换到其他材料列表,请打开一个\n 放置配置GUI中的GUI按钮或原理图浏览器\n- 存储/上次查看的列表也会被忘记\n 如果选择的原理图放置已更改\n- 如果还没有最后查看的材料清单,\n 然后使用选定的放置,如果有的话", - "litematica.label.alignment.center": "中心", - "litematica.label.alignment.top_center": "顶部中心", - "litematica.label.none_lower": "none", - "litematica.label.no": "no", - "litematica.label.yes": "yes", - "litematica.message.error.area_deletion_aborted": "区域删除中断或中止", - "litematica.message.error.empty_area_selection": "空白区域选择(无框)", - "litematica.message.error.invalid_schematic_name": "无效的原理图名称 '%s'", - "litematica.message.error.no_area_selected": "§c没有区域被选择§r", - "litematica.message.error.no_placement_selected": "§c没有选择展示位置§r", - "litematica.message.error.only_works_in_single_player": "§c此操作仅在单个玩家中运行§r", - "litematica.message.error.move.pending_tasks": "§c当有待处理的任务时,无法进行移动§r", - "litematica.message.error.placement_paste_outside_world": "无法将放置粘贴到当前位置,因为它超出了世界边界", - "litematica.message.error.schematic_paste_failed": "§c原理图粘贴到世界失败§r", - "litematica.message.error.schematic_save_failed": "无法将原理图保存到文件 '%s'", - "litematica.message.error.schematic_save_interrupted": "原理图保存中断或停止", - "litematica.message.error.schematic_save_no_area_selected": "§c原理图保存失败,未选择任何区域§r", - "litematica.message.added_selection_box": "添加了一个新的选择框在 %s", - "litematica.message.area_clear_fail": "§c清除区域失败§r", - "litematica.message.area_cleared": "已清除区域", - "litematica.message.area_filled": "已填充区域", - "litematica.message.area_fill_fail": "填充区域失败", - "litematica.message.area_selections.selection_created_from_placement": "创建了新的选择在位置 '%s'", - "litematica.message.easy_place_fail": "由轻松放置模式阻止的操作", - "litematica.message.grabbed_element_for_moving": "抓住要移动的元件", - "litematica.message.in_memory_schematic_created": "已将内存中的原理图创建为 '%s'", - "litematica.message.material_list.material_cache_cleared": "已清除材料缓存", - "litematica.message.material_list_written_to_file": "材料列表写入文件 '%s'", - "litematica.message.moved_area_origin": "移动区域原点 %s => %s", - "litematica.message.moved_selection": "移动所选内容 %s => %s", - "litematica.message.placement.cant_modify_is_locked": "§c展示位置已锁定且无法修改§r", - "litematica.message.placement.moved_placement_origin": "已移动展示位置 原点%s => %s", - "litematica.message.placement.moved_subregion_to": "移动子区域 to %s", - "litematica.message.placement_restriction_fail": "放置限制模式阻止的操作", - "litematica.message.removed_area_origin": "删除了展示的/手动区域原点", - "litematica.message.removed_selection_box": "已删除选择框 %s", - "litematica.message.scheduled_task_added": "添加的计划任务...", - "litematica.message.schematic_exported_as": "原理图导出为 '%s'", - "litematica.message.schematic_pasted": "在世界上粘贴原理图", - "litematica.message.schematic_pasted_using_setblock": "原理图粘贴使用 %s 放置命令", - "litematica.message.schematic_pasted_using_setblock": "使用 §b%s§r setblock命令粘贴的原理图", - "litematica.message.schematic_pasted_using_world_edit": "使用 §b%s§r 创世神 //set 命令粘贴的原理图", - "litematica.message.schematic_placement_created": "创建放置 '%s'", - "litematica.message.schematic_preview_cancelled": "预览任务已取消", - "litematica.message.schematic_read_from_file_success": "加载原理图从文件中 '%s'", - "litematica.message.schematic_rendering_refreshed": "原理图渲染已刷新", - "litematica.message.schematic_saved_as": "原理图保存为 '%s'", - "litematica.message.schematic_save_task_created": "已创建原理图保存任务", - "litematica.message.set_area_origin": "将区域原点设置为%s", - "litematica.message.set_selection_box_point": "设置/移动点从 %d 到 %s", - "litematica.message.toggled": "已切换 %s %s", - "litematica.message.value.on": "ON", - "litematica.message.value.off": "OFF", - "litematica.message.schematic_projects.project_created": "已创建项目 '%s'", - "litematica.message.schematic_projects.project_loaded": "已加载项目 '%s'", - "litematica.message.schematic_projects.version_saved": "新版本 (#%s) 保存为 '%s'", - "litematica.message.warn.area_selection.browser_open_in_simple_mode": "注意:您当前处于简单区域选择模式", - "litematica.message.warn.layer_mode_currently_at": "注意:你当前处在 '%s' 显示层模式", - "litematica.message.warn.main_rendering_disabled": "警告:主渲染当前已禁用\n查看视觉效果 -> %s, 或者热键 -> %s ['%s']", - "litematica.message.warn.schematic_blocks_rendering_disabled": "警告:原理图块呈现当前被禁用\n查看视觉效果 -> %s, or 或者热键 -> %s ['%s']", - "litematica.message.warn.schematic_load_non_litematica": "警告:直接加载非Litematica原理图时,创建的展示位置不会持久。\n此外,如果您必须多次加载原理图,那么每次加载时都会发生原理图类型转换滞后尖峰(对于大型原理图)。\n\n因此,建议导入原理图并通过原理图管理器菜单以Litematica格式保存,或者更好的是,使用MCEdit或Litematica中的粘贴模式将原始原理图粘贴到临时世界中,然后制作新的Litematica原理图 从那里开始,在适用的情况下,最好使用多个子区域来紧密捕获构建。", - "litematica.message.warn.schematic_rebuild_placement_not_selected": "目前未选择目标展示位置。 “全部替换”热键仅适用于您单击的放置的当前选定子区域。 因此,要仅替换一个子区域中的块,请选择该子区域。 要替换整个原理图(所有太阳区域),请选择整个位置而不是其子区域。 这些块也仅在当前“渲染层”设置限制的区域内被替换。", - "litematica.message.warn.schematic_rendering_disabled": "警告:当前禁用了原理图渲染\n查看视觉效果 -> %s, 或者热键 -> %s ['%s']", - "litematica.message.warn.schematic_verifier.overlay_disabled": "警告:验证程序重叠渲染当前已禁用! 请参阅信息 -> %s (或者热键 -> %s ['%s'])", - "litematica.message.warning.invalid_number": "输入无效的数字 '%s'", - "litematica.message.warning.schematic_projects_hidden": "警告: 原理图版本控制系统目前是隐藏的。一般来说,你不应该使用这个,除非你真的知道它是如何工作的,该功能改变了一些mod的功能。这意味着更新、修改原理图,需要在不同版本的原理图之间切换(=删除和替换以前的版本)。如果您想使用它,那么启用通用 -> 不隐藏原理图版本控制系统", - "litematica.warning.area_editor.area_rendering_disabled": "注意:区域选择框呈现当前被禁用\n查看视觉效果 -> %s, 或者热键 -> %s ['%s']", - "litematica.tool_hud.block_1": "方块: %s", - "litematica.tool_hud.block_2": "替换: %s", - "litematica.tool_hud.facing": "朝向: %s", - "litematica.tool_mode.name.area_selection": "区域选择", - "litematica.tool_mode.name.delete": "删除", - "litematica.tool_mode.name.fill": "填充", - "litematica.tool_mode.name.grid_paste": "在世界上粘贴原理图网格", - "litematica.tool_mode.name.move": "移动", - "litematica.tool_mode.name.paste_schematic": "在世界上粘贴原理图", - "litematica.tool_mode.name.rebuild": "重建原理", - "litematica.tool_mode.name.replace_block": "替换方块", - "litematica.tool_mode.name.schematic_placement": "原理图放置", - - "addSelectionBox":"addSelectionBox | 添加选区", - "Add a new selection box (position 1) here":"在当前位置添加一个新的选区(位置1)", - "cloneSelection":"cloneSelection | 克隆选区", - "Quickly clone the current area selection.\nThis basically just creates an in-memory-only schematic,\nand then creates a placement of that schematic and selects it,\nand also switches the tool mode to the Paste mode.":"快速克隆当前选定的区域,基本上是创建了一个储存中的示意图\n然后在当前位置创建一个示意图并选择它,并将工具模式切换为粘贴。", - "deleteSelectionBox":"deleteSelectionBox | 删除选区", - "Delete the currently selected box":"删除当前选区", - "easyPlaceActivation":"easyPlace | 简单放置(长按激活)", - "When the easyPlaceMode is enabled, this key must\nbe held to enable placing the blocks when\nusing the vanilla Use key":"当easyPlaceMode(简单放置)启用后,\n如果希望使用简单放置的功能,需要按住此按键。", - "easyPlaceToggle":"easyPlaceToggle | 简单放置(模式切换)", - "Allows quickly toggling on/off the Easy Place mode":"允许玩家快速的切换简单放置的模式。", - "executeOperation":"executeOperation | 执行操作", - "Execute the currently selected tool operation with the\ncurrent selection or placement in the Fill, Replace,\nPaste Schematic etc. modes":"在填充、替换、粘贴原理图等模式中,\n以当前选择模式或放置方式执行当前选择的工具操作", - "invertGhostBlockRenderState":"invertGhost | 调整投影方块渲染状态", - "Inverts the schematic/ghost block rendering status\nwhile this keybind is held down":"当按住该按键后,对投影的方块渲染效果是否开启进行调整。", - "invertOverlayRenderState":"invertOverlay | 调整投影线框渲染状态", - "Inverts the Overlay rendering status while this keybind is held down":"当按住该按键后,对投影的线框渲染效果是否开启进行调整", - "layerModeNext":"layerModeNext | 下一渲染模式", - "Cycle the rendering mode (all, layers) forward":"切换为下一个渲染模式", - "layerModePrevious":"layerModePrevious | 上一渲染模式", - "Cycle the rendering mode (all, layers) backwards":"切换为上一个渲染模式", - "layerNext":"layerNext | 下一层", - "Move the rendered layer selection up":"将渲染的图层向上移动一层", - "layerPrevious":"layerPrevious | 上一层", - "Move the rendered layer selection down":"将渲染的图层向下移动一层", - "layerSetHere":"layerSetHere | 设置初始层", - "Set the Render Layer to the player's current position":"将渲染层的初始位置设定为玩家当前位置", - "nudgeSelectionNegative":"nudgeSelection | 正向推动选区", - "Nudge the current selection in the \"negative\" direction\nThis is basically the same as mouse wheel down\nwith the Nudge modifier pressed":"向面向方向前移选区位置,其效果与alt+鼠标滚轮效果类似", - "nudgeSelectionPositive":"nudgeSelection | 反向推动选区", - "Nudge the current selection in the \"positive\" direction\nThis is basically the same as mouse wheel up\nwith the Nudge modifier pressed":"向面向方向后移选区位置,其效果与alt+鼠标滚轮效果类似", - "moveEntireSelection":"moveEntire | 选区定位", - "Move the entire current selection here":"移动整个选区至玩家所在的当前位置", - "openGuiAreaSettings":"openGuiArea | 区域编辑器", - "Open the Area Settings GUI for the currently selected area":"打开当前选区的区域设置GUI界面", - "openGuiLoadedSchematics":"openGuiLoaded | 原理图加载", - "Open the Loaded Schematic GUI":"打开原理图加载的GUI界面", - "openGuiMainMenu":"openGuiMainMenu | 主界面", - "Open the Litematica main menu":"打开Litematica的主界面菜单", - "openGuiMaterialList":"openGuiMaterialList | 材料列表", - "Open the Material List GUI for the currently\nselected schematic placement":"打开当前选择的投影材料列表GUI", - "openGuiPlacementSettings":"openGuiPlacement | 配置原理图放置", - "Open the Placement Settings GUI for the currently\nselected placement or sub-region":"打开当前选区或其子区域的配置原理图放置GUI", - "openGuiSchematicPlacements":"openGuiSchematic | 管理原理图放置", - "Open the Schematic Placements GUI":"打开管理原理图放置GUI", - "openGuiSchematicProjects":"openGuiSchematic | 原理图文件夹", - "Open the Schematic Projects GUI":"打开原理图工程文件夹GUI", - "openGuiSchematicVerifier":"openGuiSchematic | 原理图验证器", - "Open the Schematic Verifier GUI for the currently\nselected schematic placement":"打开当前选定的原理图的示意图验证器GUI", - "openGuiSelectionManager":"openGuiSelection | 区域选择管理器", - "Open the Area Selection manager GUI":"打开区域选择管理器的GUI", - "openGuiSettings":"openGuiSettings | 配置菜单", - "Open the Config GUI":"打开投影配置菜单的GUI", - "operationModeChangeModifier":"operationMode | 模式选择", - "The modifier key to quickly change the operation mode.\nHold this and scroll while holding the \"tool item\" to quickly cycle the mode.":"快速修改模式,当玩家手持木棍时。\n玩家可以按住该按键滚动滚轮快速调整模式。", - "pickBlockFirst":"pickBlockFirst | 选择当前方块", - "A key to pick block the first\nschematic block ray traced to":"该按键可以选中指向的表面方块,\n并将将其切换至手中", - "pickBlockLast":"pickBlockLast | 选择可放置方块", - "A key to pick block the last schematic block\nray traced to, before the first (possible) client world\nblock ray traced to. Basically this would get\nyou the block you could place against an existing block.":"该按键可以选中当前可以放置的方块\n怎么解释呢?就是说,这个键会选择你现在可以放置的最远的方块,\n当然这得看你对准了哪个面", - "pickBlockToggle":"pickBlockToggle | 选择方块开关", - "A hotkey to toggle the pick block toggle option in the\nGeneric configs. This is provided as a quick way to enable\nor disable the pick block keys, if they interfere with something.":"在通用配置当中快速关闭或开启方块选择的快捷键\n这是一种快速切换其模式的方法。\n如果它们产生了什么干扰(比如功能冲突)", - "renderInfoOverlay":"renderInfo | 方块信息", - "The key that enables rendering the block info overlay.\nUse NONE for not requiring a key to be pressed.\nDisable the similarly named option in the Visuals\nconfigs to disable the overlay completely.":"在方块放置后,如果是错误的放置,会提示投影原本的方块信息\n如果是正确的,投影会显示当前方块的信息", - "renderOverlayThroughBlocks":"renderOverlay | 原理图透视渲染", - "A hotkey to allow the overlays to render through blocks.\nThis is just a quicker way to temporarily enable\nthe same thing that the 'schematicOverlayRenderThroughBlocks' option in Visuals does.":"该快捷键将高亮显示投影原理图未完成部分\n高亮的部分会穿透显示,无视方块遮挡。", - "rerenderSchematic":"rerenderSchematic | 重载渲染图", - "Hotkey to refresh/redraw only the schematic, instead of\nhaving to refresh the vanilla terrain too with F3 + A":"使用该快捷键重载原理图,而不需要使用F3+A刷新区块", - "saveAreaAsInMemorySchematic":"saveAreaAs | 将原理图存至内存", - "Save the current Area Selection as an in-memory Schematic":"将当前选中区域的原理图保存于内存当中", - "saveAreaAsSchematicToFile":"saveAreaAs | 将原理图存至文件", - "Save the current Area Selection as a Schematic to a file":"将当前选中区域的原理图保存于文件当中", - "schematicRebuildBreakPlaceAll":"schematicRebuild | 同方块全部清除", - "Modifier key to activate the \"break all identical blocks\"\nfunction in the Schematic Rebuild tool mode":"在重建原理图的模式当中\n按住该键可添加或删除原理图内所有相同方块\n如果使用添加,该方块会填满所有空位", - "schematicRebuildBreakPlaceDirection":"schematicRebuild | 同方块线性增删", - "Modifier key to activate the directional/continuous\nbreak or place function in the Schematic Rebuild tool mode":"在重建原理图的模式当中\n按住该键可添加或删除原理图内指定方向的相同方块\n如果使用添加,该方块会填满该方向的所有空位", - "schematicRebuildReplaceAll":"schematicRebuild | 同方块全部替换", - "Modifier key to activate the \"replace all identical\"\nreplace mode/function in the Schematic Rebuild tool mode":"在重建原理图的模式当中\n按住该键可使用手中方块替换原理图内所有相同方块", - "schematicRebuildReplaceDirection":"schematicRebuild | 同方块线性替换", - "Modifier key to activate the directional/continuous\nreplace mode/function in the Schematic Rebuild tool mode":"在重建原理图的模式当中\n按住该键可使用手中方块替换原理图内指定方向的相同方块", - "schematicVersionCycleModifier":"schematic | 投影版本选择", - "The modifier key to hold to be able to use the mouse wheel\nto cycle through the schematic versions in the Version Control tool mode":"按住该键滚动滚轮可以选择投影的版本", - "schematicVersionCycleNext":"schematic | 下一个投影版本", - "A hotkey to cycle to the next schematic version in the Version Control tool mode":"在版本控制工具模式下,循环到下一个投影版本的热键", - "schematicVersionCyclePrevious":"schematic | 上一个投影版本", - "A hotkey to cycle to the next schematic version in the Version Control tool mode":"在版本控制工具模式下,循环到上一个投影版本的热键", - "selectionGrabModifier":"selection | 移动选区", - "The modifier key to hold to \"grab\" a selection\nbox or corner for cursor moving.":"按住快捷键,抓取选择框角点,\n移动选区(模式7_移动)", - "selectionGrow":"selectionGrow | 扩大选区", - "The action hotkey to auto-grow the selection box around\nany adjacent/diagonally connected blocks":"点击快捷键后,在任何相邻的/对角线连接的块周围自动扩大选区范围\n(§4然而它直接选中了我能看到的整个地图384*72*384——来自ZMDF的吐槽§r)", - "selectionGrowModifier":"selectionGrow | 扩大选区调节器", - "The modifier key to hold to grow or shrink\na selection box while scrolling":"按住快捷键,滑动滚轮\n可以延长体对角线的长度", - "selectionNudgeModifier":"selection | 位移调节器", - "The modifier key to hold while scrolling\nto nudge the selected area or corner":"按住快捷键,滑动滚轮\n可以移动选区位置", - "selectionModeCycle":"selection | 选区模式选择", - "Change the mode between Corners and Cuboid\nin the Area Selection mode":"在选区模式当中切换角点或展开模式。", - "selectionShrink":"selectionShrink | 精简选框", - "The action hotkey to shrink the selection box so that there\nisn't any empty space (empty layers) on any side":"使用该快捷键使得选区达到最小范围\n意思就是删除了多余的选定区域\n区域的长宽高就是选定的长宽高\n(§2这个愚蠢的汉化者ZMDF在说屁§r)", - "setAreaOrigin":"setAreaOrigin | 设置初始角点", - "Set/move the origin point of the current\narea selection to the player's position":"设置/移动当前区域选择的原点到玩家的位置", - "setSelectionBoxPosition1":"setSelectionBox | 设置角点1", - "Set the first position of the currently selected\nbox to the player's position":"将选区第一个角点的位置设置为玩家当前位置", - "setSelectionBoxPosition2":"setSelectionBox | 设置角点2", - "Set the second position of the currently selected\nbox to the player's position":"将选区第二个角点的位置设置为玩家当前位置", - "toggleAllRendering":"toggleAllRendering | 切换所有渲染", - "Toggle all rendering on/off":"打开或关闭所有的渲染", - "toggleAreaSelectionBoxesRendering":"toggleAreaSelection | 区域选框渲染", - "Toggle Area Selection boxes rendering on/off":"切换区域选择的框线是否显示的快捷键", - "toggleSchematicRendering":"toggleSchematic | 投影方块渲染", - "Toggle schematic rendering (blocks & overlay) on/off":"切换投影区域内方块是否显示的快捷键", - "toggleInfoOverlayRendering":"toggleInfoOverlay | 方块信息显示", - "Toggle the info overlay rendering (for hovered block info)":"切换准心所指向的方块信息是否显示的快捷键", - "toggleOverlayRendering":"toggleOverlay | 投影方块显示", - "Toggle the block overlay rendering on/off":"切换投影区域的方块是否显示方块边框及方块色差的快捷键", - "toggleOverlayOutlineRendering":"toggleOverlay | 方块描边显示", - "Toggle the block overlay outline rendering on/off":"切换投影区域的方块是否显示方块边框的快捷键", - "toggleOverlaySideRendering":"toggleOverlay | 方块表面显示", - "Toggle the block overlay side rendering on/off":"切换投影区域的方块是否显示方块色差的快捷键", - "togglePlacementBoxesRendering":"togglePlacement | 范围框线显示", - "Toggle Schematic Placement boxes rendering on/off":"切换投影范围框线是否显示的快捷键", - "togglePlacementRestriction":"togglePlacement | 位置限制", - "A hotkey to toggle the placement restriction mode":"切换位置限制模式的快捷键", - "toggleSchematicBlockRendering":"toggleSchematic | 投影方块视觉", - "Toggle schematic block rendering on/off":"切换投影范围中所有方块的贴图是否显示的快捷键", - "toggleTranslucentRendering":"toggleTrans | 透明切换", - "Toggle translucent vs. opaque ghost block rendering":"切换投影范围中所有方块是否为透明显示的快捷键", - "toggleVerifierOverlayRendering":"toggleVerifier | 验证覆盖", - "Toggle the Schematic Verifier overlay rendering":"切换示意图验证器覆盖渲染\n(§4然而我并不知道怎么用——ZMDF§r)", - "toolEnabledToggle":"toolEnabledToggle | 工具切换", - "The keybind to toggle the \"tool\" item functionality on/off":"切换是否开启范围设定工具(木棍)的快捷键", - "toolPlaceCorner1":"toolPlaceCorner | 角点1放置", - "The button to use while holding the \"tool\" item\nto place the primary/first corner":"当手持范围设定工具(木棍)时放置角点1", - "toolPlaceCorner2":"toolPlaceCorner | 角点2放置", - "The button to use while holding the \"tool\" item\nto place the second corner":"当手持范围设定工具(木棍)时放置角点2", - "toolSelectElements":"toolSelectElements | 区域选择", - "The button to use to select corners or boxes\nwhile holding the \"tool\" item":"当手持范围设定工具(木棍)时指向角点或区域将选中角点或区域", - "toolSelectModifierBlock1":"toolSelect | 主方块选择", - "The modifier key to hold while using the 'toolSelectElements'\nhotkey, to select the primary block type to use in some of the tool modes":"按住该键时按下§6区域选择§f\n选择要在某些工具模式中使用的主要块类型\n(§4适用于替换填充等功能§r)", - "toolSelectModifierBlock2":"toolSelect | 副方块选择", - "The modifier key to hold while using the 'toolSelectElements'\nhotkey, to select the secondary block type to use in some of the tool modes":"按住该键时按下§6区域选择§f\n选择要在某些工具模式中使用的辅助块类型\n(§4适用于替换填充等功能§r)", - "unloadCurrentSchematic":"unloadCurrent | 卸载投影", - "Unloads the schematic of the currently selected placement,and thus also removes all placements created from it\n":"卸载当前所加载的投影,并删除从中创建的更改", - - "areaSelectionBoxSideColor":"areaSelection | 选区边框颜色", - "The color of the area selection boxes, when they are unselected":"选区未被选中时边框的颜色", - "materialListHudItemCountsColor":"materialListHud | 材料数量颜色", - "The color of the item count text in the Material List info HUD":"材料列表开启HUD后的游戏内材料数量的颜色", - "schematicRebuildBreakPlaceOverlayColor":"schematicRebuild | 重建原理图删除指示器", - "The color of Schematic Rebuild mode's break or place blocks selector overlay":"在重建原理图模式的批量删除当中,\n在方向选择器上的指示器颜色", - "schematicRebuildReplaceOverlayColor":"schematicRebuild | 重建原理图替换指示器", - "The color of Schematic Rebuild mode's replace selector overlay":"在重建原理图模式的批量替换当中,\n在方向选择器上的指示器颜色", - "schematicOverlayColorExtra":"schematicOverlay | 多余方块颜色", - "The color of the blocks overlay for extra blocks":"多余方块在投影内显示的颜色", - "schematicOverlayColorMissing":"schematicOverlay | 缺失方块颜色", - "The color of the blocks overlay for missing blocks":"缺失方块在投影内显示的颜色", - "schematicOverlayColorWrongBlock":"schematicOverlay | 错误方块颜色", - "The color of the blocks overlay for wrong blocks":"错误方块在投影内显示的颜色", - "schematicOverlayColorWrongState":"schematicOverlay | 错误方向颜色", - "The color of the blocks overlay for wrong block states":"方块方向错误在投影内显示的颜色", - - "blockInfoLinesAlignment":"blockInfo | 方块提示位置", - "The alignment of the block info lines overlay":"方块信息弹窗的显示位置", - "blockInfoLinesEnabled":"blockInfo | 方块信息启用", - "If enabled, then MiniHUD-style block info overlay\nis rendered for the looked-at block":"如果开启该功能,MiniHUD将显示方块信息\n默认位于屏幕右上角", - "blockInfoLinesFontScale":"blockInfo | 方块信息大小", - "The font scale for the block info lines":"默认在右上角的方块信息的字体大小控制", - "blockInfoLinesOffsetX":"blockInfo | 方块信息横移", - "The x offset of the block info lines from the selected edge":"方块信息与边框的横向偏移量(横向距离)", - "blockInfoLinesOffsetY":"blockInfo | 方块信息纵移", - "The y offset of the block info lines from the selected edge":"方块信息与边框的纵向偏移量(纵向距离)", - "blockInfoOverlayAlignment":"blockInfo | 方块信息位置", - "The alignment of the Block Info Overlay":"方块信息在屏幕位置调整的选项", - "blockInfoOverlayOffsetY":"blockInfo | 方块提示位置纵移", - "The y offset of the block info overlay from the selected edge":"方块信息弹窗的纵向偏移量", - "blockInfoOverlayEnabled":"blockInfo | 方块提示启用", - "Enable Block Info Overlay rendering to show info\nabout the looked-at block or verifier error marker,\nwhile holding the 'renderInfoOverlay' key":"启用方块信息弹窗,其功能为图形显示方块贴图\n主要是可以在投影放错时,为你提供投影原本方块的信息。", - "infoHudAlignment":"infoHud | 材料HUD位置", - "The alignment of the \"Info HUD\",\nused for the Material List, Schematic Verifier mismatch positions etc.":"材料信息位置的调整\n(其实和材料有关的hud显示都是这玩意)", - "infoHudMaxLines":"infoHud | 材料HUD行数", - "The maximum number of info lines to show on the HUD at once":"控制材料HUD的最大行数", - "infoHudOffsetX":"infoHud | 材料HUD横移", - "The X offset of the Info HUD from the screen edge":"材料HUD与边框的横向偏移量(横向距离)", - "infoHudOffsetY":"infoHud | 材料HUD纵移", - "The Y offset of the Info HUD from the screen edge":"材料HUD与边框的纵向偏移量(纵向距离)", - "infoHudScale":"infoHud | 材料HUD缩放", - "Scale factor for the generic Info HUD text":"控制材料HUD的缩放大小", - "materialListHudMaxLines":"materialList | 材料HUD最大行数", - "The maximum number of items to show on\nthe Material List Info HUD at once":"控制材料HUD的最大行数", - "materialListHudScale":"materialList | 材料HUD缩放", - "Scale factor for the Material List Info HUD":"控制材料HUD的缩放大小", - "statusInfoHud":"statusInfoHud | 状态信息HUD", - "Enable a status info HUD renderer,\nwhich renders a few bits of status info, such as\nthe current layer mode and renderers enabled state":"启用状态信息的显示,该显示内容默认位于左下角\n其内容包含当前渲染层的状态与层数\n当然,这是在手持非木棍的情况下显示的。", - "statusInfoHudAuto":"status | 状态HUD自动显示", - "Allow automatically momentarily enabling the status info HUD \"when needed\",\nfor example when creating a placement and having rendering disabled":"允许自动暂时开启状态信息HUD比如当需要时,\n例如当创建一个位置或者渲染禁用时", - "toolHudAlignment":"toolHudAlignment | 工具HUD位置", - "The alignment of the \"tool HUD\", when holding the configured \"tool\"":"当你使用木棍时,将工具的HUD选择区域定位与该位置", - "toolHudOffsetX":"toolHud | 工具HUD横移", - "The X offset of the Info HUD from the screen edge":"工具HUD与边框的横向偏移量(横向距离)", - "toolHudOffsetY":"toolHud | 工具HUD纵移", - "The X offset of the Info HUD from the screen edge":"工具HUD与边框的纵向偏移量(纵向距离)", - "toolHudScale":"toolHudScale | 工具HUD缩放", - "Scale factor for the Tool HUD text":"控制工具HUD的文本缩放大小", - "verifierErrorHilightAlpha":"verifierError | 验证错误方块高亮", - "The alpha value of the error marker box sides":"在打开原理图验证程序对当前放置进行验证后,\n点击验证当中出现问题的方块,\n错误的方块将在透视状态下所产生的亮度显示", - "verifierErrorHilightMaxPositions":"verifierError | 验证错误方块上限", - "The maximum number of mismatched positions to render\nat once in the Schematic Verifier overlay.":"在打开原理图验证程序对当前放置进行验证后,\n点击验证当中出现问题的方块,\n错误的方块在透视状态下的最大数量显示", - "verifierOverlayEnabled":"verifier | 原理图验证渲染", - "Enable Schematic Verifier marker overlay rendering":"启用原理图验证渲染", - "warnDisabledRendering":"warnDisabled | 关闭告警信息", - "Should the warning message about being in a layer mode\nor having some of the rendering options disabled\nbe shown when loading a new schematic\nor creating a new placement":"当加载一个新的示意图或创建一个新的位置时,\n是否应该显示关于该层的一些警告消息", - - "enableAreaSelectionBoxesRendering":"enableArea | 选区边框启用切换", - "Enable Area Selection boxes rendering":"该选项可以切换是否显示选区的边框", - "enablePlacementBoxesRendering":"enablePlacement | 投影边框启用切换", - "Enable Schematic Placement boxes rendering":"该选项可以切换是否显示投影区域的边框", - "enableRendering":"enableRendering | 开启全部渲染", - "Main rendering toggle option. Enables/disables ALL mod rendering.":"主渲染切换选项,该选项可切换所有渲染是否开启", - "enableSchematicBlocksRendering":"enableSchematic | 投影方块显示", - "Enables schematic block rendering.\nDisabling this allows you to only see the color overlay":"该选项可以切换是否在投影内显示方块的贴图\n(开启后可以更好辨识出投影缺失的是什么方块)", - "enableSchematicOverlay":"enableSchematic | 渲染方块特征", - "The main toggle option for the schematic\nblock overlay rendering":"该选项可以切换是否在投影内使用边框表示未放置的方块\n未被放置的方块虽然没有边框,但是仍可以显示(显示状态由透明度决定)", - "enableSchematicRendering":"enableSchematic | 渲染投影", - "Enable rendering the schematic and overlay":"该选项可以切换是否显示投影原理图", - "ghostBlockAlpha":"ghostBlock | 虚影方块透明度", - "The alpha value of the ghost blocks,\nwhen rendering them as translucent":"调节投影内虚影方块的透明度,\n该值可以选定投影图内的虚影方块透明度。", - "placementBoxSideAlpha":"placementBox | 放置边框透明度", - "The alpha value of the sub-region boxes' side":"子区域边框的透明度(§2没有找到实际的功能体现——ZMDF§r)", - "overlayReducedInnerSides":"overlayReduced | 减少内侧面渲染", - "If enabled, then the adjacent/touching inner sides\nfor the block overlays are removed/not rendered":"如果启用,可以使得投影内方块接触的侧面不被显示\n有两个优点\n-1.首先减少了投影的渲染工作量\n-2.在投影内部时,内部的杂色会变淡\n(§6虽然默认是关闭但建议开启-ZMDF§r)", - "renderAreaSelectionBoxSides":"renderArea | 选择框边渲染", - "If enabled, then the area selection boxes will\nhave their side quads rendered":"该选项可以选择是否开启选区边框显示(渲染)", - "renderBlocksAsTranslucent":"renderBlocks | 方块半透明化", - "If enabled, then the schematics are rendered\nusing translucent \"ghost blocks\"":"如果启用该选项,投影原理图内的方块展示将由\n不透明变为半透明状态", - "renderCollidingSchematicBlocks":"renderColliding | 渲染重叠块", - "If enabled, then blocks in the schematics are rendered\nalso when there is already a (wrong) block in the client world.\nProbably mostly useful when trying to build\nsomething where there are snow layers or water in the way.":"如果启用该选项,那么当客户端世界中存在错误的方块时\n投影原理图内的方块仍然会进行显示\n当你试图在一些有水或着雪层的地方建造时。\n(就是无视雪片与流动液体的意思,大概)", - "renderErrorMarkerConnections":"renderError | 验证器错误连接", - "Render connecting lines between subsequent verifier hilight box corners.\nThis was a rendering bug that some people experienced, but at least some players\nliked it and requested for it to stay, so this options \"restores\" it":"启用该选项时,当用户在使用验证器验证原理图是否正确后,\n当你在验证器内选中了错误方块\n错误方块间会有连线。\n(这个功能有部分bug,但是作者应该是为了方便错误方块的定位)", - "renderErrorMarkerSides":"renderError | 验证器错误显示", - "If enabled, then the error markers in the Schematic Verifier\nwill have (translucent) sides rendered instead of just the outline":"关闭该选项时,用户在使用验证器验证原理图是否正确后,\n当你在验证器内选中了错误方块\n它的展示方式将不仅仅标明颜色,\n还会标明它的贴图(便于用户知道错误的方块是什么)", - "renderPlacementBoxSides":"renderPlacement | 放置框渲染", - "If enabled, then the placed schematic sub-region boxes\nwill have their side quads rendered":"如果启用该选项,则放置区域会显示侧面颜色\n(§6就是侧面将显示默认的选区颜色,影响视线——ZMDF§r)", - "renderPlacementEnclosingBox":"renderPlacement | 渲染封闭放置", - "If enabled, then an enclosing box is rendered around\nall the sub-regions in a schematic (placement)":"如果启用,则在投影中的所有子区域周围呈现一个封闭框", - "renderPlacementEnclosingBoxSides":"renderPlacement | 渲染封闭放置边缘", - "If enabled, then the enclosing box around\na schematic placement will have its side quads rendered":"如果启用,则在投影中的所有子区域周围的封闭框会显示一个完整的面", - "renderTranslucentBlockInnerSides":"renderTranslucent | 渲染投影方块", - "If enabled, then the model sides are also rendered\nfor inner sides in the translucent mode":"如果启用该选项,则投影内所有方块的面将成为透明\n(这将使得你可以看透很多方块,嗯没错,看透。)", - "schematicOverlayEnableOutlines":"schematicOverlay | 渲染框线", - "Enables rendering a wire frame outline for\nthe schematic block overlay":"如果启用该选项,投影原理图方块边框的框线将会显示", - "schematicOverlayEnableSides":"schematicOverlay | 渲染块面", - "Enables rendering translucent boxes/sides for\nthe schematic block overlay":"如果启用该选项,投影原理图方块的块面将会显示", - "schematicOverlayModelOutline":"schematicOverlay | 覆盖模型框线", - "If enabled, then the schematic overlay will use the\nblock model quads/vertices instead of the\ntraditional full block overlay":"如果启用,那么示意图覆盖将使用块模型的四块/顶点,而不是传统的全块覆盖\n(主要针对不完整方块)", - "schematicOverlayModelSides":"schematicOverlay | 覆盖模型块面", - "If enabled, then the schematic overlay will use the\nblock model quads/vertices instead of the\ntraditional full block overlay":"如果启用,那么示意图覆盖将使用块模型的四块/顶点,而不是传统的全块覆盖\n(主要针对不完整方块)", - "schematicOverlayOutlineWidth":"schematicOverlay | 轮廓线宽度", - "The line width of the block (model) outlines":"投影原理图当中方块轮廓线的宽度设置", - "schematicOverlayOutlineWidthThrough":"schematicOverlay | 透视轮廓线宽度", - "The line width of the block (model) outlines,\nwhen the overlay is rendered through blocks":"投影原理图当中透视方块轮廓线的宽度设置", - "schematicOverlayRenderThroughBlocks":"schematicOverlay | 原理图透视", - "If enabled, then the schematic overlay will be rendered\nthrough blocks. This is probably only useful once you are\nfinished building and want to see any errors easier":"如果启用,那么原理图将可透视观察。\n这可能只在您完成构建并希望更容易地看到任何错误时才有用", - "schematicOverlayTypeExtra":"schematicOverlay | 原理图透视多余", - "Enables the schematic overlay for extra blocks":"当开启了原理图透视后,关闭该选项将不再显示多余的方块", - "schematicOverlayTypeMissing":"schematicOverlay | 原理图透视缺失", - "Enables the schematic overlay for missing blocks":"当开启了原理图透视后,关闭该选项将不再显示缺失的方块", - "schematicOverlayTypeWrongBlock":"schematicOverlay | 原理图透视错误", - "Enables the schematic overlay for wrong blocks":"当开启了原理图透视后,关闭该选项将不再显示错误的方块", - "schematicOverlayTypeWrongState":"schematicOverlay | 原理图透视错位", - "Enables the schematic overlay for wrong states":"当开启了原理图透视后,关闭该选项将不再显示错位的方块", - "schematicVerifierUseBlockModels":"schematicVerifier | 原理图验证图片", - "Forces using blocks models for everything in the Schematic Verifier\nresult list. Normally item models are used for anything\nthat has an item, and block models are only used for blocks\nthat don't have an item, plus for Flower Pots to see the contained item.":"当你使用原理图验证的时候,如果你开启了该选项,\n那么原理图验证界面当中,只会存在文字,而并非方块贴图", - - "areaSelectionsPerWorld":"areaSelections | 世界区域选择", - "changeSelectedCornerOnMove":"changeSelected | 更改角点选择", - "If true, then the selected corner of an area selection\nis always set to the last moved corner,\nwhen using the set corner hotkeys":"如果启用,那么在使用角点模式进行区域选择时\n区域选择的角总是被设置为最后选择的角\n(最后选择的角就是角点的框线与面都有颜色)\n(PS:虽然在实际使用过程当中没有太大影响)", - "easyPlaceMode":"easyPlaceMode | 简单放置模式", - "When enabled, then simply trying to use an item/place a block\non schematic blocks will place\nthat block in that position":"这是一个模式,通过切换激活\n当启用时,在投影原理图当中放置方块将变得简单\n其功能包括\n1.自动切换方块\n2.支持凭空放置\n3.非原理图内方块禁止放置\n§6PS:该功能在放置具有方向性的方块时很蠢——ZMDF§r", - "easyPlaceHoldEnabled":"easyPlace | 简单放置状态", - "When enabled, then simply holding down the use key\nand looking at different schematic blocks will place them":"这是一个状态,通过长按快捷键激活\n当启用时,长按快捷键在投影原理图当中放置方块将变得简单\n其功能包括\n1.自动切换方块\n2.支持凭空放置\n3.非原理图内方块禁止放置\n§6PS:该功能在放置具有方向性的方块时很蠢——ZMDF§r", - "executeRequireHoldingTool":"executeRequire | 执行长按工具", - "Require holding an enabled tool item\nfor the executeOperation hotkey to work":"需要持有已启用的工具项以使executeOperation热键工作", - "fixRailRotation":"fixRailRotation | 铁路旋转修复", - "If true, then a fix is applied for the vanilla bug in rails,\nwhere the 180 degree rotations of straight north-south and\neast-west rails rotate 90 degrees counterclockwise instead >_>":"如果为真,那么就对轨道中常见的bug进行了修正,\n即南北方向和东西方向的直线轨道180度旋转时逆时针旋转90度,而不是>_>\n应该是对于轨道显示做了调整", - "loadEntireSchematics":"loadEntire | 加载全部投影", - "If true, then the entire schematic is always loaded at once.\nIf false, then only the part that is within the client's view distance is loaded.":"如果启用,那么整个投影总是同时加载。如果为关闭,则只加载客户端视距内的部分。", - "pasteCommandInterval":"pasteCommand | 粘贴命令CD", - "The interval in game ticks the Paste schematic task runs at,\nin the command-based mode":"在基于命令的模式下,粘贴原理图任务运行的时间间隔", - "pasteCommandLimit":"pasteCommand | 粘贴命令限制", - "Max number of commands sent per game tick,\nwhen using the Paste schematic feature in the\ncommand mode on a server":"在服务器上的命令模式中使用粘贴原理图特性时,每个游戏刻中发送的命令的最大数量", - "pasteCommandNameSetblock":"pasteCommand | 粘贴命令块名", - "The setblock command name to use for the\nPaste schematic feature on servers, when\nusing the command-based paste mode":"在使用基于命令的粘贴模式时,用于服务器上粘贴原理图特性的setblock命令名", - "pasteIgnoreInventories":"pasteIgnore | 忽略粘贴库存", - "Don't paste inventory contents when pasting a schematic":"粘贴示意图时不要粘贴库存内容\n(大概指箱子内物品)", - "pasteReplaceBehavior":"pasteReplace | 粘贴替换模式", - "The behavior of replacing existing blocks\nin the Paste schematic tool mode":"在粘贴原理图工具模式中替换现有块的方式", - "pickBlockEnabled":"pickBlock | 方块抓取启用", - "Enables the schematic world pick block hotkeys.\nThere is also a hotkey for toggling this option to toggle those hotkeys... o.o":"启用投影原理图方块选择快捷键。\n还有一个热键来切换这个选项来切换这些热键的工作模式\n... o.o(来自于作者masady的小表情)", - "pickBlockableSlots":"pickBlockable | 快捷选择栏位", - "The hotbar slots that are allowed to be\nused for the schematic pick block":"允许用于投影原理图挑选的快捷栏\n(12345大概是整个背包加上副手)", - "placementRestriction":"placementRestriction | 限制放置", - "When enabled, the use key can only be used\nwhen holding the correct item for the targeted position,\nand the targeted position must have a missing block in the schematic":"当启用时,使用键只能在保持目标位置的正确项目时使用,\n而目标位置必须在示意图中缺少块\n(本来以为是方向不对就不能放置,结果是方块一样就行,\n§4无视方向,那我为什么不用简单放置???\n——来自ZMDF的吐槽§r)", - "renderMaterialListInGuis":"renderMaterial | 在gui中显示材质列表", - "Whether or not the material list should\nbe rendered inside GUIs":"材质列表是否应该在gui中呈现", - "renderThreadNoTimeout":"renderThread | 移除渲染超时", - "Removes the timeout from the rendering worker threads.\nIf you get very stuttery rendering when moving around\nor dealing with large schematics, try disabling this. It will however make\nthe schematic rendering a lot slower in some cases.":"从渲染工作线程中移除超时。\n如果你在处理大型原理图的时候渲染的很不流畅,\n试着禁用它。但是在某些情况下,它会使示意图的渲染速度慢很多。", - "selectionCornersMode":"selection | 选择选区模式", - "The Area Selection corners mode to use (Corners, or Expand)":"要使用的区域选择模式(角点,或展开)", - "toolItem":"toolItem | 工具", - "The item to use as the \"tool\" for selections etc.":"作为用于选择的工具,虽然默认是木棍\n(§3但是其实你想拿末影龙头也是可以的hhh§r)", - "toolItemEnabled":"toolItemEnabled | 启用工具项目", - "If true, then the \"tool\" item can be used to control selections etc.":"如果启用该选项,那么你可以使用工具进行操作\n如果你关了的话,那它就是一根朴素的木棍\n§6如果你没有改默认工具的话——ZMDF§r", - - // "20200920更新":"这只是一个更新TAG", - - "schematicRebuildBreakExceptPlaceOverlayColor":"schematicRebuild | 重建原理图保留指示器", - "The color of Schematic Rebuild mode's break all blocks except targeted selector overlay":"在重建原理图模式当中,选择保留方块的指示器颜色", - "schematicRebuildBreakAllExcept":"schematicRebuild | 同方块选择保留", - "Modifier key to activate the \"break everything except\"\nmode/function in the Schematic Rebuild tool mode.\nBasically when you hold this key and punch a schematic block,\nall other blocks except this block will be removed from the schematic.":"在重建原理图的模式当中\n按住该键可使得玩家在原理图当中仅保留指定的选中方块\n这也就意味着除了你选中的方块,其他投影方块将被删除。", - - // "20210227更新":"这只是一个更新TAG-1.16.4", - "hightlightBlockInInventoryColor":"hightlightBlock | 高亮显示颜色", - "The highlight color for the item of the looked at block":"在物品栏中高亮显示目标方块的颜色", - "debugLogging":"debugLogging | 调试日志", - "Enables some debug log messages in the game console,\nfor debugging certain issues or crashes.":"在游戏控制台中启用一些调试日志消息,用于调试某些问题或崩溃。", - "highlightBlockInInventory":"highlightBlock | 物品栏高亮显示", - "When enabled, highlights the item (including Shulker Boxes containing it)\nof the looked at block in the schematic":"当启用时,背包内高亮显示指向原理图的方块\n(无论是物品栏还是潜影盒)", - "layerModeFollowsPlayer":"layerMode | 图层显示跟随", - "If true, then the render layer follows the player.\nNote: This currently collapses Layer Range type ranges unfortunately":"如果开启,则渲染层跟随玩家,但是只能跟随当前高度", - "pickBlockShulkers":"pickBlock | 潜影盒选块", - "If enabled, then if the required item for the pick bloc\nis not found directly in the player's inventory, but there\nis a Shulker box that contains it, the Shulker Box\nwill be switched to the player's hand instead":"如果启用,那么如果选取方块物品没有在玩家背包找到\n那么就切换出包含他的潜影盒", - - // "20210227更新":"这只是一个更新TAG-1.17", - "ignoreExistingFluids":"ignoreExisting | 忽略投影内液体", - "If enabled, then any fluid blocks are ignored as \"extra blocks\"\nand as \"wrong blocks\", ie. where the schematic has air or other blocks.\nBasically this makes building stuff under water a whole lot less annoying.\nNote: You will most likely also want to enable the 'renderCollidingSchematicBlocks'\noption at the same time, to allow the blocks to get rendered inside fluids.":"如果启用该选项,原理图中如果有空气或其他块,\n那么任何的“额外块”或“错误块”的液体将被忽略。\n基本上,这使得在水下建造东西少了很多麻烦。\n注意:你很可能还想同时启用'renderCollidingSchematicBlocks(渲染重叠块)',以允许块在流体中渲染。", - - // "20210922更新":"这只是一个更新TAG-1.16.5" - "Use per-world or server root directories for the area selections\n§6NOTE: Don't switch this OFF while you are live streaming,\n§6as then the Area Selection browser will show the server IP\n§6in the navigation widget and also in the current selection name/path\n§6until you change the current directory and selection again":"使用每个世界或服务器根目录进行区域选择\n§6注意:直播时请勿关闭此功能,\n§6否则区域选择浏览器将显示服务器IP\n§6在指南以及当前选择名称/路径中\n§6直到您再次更改当前目录和选择", - "When enabled, then you can hold down the use key\nand look at different schematic blocks to place them,\nwithout having to click on every block individually.":"启用后,您可以按住使用键\n根据投影以放置它们,\n而无需单独点击每个方块", - "When enabled, then simply trying to use an item/place a block\non schematic blocks will place that block in that position":"启用后,只需根据投影以放置它们", - "The alpha value of the ghost blocks,\nwhen rendering them as translucent.\n§6Note: §7You also need to enable the translucent rendering separately,\nusing the 'renderBlocksAsTranslucent' option!":"虚影方块的alpha值,当它们渲染为半透明时\n§6注意:§7您还需要单独启用方块半透明化,\n使用“renderBlocksAsTranslucent”选项!", - "easyPlaceFirst":"easyPlace | 简单放置最近块", - "This causes the Easy Place mode to place the first/closest block\nyou are looking at first, instead of the furthest/bottom-most block.\nSetting this to false allows you to place multiple layers \"at once\",\nsince the furthest blocks would be placed before the closer ones block the line of sight.":"这将使得简单放置模式放置你首先看到的方块\n而不是最远的方块,设置为关闭将可以放置多层\n因为是由远到近放置。", - "easyPlaceSinglePlayerHandling":"PlayerHandling | 单机精准放置", - "If enabled, then Litematica handles the so called\n\"Carpet mod Accurate Placement Protocol\" itself in single player.\nIf you also have Tweakeroo installed, then this can be disabled,\nas Tweakeroo's 'clientPlacementRotation' option does the exact same thing.":"如果启用,那么投影会在单人游戏中处理所谓的地毯精确放置协议\n”如果您还安装了Tweakeroo,则可以禁用它,\n与Tweakeroo的“客户端放置旋转”选项执行完全相同的操作。", - "easyPlaceProtocolV3":"easyPlaceV3 | 简单放置V3", - "If enabled, then Litematica uses \"version 3\"\nof the so-called \"accurate placement protocol\".\nThis is currently only supported by Litematica itself (in single player).":"如果启用,则投影使用所谓的“精确放置协议”的“版本3”\n目前仅投影本身支持(在单人游戏中)。", - "generateLowercaseNames":"Names | 命名建议", - "If enabled, then by default the suggested schematic names\nwill be lowercase and using underscores instead of spaces":"如果启用,则默认情况下建议的原理图名称将为小写并使用下划线而不是空格", - "pasteIgnoreEntities":"Entities | 实体屏蔽", - "If enabled, then the Paste feature will not paste any entities":"如果启用,则粘贴功能将不会粘贴任何实体", - "pasteNbtRestoreBehavior":"pasteNbt | NBT迁移", - "Whether or not the NBT data of blocks is attempted to be restored,\nand which method is used for that.\n- Place & Data Modify will try to place the \"NBT-picked\" block\n near the player, and then use the data modify\n command to transfer the NBT data to the setblock'ed block\n- Place & Clone will try to place the \"NBT-picked\" block\n near the player, and then clone it to the final location.\n- Teleport & Place will try to teleport the player nearby and then\n directly place the NBT-picked item in the correct position.\nNote that the teleport & place method doesn't currently work correctly/at all.\nThe recommended method is §ePlace & Data Modify§r, however for that to work\nyou will probably need to lower the pasteCommandLimit to 1 per tick and increase\nthe pasteCommandInterval to 1-4 ticks or something.\nThus you should only use this for pasting important blocks that need the data,\nfor example by making a schematic of just the inventories,\nand then paste that with replace behavior set to None.":"需要用何种方法尝试恢复方块NBT数据? \n- Place & Data Modify,会把带NBT的方块放在玩家附近后 \n 用data modify指令转换这些用setblock放的方块 \n- Place & Clone,会尝试放置带NBT方块在玩家附近然后 \n 用clone指令复制到最终位置 \n- Teleport & Place,会尝试tp到附近位置然后直接在 \n 正确的位置放下带NBT方块 \n请注意Teleport & Place方法现在不太好用甚至完全用不了。 \n建议的方法是Place & Data Modify,然而要让这种方法生效 \n得降低粘贴命令限制到 1/tick 并将粘贴间隔增加到 \n1-4 个tick或者调别的什么东西 \n因此你只应当用这种方法粘贴需要迁移数据的重要方块。 \n例如,做了包含库存内容的原理图, \n然后在替换规则被设置为None的时候粘贴原理图。", - "pasteToMcFunctionFiles":"pasteToMc | 原理图转存", - "If enabled, then instead of actually pasting schematics to the world,\nthey are written as setblock commands into text files.":"如果启用,则不是将实际的原理图粘贴到世界,\n它们将作为 setblock 命令写入文本文件。", - "infoOverlaysTargetFluids":"TargetFluids | 流体信息穿透", - "When enabled, the Block Info Overlay and Block Info Lines\nwill be able to ray trace to fluid blocks instead of going through them":"启用后,方块信息叠加时\n将能够焦点定位到流体块而不是穿过它们", - "easyPlaceUseKey":"easyPlaceUse | 简单放置应用", - "When the easyPlaceMode is enabled, this key is used for placing the blocks":"当启用简单放置时,此键用于放置方块", - - // "20211204更新":"这只是一个更新TAG-1.17.1" - "easyPlaceProtocol":"easyPlace | 简单放置协议", - "The type of \"accurate placement protocol\" to use.\n- Version 3: Only supported by Litematica itself (in single player).\n- Version 2: Compatible with Carpet mod.\n- Slabs only: Only fixes top slabs. Compatible with Paper servers.\n- None: Does not modify coordinates.":"要使用的“精确放置协议”的类型。\n-Version3:仅支持Litematica本身(在单人游戏中)。\n-Version2:兼容Carpet mod。\n- Slabs only: 只修复top slabs.兼容Paper servers.\n- None: 不做调整.", - "easyPlaceVanillaReach":"easyPlace | 简单放置原版修正", - "If enabled, reduces reach distance from 6 to 4.5\nso servers don't reject placement of far blocks.":"如果启用,手长将从6改为4.5\n服务器便不会拒绝放置方块", - "unhideSchematicVCS":"VCS | 不隐藏原理图版本控制系统", - "Un-hides the Schematic VCS (Version Control System) menu button,\nand enables the hotkey and the VCS functionality in general.\n(This was called Schematic Projects before.)\n\nIn general you §6should not§r be using this feature,\nunless you really know how it works and what it does.\nIt somewhat changes how the area selections, placements and pasting works,\nin particular that there is also an area delete operation when pasting.\n\nBasically this feature is intended for §6iterative, in-place§r design work,\nand it allows you to easier create multiple versions/snapshots\nof the same build, and also to switch between the versions by deleting what is\nin the world first, and then pasting the next version in its place.":"取消隐藏Schematic VCS(版本控制系统)菜单按钮,\n并启用热键和VCS功能。(这之前被称为原理图项目。)\n\n一般来说,你不应该使用这个功能,\n除非你真的知道它是如何工作的。\n它在一定程度上改变了区域选择、放置和粘贴的工作方式,\n特别是在粘贴时还存在一个区域删除操作。\n\n基本上,这个功能是为更新、修改原理图而设计的,\n它允许你更容易地为同一版本原理图创建多个版本/快照,\n也可以通过先删除当前版本,\n然后粘贴下一个版本来在不同版本之间切换。", - "easyPlaceSwapInterval":"easyPlace | 简单放置延迟补正", - "The interval in milliseconds the Easy Place mode waits\nafter swapping inventory slots and placing a block.\nUseful to avoid placing wrong blocks when having high ping.":"简单放置模式在背包和手中块交换后等待的间隔(以毫秒为单位)。有效避免因为高ping放置错误的方块。", - - // "20220129更新":"这只是一个更新TAG-1.18.1" - "cloneAtOriginalPosition":"cloneAt | 原位克隆", - "If enabled, then using the Clone Selection hotkey will create\nthe placement at the original area selection position,\ninstead of at the player's current position":"如果启用,那么使用克隆快捷键时\n将在原来选择的区域位置克隆,\n而不是在玩家的当前位置", - "commandDisableFeedback":"commandback | 禁用命令反馈", - "If enabled, then command feedback is automatically disabled\nand then re-enabled for multiplayer Paste, Fill and Delete operations\n(which are using /setblock and /fill commands) by disabling and then\nre-enabling the sendCommandFeedback game rule when the task is finished":"如果启用,命令反馈将被自动禁用,\n然后在多人游戏中的粘贴,填充和删除操作\n(使用/setblock和/ Fill命令)将没有反馈,\n即在仅仅在任务开始时禁用sendCommandFeedback游戏规则\n在任务结束时重新启用sendCommandFeedback游戏规则", - "commandUseWorldEdit":"WorldEdit | 使用创世神指令", - "If enabled, instead of using the configured setblock and fill commands,\nthe World Edit //pos1, //pos2 and //set commands are used.\nNote that using World Edit commands is around 3x slower\nthan using vanilla commands due to the command limit per tick,\nand WE requiring multiple commands per block or area (//pos1 //pos2 //set).\n§6WARNING: The paste replace behavior option WILL NOT WORK if using\n§6the World Edit commands and fill volumes instead of individual setblock commands!\nThus it's recommended to use the vanilla commands, if you have the permission to run them.\nOne other thing that might make you prefer WE commands in some cases\nis that they can prevent block updates, if the server doesn't have\nthe Carpet mod and thus the '/carpet fillUpdates false' rule available.":"如果启用该功能,而不是使用已经配置的setblock或fill命令,\n则使用World Edit的 //pos1, //pos2和//set命令。\n注意,使用创世神指令会比正常粘贴大约慢3倍\n且由于每tick的命令限制,比起使用普通命令,\n我们需要每个块或区域执行多个命令(//pos1 //pos2 //set)。\n§6警告:如果使用创世神指令或fill命令而不是单独的setblock命令!\n§6粘贴与替换功能将无法使用!\n因此,如果您有权限运行它们,建议使用普通命令。\n另一件让你在某些情况下更喜欢使用WE命令的事情是,\n如果服务器没有Carpet mod所导致的'/ Carpet fillUpdates false'\n规则不可用时,可以使用该功能防止方块更新。", - "customSchematicBaseDirectoryEnabled":"Schematic | 自定义原理图目录", - "If enabled, then the directory set in 'customSchematicBaseDirectory'\nwill be used as the root/base schematic directory,\ninstead of the normal '.minecraft/schematics/' directory":"如果启用该功能,则在'customSchematicBaseDirectory'\n中设置的目录路径将用为原理图的根目录,\n而不是正常的§1.minecraft /schematics/§r目录", - "If enabled, then Litematica handles the so called\n\"Carpet mod Accurate Block Placement Protocol\" itself in single player.\nThis is recommended to be kept enabled if you\nare going to use Easy Place in single player.":"如果启用该功能,那么投影将在单人游戏中处理所谓的“地毯精确放置协议”。\n如果你打算在单人游戏中使用简单放置,建议保持启用。", - "easyPlaceProtocolVersion":"easyPlace | 简单放置协议", - "The type of \"accurate placement protocol\" to use.\n- Auto: Uses v3 in single player, and by default Slabs-only in multiplayer,\n unless the server has Carpet mod that sends a 'carpet:hello'\n packet, in which case v2 is used on that server.\n- Version 3: Only supported by Litematica itself (in single player) for now.\n- Version 2: Compatible with servers with the Carpet mod\n (either QuickCarpet by skyrising and DeadlyMC,\n or CarpetExtra in addition to FabricCarpet.\n And in both cases the 'accurateBlockPlacement' Carpet rule needs\n to be enabled on the server).\n- Slabs only: Only fixes top slabs. Compatible with Paper servers.\n- None: Does not modify coordinates.":"要使用的“准确放置协议”的类型。\n- Auto:在单人游戏中使用 v3,在多人游戏中默认仅使用 Plate only,\n 除非服务器具有Carpet mod且发送了“carpet:hello”的数据包 ,\n 在这种情况下,在该服务器上使用 v2。\n- Version 3:目前仅受 Litematica 本身的支持(单人游戏)。\n- Version 2:与带有 Carpet mod 的服务器兼容\n (Skyrising 和 DeadlyMC 的 QuickCarpet 或\n FabricCarpet 之外的 CarpetExtra。在这两种情况下,\n 需要在服务器上启用“accurateBlockPlacement”地毯规则)。\n- Slabs only:仅修复最新版本。 与 Paper 服务器兼容。\n- None:不修改协议。", - "pasteUseFillCommand":"UseFill | 使用fill填充", - "If enabled, then instead of only using individual /setblock commands,\nthe command-based Paste operation (which is used on servers)\nwill also try to use /fill commands for any continuous areas of the same block.\nThis has no effect in single player, since the mod sets the blocks directly\nin the integrated server's world in and doesn't use commands at all.":"如果启用了该功能,那么粘贴时不是只使用单独的/setblock命令,\n而是基于命令的粘贴操作(比如在服务器后台使用)会尝试对\n同一块的任何连续区域使用/fill命令。这在单人游戏中没有效果,\n因为mod直接在服务器的世界中设置方块,而且根本不使用命令。", - "placementRestrictionWarn":"RestrictionWarn | 放置限制警告", - "Selects which type of warning message to show (if any)\nwhen either the Easy Place mode or Placement Restriction prevent placing a block":"当简单放置模式或放置限制阻止玩家放置一个方块时,\n选择要显示的警告信息类型\n-物品栏模式:显示在物品栏上方\n-消息模式:橙色的弹出消息样式", - "commandFillMaxVolume":"FillMax | 最大命令填充体积", - "The maximum size/volume of each individual box\nthat can be filled via the command-based Fill/Delete\noperations. Bigger areas/volumes will get split to multiple commands.\nAll areas are also split to per-chunk boxes at first anyway.":"可以通过命令填充/删除操作更改的每个单独框的最大的大小/体积。\n更大的区域/体积将被分割为多个命令去执行。\n但无论如何,所有区域在一开始也被分割为多个区块。", - "commandLimitPerTick":"LimitPerTick | 命令限速", - "Maximum number of commands sent per game tick,\nwhen using the Paste, Fill and Delete features on a server,\nwhere they will use setblock and fill commands.\nNote that he Paste feature can overshoot this by a couple of commands\nwhen using the NBT restore functionality, which needs two additional commands for each block.":"当玩家在服务器上使用粘贴,填充和删除功能时,他们将使用setblock和fill指令,\n该变量控制每个游戏周期所发送的最大指令数。请注意,在使用 NBT 恢复功能时,\n粘贴功能可能会因几个命令而失败,这需要为每个块添加两个额外的指令。", - "commandNameClone":"NameClone | Clone命名", - "The clone command name to use when using the\ncommand-based creative mode functionality on servers.\nThis is currently only used by the Paste function if the NBT restore\nbehavior is set to 'Place & Clone'.":"在服务器的创造模式中使用clone命令时要使用的clone命令名\n如果 NBT 迁移选项设置为“Place & Clone”,则当前功能仅使用粘贴。", - "commandNameFill":"NameFill | fill命名", - "The fill command name to use when using the\ncommand-based creative mode functionality on servers":"在服务器的创造模式中使用fill命令时要使用的fill命令名", - "commandNameSetblock":"NameSetblock | Setblock命名", - "The setblock command name to use when using the\ncommand-based creative mode functionality on servers,\nnamely the Paste Schematic in World function":"在服务器的创造模式中使用setblock命令时要使用的\nsetblock命令名,即在世界上粘贴原理图功能", - "commandNameSummon":"NameSummon | Summon命名", - "The summon command name to use when using the\ncommand-based creative mode functionality on servers,\nnamely the Paste Schematic in World function":"在服务器的创造模式中使用Summon命令时要使用的\nSummon命令名,即在世界上粘贴原理图功能", - "commandTaskInterval":"TaskInterval | 任务间隔", - "The interval in game ticks the Paste, Fill and Delete tasks\nare executed at. The commandLimitPerTick config sets the maximum\nnumber of commands to send per execution, and this config\nsets the interval in game ticks before the next execution.":"游戏中的粘贴,填充和删除任务的tick间隔。\ncommandLimitPerTick配置设置每次执行发送的命令的最大数量,\n这个变量配置下一次执行命令之前的游戏时间间隔。", - "customSchematicBaseDirectory":"BaseDirectory | 自定目录路径", - "The root/base schematic directory to use,\nif 'customSchematicBaseDirectoryEnabled' is enabled":"如果启用了自定义原理图目录\n所要使用的原理图的根目录", - "schematicEditBreakPlaceAll":"BreakPlace | 删除同类方块", - "Modifier key to activate the \"break all identical blocks\"\nfunction in the Schematic Edit tool mode":"在重建原理图模式当中\n按住该按键可以删除所有同类方块", - "schematicEditBreakAllExcept":"BreakAllExcept | 删除其他方块", - "Modifier key to activate the \"break everything except\"\nmode/function in the Schematic Edit tool mode.\nBasically when you hold this key and punch a schematic block,\nall other blocks except this block will be removed from the schematic.":"在重建原理图的模式当中\n按住该键可使得玩家在原理图当中仅保留指定的选中方块\n这也就意味着除了你选中的方块,其他投影方块将被删除。", - "schematicEditBreakPlaceDirection":"BreakPlace | 同方块线性增删", - "Modifier key to activate the directional/continuous\nbreak or place function in the Schematic Edit tool mode":"在重建原理图的模式当中\n按住该键可添加或删除原理图内指定方向的相同方块\n如果使用添加,该方块会填满该方向的所有空位", - "schematicEditReplaceAll":"ReplaceAll | 替换同类方块", - "Modifier key to activate the \"replace all identical\"\nreplace mode/function in the Schematic Edit tool mode":"在重建原理图的模式当中\n按住该键可使用手中方块替换原理图内的相同方块", - "schematicEditReplaceBlock":"ReplaceBlock | 替换其他方块", - "Modifier key to activate the \"replace block type\"\nreplace mode/function in the Schematic Edit tool mode":"在重建原理图的模式当中\n按住该键可使用手中方块替换原理图内的相同类型方块\n然而这个类型很模糊", - "schematicEditReplaceDirection":"ReplaceDirection | 同方块线性替换", - "Modifier key to activate the directional/continuous\nreplace mode/function in the Schematic Edit tool mode":"在重建原理图的模式当中\n按住该键可使用手中方块替换原理图内指定方向的相同方块", - - // "20220731更新":"这只是一个更新TAG-1.19.1" - "commandFillNoChunkClamp":"commandFill | 命令填充无区块限制", - "Disables dividing the fill volumes (in the Fill, Replace and Delete modes)\nto per-chunk boxes":"禁用将填充体积划分为子区块\n(在填充、替换和删除模式下)\n效果:填充、替换和删除操作在功能开启前是按子区块操作的\n开启功能候是直接批量删\n(样本较少没有看出是什么方式)", - "itemUsePacketCheckBypass":"itemUse | 物品使用校验", - "Bypass the new distance/coordinate check that was added in 1.18.2.\n\nThat check breaks the \"accurate placement protocol\" and causes\nany blocks placed with a rotation (or other property) request to just become ghost blocks.\n\nThere is basically no need to ever disable this.\nThe check didn't even exist ever before 1.18.2.":"该功能绕过了1.18.2中新添加的距离/坐标校验。\n该校验破坏了“精确放置协议”的功能\n并导致任何带有旋转(或其他属性)\n请求放置的方块变成了幽灵方块\n基本上没有必要禁用这个校验。\n因为在1.18.2之前,这个校验甚至都不存在", - "pasteAlwaysUseFill":"pasteAlways | 粘贴总是使用fill", - "This forces using the fill command (instead of setblock) even for single blocks":"这将会强制使用fill命令(而不是setblock),即使是单个方块", - "pasteIgnoreBlockEntitiesEntirely":"pasteIgnore | 粘贴忽略实体方块", - "If enabled, then block entities ae not pasted at all\nvia the command-based pasting in multiplayer.\nThis allows you to easier paste in two passes if you\nwant to use the NBT-restore option for inventories etc. in the second pass,\nwhich usually requires a lot slower pasting speed/command rate.":"如果启用,则在多人游戏中通过基于命令的粘贴根本不粘贴实体方块。\n如果你想在第二遍中对箱子等方块使用 NBT-restore (NBT迁移)选项,\n这使您可以更轻松地在第二遍中粘贴,\n然而这通常需要更慢的粘贴速度/命令速率。", - "pasteIgnoreBlockEntitiesFromFill":"pasteIgnore | fill忽略实体方块", - "If enabled, then all block entities are ignored from the fill\ncommands when pasting. This allows them to get pasted individually,\nwhich is required if the NBT restore option is being used.":"如果启用,那么在使用填充命令(fill)粘贴时将忽略所有实体方块。\n这使得实体方块可以单独粘贴,如果想要使用NBT-restore (NBT迁移)恢复选项,\n这是必需的。", - "pasteIgnoreCommandLimitWithNbtRestore":"pasteIgnore | 粘贴忽略命令限制与Nbt恢复", - "If enabled, then the command limit is ignored when pasting\nblocks with a block entity with the NBT restore option enabled.\nThis seems to somehow fix an issue where the NBT restore\nwould otherwise fail for many blocks with a low command rate.":"如果启用,则在粘贴带有启用了NBT-restore (NBT迁移)选项的实体方块时将忽略命令限制。\n 这似乎以某种方式解决了一个问题,即NBT-restore (NBT迁移)会因许多命令速率低的方块而失败。", - - // "20230619更新":"这只是一个更新TAG-1.20.1" - "toggleSignTextPaste":"signText | 告示牌文本", - "Toggle the signTextPaste config value (in Generic category)":"开关告示牌文本的选项(在通用类别中)", - "signTextPaste":"signText | 告示牌文本", - "Automatically set the text in the sign GUIs from the schematic":"该功能能在原理图的覆盖层显示投影中告示牌的内容\n§d这样就不用背了捏~", - "fixChestMirror":"fixChest | 大箱子修复", - "Enable a fix to the broken chest mirror code in vanilla":"修复投影中破碎的大箱子", - "pasteUsingCommandsInSp":"pasteUsing | 部分粘贴", - "This is a temporary hack workaround to use the command-based pasting\nalso in single player, which allows using the render layer limited\npasting in single player, which currently doesn't work with\nthe direct world access pasting that single player normally uses.\n\nNote that this will have all the same NBT data restoration\nlimitations that multiplayer pasting has normally.":"这是一个临时的方法,可以在单人游戏中基于命令粘贴,\n这使得在单人游戏中可以使用部分渲染层粘贴原理图,\n但这目前不适用于单人游戏通常使用的粘贴方式。", - "pickBlockAvoidDamageable":"AvoidDamageable | 避免选择耐久物品", - "Avoids replacing any damageable items in the hotbar":"在开启简单放置后,避免方块替换掉任何在快捷栏中\n有耐久度的物品。§d例如:打火石,毛刷等§r", - "pickBlockAvoidTools":"AvoidTools | 避免选择工具", - "Avoids replacing any tool items in the hotbar.\n\nThis means any items that extend the vanilla ToolItem class.":"在开启简单放置后,避免方块替换掉任何在快捷栏中的工具。", - "placementReplaceBehavior":"ReplaceBehavior | 粘贴替换模式优化", - "The block replace behavior when adding blocks\nto the schematic world.\n\nThis allows using overlapped placements without the\nlater handled placement always ovewriting earlier ones with air.\nOn the other hand some blocks like light blocks are considered\nto be air, so they would need the \"All\" replace behavior\nto get placed at all.":"当原理图粘贴时,方块的替换方式\n这将会允许直接改变重叠的位置,\n而不需要后面处理的位置总是先用空气覆盖前面的位置。\n另一方面,一些像光照方块这样的方块被认为是空气,\n所以它们需要“All”替换行为来放置。", - - "litematica.gui.title.configs": "投影配置-汉化醉梦巅峰(ZMDF)-2023.06.20" -} \ No newline at end of file diff --git a/src/main/resources/assets/litematica/lang/zh_tw.json b/src/main/resources/assets/litematica/lang/zh_tw.json deleted file mode 100644 index 5af01529..00000000 --- a/src/main/resources/assets/litematica/lang/zh_tw.json +++ /dev/null @@ -1,887 +0,0 @@ -{ - "litematica.error.area_selection.copy_failed": "無法複製選區", - "litematica.error.area_selection.create_failed": "無法建立一個名為「%s」的新選區文件,因為文件已存在", - "litematica.error.area_selection.failed_to_load": "無法載入選區", - "litematica.error.area_selection.grow.no_sub_region_selected": "沒有選中子區域!", - "litematica.error.area_selection.no_placement_selected": "沒有選中放置的投影!", - "litematica.error.area_selection.rename.already_exists": "錯誤:已經存在一個檔案名為「%s」的區域", - "litematica.error.area_selection.rename.invalid_safe_file_name": "生成的檔案名為「%s」的安全文件無效", - "litematica.error.duplicate_schematic_placement": "錯誤:嘗試新增一個已經存在的投影放置", - "litematica.error.generic.creative_mode_only": "這個行為盡在創造模式中可用", - "litematica.error.generic.failed_to_delete_file": "無法刪除文件「%s」", - "litematica.error.generic.failed_to_sort_list_of_ignored_states": "無法對忽略狀態列表進行排序", - "litematica.error.generic.schematic_world_not_loaded": "原理圖世界未被載入", - "litematica.error.area_editor.create_sub_region.exists": "名為'%s' 子區域已經存在", - "litematica.error.area_editor.no_selection": "無活動區域的選擇", - "litematica.error.area_editor.open_gui.no_selection": "目前處於選擇模式:Normal,但目前未選擇任何區域", - "litematica.error.area_editor.rename_sub_region.exists": "重命名子區域失敗\n已存在子區域名字為 '%s'", - "litematica.error.area_editor.switch_mode.no_selection": "無法切換到選擇模式:Normal,因為目前沒有選擇區域.\n請在區域選擇瀏覽器中選擇一個區域或建立一個新的選擇", - "litematica.error.schematic_conversion.schematic_to_litematica.failed_to_create_schematic": "建立litematica原理圖失敗", - "litematica.error.schematic_conversion.schematic_to_litematica.failed_to_read_schematic": "載入原理圖失敗", - "litematica.error.schematic_conversion.structure_to_litematica_failed": "無法將結構轉換為litematica原理圖", - "litematica.error.schematic.create.no_selections": "沒有有效的選擇區域", - "litematica.error.schematic_load.cant_read_file": "無法讀取原理圖文件 '%s' (不存在權限問題)", - "litematica.error.schematic_load.no_schematic_selected": "未選擇原理圖文件", - "litematica.error.schematic_load.no_schematic_version_information": "該原理圖沒有版本訊息,無法安全載入", - "litematica.error.schematic_load.unsupported_schematic_version": "不支持的或將來版本的原理圖 '%d'", - "litematica.error.schematic_load.unsupported_type": "未知或不支持的文件類型 '%s'", - "litematica.error.schematic_manager.schematic_export.unsupported_type": "只能以其他格式導出Litematica原理圖", - "litematica.error.schematic_manager.schematic_import.unsupported_type": "所選的原理圖類型不支持導入", - "litematica.error.schematic_placements.remove_fail_locked": "位置已鎖定\n- 按住SHIFT鍵強制刪除", - "litematica.error.schematic_save.directory_doesnt_exist": "沒有這樣的目錄: '%s'", - "litematica.error.schematic_save.file_already_exists": "文件'%s' 已經存在", - "litematica.error.schematic_save.invalid_directory": "無效目錄 '%s'", - "litematica.error.schematic_save.invalid_schematic_name": "無效的原理圖名稱 '%s'", - "litematica.error.schematic_save.schematic_creation_failed": "建立原理圖失敗", - "litematica.error.schematic_read_from_file_failed.cant_read": "從文件 '%s'中讀取原理圖", - "litematica.error.schematic_read_from_file_failed.exception": "從文件 '%s'中讀取原理圖時出現異常", - "litematica.error.schematic_read_from_file_failed.no_file": "從文件中讀取原理圖失敗:沒有可用的文件(記憶體中的原理圖?)", - "litematica.error.schematic_projects.empty_selection": "空白區域選擇(0個子區域)", - "litematica.error.schematic_projects.failed_to_load_project": "載入項目失敗", - "litematica.error.schematic_projects.failed_to_load_schematic": "載入目前版本的原理圖失敗", - "litematica.error.schematic_projects.failed_to_rename_project_file_exception": "未能將項目文件重命名為 '%s' (exception)", - "litematica.error.schematic_projects.failed_to_rename_project_file_exists": "無法將項目重命名為'%s', 文件已存在", - "litematica.error.schematic_projects.invalid_project_directory": "項目目錄無效或不存在", - "litematica.error.schematic_projects.no_project_open": "沒有項目被打開", - "litematica.error.schematic_projects.in_projects_mode_but_no_project_open": "目前處於原理圖項目模式,但目前沒有打開的項目", - "litematica.error.schematic_projects.null_player": "player為空", - "litematica.error.schematic_projects.project_already_exists": "項目'%s' 已經存在", - "litematica.error.schematic_projects.save_already_in_progress": "正在儲存", - "litematica.error.schematic_write_to_file_failed.directory_creation_failed": "未能建立原理圖目錄 '%s'", - "litematica.error.schematic_write_to_file_failed.exception": "未能將原理圖寫入檔案 '%s' (exception)", - "litematica.error.schematic_write_to_file_failed.exists": "未能將結構寫入檔案 '%s', 文件已存在", - "litematica.error.structure_write_to_file_failed.exception": "未能將結構寫入檔案 '%s' (exception)", - "litematica.error.structure_write_to_file_failed.exists": "未能將結構寫入檔案 '%s', 文件已存在", - "litematica.hotkeys.category.generic_hotkeys": "通用快速鍵", - "litematica.info.schematic_load.schematic_loaded": "原理圖 '%s' 成功載入到記憶體中", - "litematica.info.schematic_manager.preview.right_click_to_cancel": "右鍵單擊該按鈕可取消掛起的預覽操作", - "litematica.info.schematic_manager.preview.set_preview_by_taking_a_screenshot": "使用普通螢幕截圖鍵設定預覽\n或者右鍵單擊「設定預覽」按鈕取消設定預覽", - "litematica.info.schematic_manager.preview.success": "已成功設定預覽圖像", - "litematica.gui.button.area_editor.analyze_area": "分析區域", - "litematica.gui.button.area_editor.change_corner_mode": "選區模式:%s", - "litematica.gui.button.area_editor.change_selection_mode": "選擇模式:%s", - "litematica.gui.button.area_editor.create_schematic": "儲存原理圖", - "litematica.gui.button.area_editor.create_sub_region": "新建子區域", - "litematica.gui.button.area_editor.origin_enabled": "手動來源:%s", - "litematica.gui.button.area_editor.set_box_name": "set", - "litematica.gui.button.area_editor.set_selection_name": "set", - "litematica.gui.button.area_selection_mode": "區域選擇模式:%s", - "litematica.gui.button.area_selections.create_directory": "建立目錄", - "litematica.gui.button.area_selections.create_new_selection": "新選擇", - "litematica.gui.button.area_selections.create_selection_from_placement": "從位置", - "litematica.gui.button.area_selections.unselect": "取消選擇", - "litematica.gui.button.change_menu.area_editor": "選區編輯器", - "litematica.gui.button.change_menu.configuration_menu": "設定菜單", - "litematica.gui.button.change_menu.load_schematics_to_memory": "載入原理圖", - "litematica.gui.button.change_menu.schematic_manager": "原理圖目錄", - "litematica.gui.button.change_menu.schematic_projects_manager": "原理圖文件夾", - "litematica.gui.button.change_menu.show_area_selections": "選區目錄", - "litematica.gui.button.change_menu.show_loaded_schematics": "已載入原理圖", - "litematica.gui.button.change_menu.show_schematic_placements": "原理圖編輯", - "litematica.gui.button.change_menu.task_manager": "任務管理器", - "litematica.gui.button.change_menu.to_main_menu": "投影菜單", - "litematica.gui.button.config_gui.colors": "顏色", - "litematica.gui.button.config_gui.generic": "通用", - "litematica.gui.button.config_gui.hotkeys": "快速鍵", - "litematica.gui.button.config_gui.info_overlays": "訊息覆蓋", - "litematica.gui.button.config_gui.render_layers": "渲染層", - "litematica.gui.button.config_gui.visuals": "視覺", - "litematica.gui.button.hover.area_editor.shift_for_in_memory": "按住shift建立一個僅在記憶體中的原理圖", - "litematica.gui.button.hover.area_selections.unselect": "取消選擇目前區域選擇", - "litematica.gui.button.hover.material_list.clear_cache": "清除材料快取\n通常這不應該需要做的\n這可以用來代替刪除'material_cache.nbt'\n文件,以防快取含有一些錯誤的數據,\n如一些不應存在的物品儲存,如活塞頭", - "litematica.gui.button.hover.material_list.write_hold_shift_for_csv": "按住shift寫入csv文件,\n而不是普通的ASCII藝術表文本文件", - "litematica.gui.button.hover.material_list_shift_to_select_sub_regions": "按住shift選擇用於材料列表的子區域", - "litematica.gui.button.hover.plus_minus_tip": "左鍵單擊可增大\n右鍵單擊可減小\nShift and/or Alt 增加步長", - "litematica.gui.button.hover.plus_minus_tip_ctrl_alt_shift": "左鍵單擊可增大\n右鍵單擊可減小\nShift/Alt/Ctrl 增加步長(乘法)", - "litematica.gui.button.hover.schematic_list.reload_schematic": "如果你在原理圖編輯模式下出錯,從文件中重新載入原理圖。這將非常有用。", - "litematica.gui.button.hover.schematic_projects.area_browser_disabled_currently_in_projects_mode": "目前打開了一個原理圖項目\n原理圖項目將覆蓋正常區域選擇功能", - "litematica.gui.button.hover.schematic_projects.delete_area": "§6刪除最後放置或儲存的區域§r", - "litematica.gui.button.hover.schematic_projects.menu_warning": "(這之前被稱為原理圖項目)通常你§6不應該使用這個功能§r,\n除非你真的知道它是如何工作的。它在一定程度上改變了\n區域的選擇、放置和貼上的工作方式,特別是在貼上時,\n也有一個區域刪除的操作。基本上,這個功能是更新、\n修改圖紙而設計的,它允許你更容易地建立相同構建的\n多個版本/快照,也可以通過首先刪除世界上的原理圖,\n然後在其位置貼上下一個版本來在版本之間切換。", - "litematica.gui.button.hover.schematic_projects.move_origin_to_player": "將項目原點移動到玩家目前位置\n這還會移動區域選擇和放置", - "litematica.gui.button.hover.schematic_projects.place_to_world_warning": "§6警告:這將在一個之前放置或者儲存的\n§6一個版本的區域裡,刪除/覆蓋目前世界裡的方塊\n§6(基本上是最後一次看到的「有效區域選擇」)", - "litematica.gui.button.hover.schematic_projects.save_new_version": "將新的原理圖/版本儲存到目前項目", - "litematica.gui.button.material_list": "材料列表", - "litematica.gui.button.material_list.clear_cache": "清除快取", - "litematica.gui.button.material_list.clear_ignored": "清除忽略", - "litematica.gui.button.material_list.hide_available": "隱藏可用: %s", - "litematica.gui.button.material_list.ignore": "忽略", - "litematica.gui.button.material_list.list_type": "顯示: %s", - "litematica.gui.button.material_list.refresh_list": "刷新", - "litematica.gui.button.material_list.toggle_info_hud": "訊息 HUD: %s", - "litematica.gui.button.material_list.write_to_file": "寫入檔案", - "litematica.gui.button.placement_sub.placement_configuration": "放置設定", - "litematica.gui.button.placement_sub.reset_sub_region_placement": "重設子區域", - "litematica.gui.button.placement_sub.slice_type": "切片: %s", - "litematica.gui.button.schematic_manager.export_as": "導出為 :", - "litematica.gui.button.schematic_placement.abbr.rendering": "R", - "litematica.gui.button.schematic_placement.ignore_entities": "忽略實體: %s", - "litematica.gui.button.schematic_placement.region_enabled": "區域: %s", - "litematica.gui.button.schematic_placement.reset_sub_region_placements": "重設所有子區域", - "litematica.gui.button.schematic_placement.toggle_all_off": "全部 §c關閉§r", - "litematica.gui.button.schematic_placement.toggle_all_on": "全部 §a開§r", - "litematica.gui.button.schematic_placement.hover.enclosing_box": "封閉框呈現: %s", - "litematica.gui.button.schematic_placement.hover.lock": "鎖定位置可防止移動\n以其他方式更改它(意外地)", - "litematica.gui.button.schematic_placement.hover.rendering": "呈現: %s\n請注意,這有點奇怪\n並且不會阻止實體呈現.\n通常,您應該完全禁用\n完全放置", - "litematica.gui.button.schematic_placements.configure": "設定", - "litematica.gui.button.schematic_placements.disable": "禁用", - "litematica.gui.button.schematic_placements.locked": "已鎖定: %s", - "litematica.gui.button.schematic_placements.placement_enabled": "位置: %s", - "litematica.gui.button.schematic_placements.remove": "刪除", - "litematica.gui.button.schematic_placements.rendering_enabled": "渲染: %s", - "litematica.gui.button.schematic_placements.select": "選擇", - "litematica.gui.button.schematic_projects.close_project": "關閉目前項目", - "litematica.gui.button.schematic_projects.create_project": "建立項目", - "litematica.gui.button.schematic_projects.delete_area": "刪除區域", - "litematica.gui.button.schematic_projects.load_project": "載入項目", - "litematica.gui.button.schematic_projects.move_origin_to_player": "移動到玩家", - "litematica.gui.button.schematic_projects.open_area_editor": "區域編輯", - "litematica.gui.button.schematic_projects.open_manager_gui": "打開管理器", - "litematica.gui.button.schematic_projects.open_project_browser": "項目瀏覽器", - "litematica.gui.button.schematic_projects.place_to_world": "在世界上放置", - "litematica.gui.button.schematic_projects.save_version": "儲存版本", - "litematica.gui.button.schematic_verifier.ignore": "忽略", - "litematica.gui.button.schematic_verifier.range_type": "範圍: %s", - "litematica.gui.button.schematic_verifier.reset_ignored": "重設被忽略", - "litematica.gui.button.schematic_verifier.reset_verifier": "重設數據", - "litematica.gui.button.schematic_verifier.resume": "摘要驗證", - "litematica.gui.button.schematic_verifier.start": "開始驗證", - "litematica.gui.button.schematic_verifier.stop": "停止驗證", - "litematica.gui.button.schematic_verifier.toggle_info_hud": "訊息HUD: %s", - "litematica.gui.button.cancel": "取消", - "litematica.gui.button.configure": "設定", - "litematica.gui.button.copy": "複製", - "litematica.gui.button.create_directory": "新建目錄", - "litematica.gui.button.create_placement": "創造放置", - "litematica.gui.button.delete": "刪除", - "litematica.gui.button.disable": "禁用", - "litematica.gui.button.enable": "啟用", - "litematica.gui.button.import": "導入", - "litematica.gui.button.load_schematic_to_memory": "載入原理圖", - "litematica.gui.button.mirror_value": "鏡像: %s", - "litematica.gui.button.move_to_player": "移動到玩家", - "litematica.gui.button.ok": "Ok", - "litematica.gui.button.reload": "重載", - "litematica.gui.button.remove": "刪除", - "litematica.gui.button.remove_placement": "刪除放置", - "litematica.gui.button.rename": "重命名", - "litematica.gui.button.rotation_value": "旋轉: %s", - "litematica.gui.button.save_new_schematic_version": "儲存版本", - "litematica.gui.button.save_schematic": "儲存原理圖", - "litematica.gui.button.save_to_file": "儲存到文件", - "litematica.gui.button.schematic_verifier": "原理圖驗證程序", - "litematica.gui.button.set_preview": "設定預覽", - "litematica.gui.button.tool_mode": "工具模式: %s", - "litematica.gui.button.unload": "卸載", - "litematica.gui.button.unlocked": "解鎖", - "litematica.gui.label.area_editor.box_name": "子區域框名稱", - "litematica.gui.label.area_editor.selection_name": "選擇名稱", - "litematica.gui.label.area_editor.corner_1": "角1", - "litematica.gui.label.area_editor.corner_2": "角2", - "litematica.gui.label.area_editor.origin": "原點", - "litematica.gui.label.area_editor.dimensions": "尺寸", - "litematica.gui.label.area_editor.pos1": "角1", - "litematica.gui.label.area_editor.pos2": "角2", - "litematica.gui.label.area_editor.sub_regions": "子區域 (%s)", - "litematica.gui.label.area_selection_manager.current_selection": "所選區域: %s", - "litematica.gui.label.area_selection_box_count": "框數: %d", - "litematica.gui.label.area_selection_origin": "原點: %s", - "litematica.gui.label.area_selection.mode.normal": "正常", - "litematica.gui.label.area_selection.mode.simple": "簡單", - "litematica.gui.label.block_info.state_client": "使用者端世界的方塊訊息", - "litematica.gui.label.block_info.state_schematic": "原理圖世界的方塊訊息", - "litematica.gui.label.block_info_list_type.all": "ALL", - "litematica.gui.label.block_info_list_type.render_layers": "渲染層", - "litematica.gui.label.easy_place_protocol.auto": "Auto", - "litematica.gui.label.easy_place_protocol.none": "None", - "litematica.gui.label.easy_place_protocol.slabs_only": "Slabs only", - "litematica.gui.label.easy_place_protocol.v2": "Version 2", - "litematica.gui.label.easy_place_protocol.v3": "Version 3", - - "litematica.gui.label.loaded_schematic.modified_on": "§6在%s上修改§r", - "litematica.gui.label.material_list.abbr.shulker_box": "界伏盒", - "litematica.gui.label.material_list.title.available": "可用", - "litematica.gui.label.material_list.title.item": "項目", - "litematica.gui.label.material_list.title.missing": "缺少", - "litematica.gui.label.material_list.title.total": "總計", - "litematica.gui.label.material_list.multiplier": "倍數:", - "litematica.gui.label.material_list.name": "名稱", - "litematica.gui.label.material_list.progress": "進度: %s", - "litematica.gui.label.material_list.progress.done": "完成 %s", - "litematica.gui.label.material_list.progress.mismatch": "不匹配的 %s", - "litematica.gui.label.material_list.progress.missing": "缺少 %s", - "litematica.gui.label.material_list.total": "總計: %s 個物品", - "litematica.gui.label.missing_chunks": "%s, 缺失區塊 (%s)", - "litematica.gui.label.origin.auto": "自動", - "litematica.gui.label.origin.manual": "手動", - "litematica.gui.label.paste_nbt_behavior.none": "None", - "litematica.gui.label.paste_nbt_behavior.place_data_modify": "Place & Data Modify", - "litematica.gui.label.paste_nbt_behavior.place_clone": "Place & Clone", - "litematica.gui.label.paste_nbt_behavior.teleport_place": " Teleport & Place", - "litematica.gui.label.placement_sub.region_name": "區域名: %s", - "litematica.gui.label.placement_sub.region_position": "區域位置", - "litematica.gui.label.placement_sub.region_size": "區域大小: %s", - "litematica.gui.label.placement_settings.placement_origin": "放置原點", - "litematica.gui.label.render_layers.hotkey": "快速鍵", - "litematica.gui.label.render_layers.hover.hotkey": "下一個/上一個圖層快速鍵將影響此邊界\n如果兩者都被選中,那麼快速鍵將被影響\n在最接近玩家的邊界", - "litematica.gui.label.replace_behavior.all": "所有", - "litematica.gui.label.replace_behavior.none": "無", - "litematica.gui.label.replace_behavior.with_non_air": "非空氣", - "litematica.gui.label.schematic_info.schematic_author": "原理圖作者: §f%s§r", - "litematica.gui.label.schematic_info.description": "說明:", - "litematica.gui.label.schematic_info.enclosing_size": "框大小:", - "litematica.gui.label.schematic_info.enclosing_size_value": "框大小: §f%s§r", - "litematica.gui.label.schematic_info.name": "名字:", - "litematica.gui.label.schematic_info.region_count": "區域: §f%d§r", - "litematica.gui.label.schematic_info.time_created": "已建立: §f%s§r", - "litematica.gui.label.schematic_info.time_modified": "修改自: §f%s§r", - "litematica.gui.label.schematic_info.total_blocks": "方塊總數: §f%d§r", - "litematica.gui.label.schematic_info.total_blocks_and_volume": "方塊/體積: §f%d§r/§f%d§r", - "litematica.gui.label.schematic_info.total_volume": "總體積: §f%d§r 個方塊", - "litematica.gui.label.schematic_load.checkbox.create_placement": "建立放置", - "litematica.gui.label.schematic_load.hoverinfo.create_placement": "立即建立新位置\n並選擇該位置", - "litematica.gui.label.schematic_paste.missing_chunks": "貼上,遺失的方塊 (%s)", - "litematica.gui.label.schematic_placement.enclosing_size": "框尺寸: %s", - "litematica.gui.label.schematic_placement.hoverinfo.hold_shift_to_create_as_disabled": "按住shift以在建立時禁用放置", - "litematica.gui.label.schematic_placement.in_memory": "僅限記憶體", - "litematica.gui.label.schematic_placement.origin": "來源: %s", - "litematica.gui.label.schematic_placement.rename_placement": "重命名放置:", - "litematica.gui.label.schematic_placement.schematic_file": "文件: %s", - "litematica.gui.label.schematic_placement.schematic_name": "原理圖: %s", - "litematica.gui.label.schematic_placement.sub_region_count": "子區域: %s", - "litematica.gui.label.schematic_placement.sub_regions": "子區域 (%s):", - "litematica.gui.label.schematic_projects.currently_open_project": "目前打開的項目: %s", - "litematica.gui.label.schematic_projects.origin": "來源:", - "litematica.gui.label.schematic_projects.project": "項目:", - "litematica.gui.label.schematic_projects.version": "版本: %s (of %s)", - "litematica.gui.label.schematic_projects.version_entry": "請參見. %d - %s", - "litematica.gui.label.schematic_projects.version_name": "版本名:", - "litematica.gui.label.schematic_save.checkbox.ignore_entities": "忽略實體", - "litematica.gui.label.schematic_save.hoverinfo.hold_shift_to_overwrite": "按住shift覆蓋現有文件", - "litematica.gui.label.schematic_verifier.count": "數量", - "litematica.gui.label.schematic_verifier.expected": "投影原方塊", - "litematica.gui.label.schematic_verifier.found": "目前放置方塊", - "litematica.gui.label.schematic_verifier_display_type.all": "全部 (非忽略的)", - "litematica.gui.label.schematic_verifier_display_type.correct_state": "正確狀態", - "litematica.gui.label.schematic_verifier_display_type.extra": "額外的方塊", - "litematica.gui.label.schematic_verifier_display_type.missing": "缺失的方塊", - "litematica.gui.label.schematic_verifier_display_type.wrong_blocks": "錯誤的方塊", - "litematica.gui.label.schematic_verifier_display_type.wrong_state": "錯誤的狀態", - "litematica.gui.label.schematic_verifier.status.done_errors": "警告: §c方塊: %s§r, §6狀態: %s§r, §b缺失: %s§r, §d額外: %s§r", - "litematica.gui.label.schematic_verifier.status.done_correct_total": "§a正確: %s§r, 總共: %s", - "litematica.gui.label.schematic_verifier.status.verifying": "不可見的區塊: %s / %s", - "litematica.gui.label.schematic_verifier.verifier": "原理圖驗證程序", - "litematica.gui.label.task.title.remaining_chunks": "%s, 剩餘區塊 (%s)", - "litematica.gui.label.task_name.area_analyzer": "區域分析器", - "litematica.gui.label.task_name.delete": "刪除任務", - "litematica.gui.label.task_name.fill": "填充任務", - "litematica.gui.label.task_name.material_list": "材料列表", - "litematica.gui.label.task_name.paste": "貼上原理圖", - "litematica.gui.label.task_name.save_schematic": "儲存原理圖", - "litematica.gui.label.task_name.verifier": "驗證程序", - "litematica.gui.message.confirm_file_deletion": "是否要刪除文件 '%s'", - "litematica.gui.message.schematic_projects.confirm_delete_area": "是否刪除「上次受影響」的區域?\n這將刪除這個工程管理器上次放置在世界上的,或者上次儲存為一個版本文件的區域中任何方塊實體\n(基本上是「最後一次看到受影響的區域」,這樣如果你要循環版本,它就不會留下以前版本的方塊)", - "litematica.gui.message.schematic_projects.confirm_place_to_world": "你想把這個版本放到世界嗎?\n這將刪除項目管理器最後放置到世界的區域內的任何方塊和實體,或最後儲存為版本. (基本上 \\\"最後見過受影響的區域\\\", 這樣,如果你要循環版本,它不會留下以前版本的方塊.)", - "litematica.gui.title.area_editor_normal": "區域編輯器(普通/多框模式)", - "litematica.gui.title.area_editor_normal_schematic_projects": "區域編輯器 (§6§l圖形項目區域§r)", - "litematica.gui.title.area_editor_simple": "區域編輯器 (簡單模式)", - "litematica.gui.title.area_editor_sub_region": "區域編輯器 (子區域)", - "litematica.gui.title.area_editor.sub_region_name": "子區域名稱", - "litematica.gui.title.area_selection_manager": "區域選擇管理器", - "litematica.gui.title.configure_schematic_placement": "設定原理圖放置", - "litematica.gui.title.configure_schematic_sub_region": "設定放置子區域", - "litematica.gui.title.confirm_file_deletion": "確認文件刪除", - "litematica.gui.title.copy_area_selection": "複製區域選擇 '%s'", - "litematica.gui.title.create_area_selection": "新建區域選擇", - "litematica.gui.title.create_area_selection_from_placement": "從原理圖位置建立新的區域選擇", - "litematica.gui.title.create_directory": "新建目錄", - "litematica.gui.title.create_in_memory_schematic": "建立記憶體中的原理圖", - "litematica.gui.title.create_schematic_project": "新建原理圖項目", - "litematica.gui.title.litematica_main_menu": "投影 %s", - "litematica.gui.title.load_schematic": "載入原理圖", - "litematica.gui.title.manage_loaded_schematics": "管理載入的原理圖", - "litematica.gui.title.manage_schematic_placements": "管理原理圖放置", - "litematica.gui.title.material_list.area_analyzer": "選擇區域分析 '%s'", - "litematica.gui.title.material_list.placement": "放置材料列表 '%s'", - "litematica.gui.title.material_list.schematic": "原理圖的材料清單 '%s' (%s of %s 區域)", - "litematica.gui.title.material_list.select_schematic_regions": "選擇材料列表的子區域 '%s'", - "litematica.gui.title.rename_area_selection": "重命名區域選擇", - "litematica.gui.title.rename_area_sub_region": "重命名子區域", - "litematica.gui.title.rename_schematic": "重命名原理圖", - "litematica.gui.title.create_schematic_from_selection": "將目前選擇的區域另存為原理圖", - "litematica.gui.title.save_exported_schematic": "儲存導出 %s 屬於 '%s'", - "litematica.gui.title.save_imported_schematic": "儲存導入的原理圖", - "litematica.gui.title.save_schematic_from_memory": "將記憶體中的原理圖儲存到文件", - "litematica.gui.title.save_schematic_filename": "原理圖檔案名", - "litematica.gui.title.schematic_browser": "原理圖瀏覽器", - "litematica.gui.title.schematic_manager": "原理圖管理器", - "litematica.gui.title.schematic_project_manager": "原理圖工程目錄", - "litematica.gui.title.schematic_projects.confirm_delete_area": "確認刪除區域", - "litematica.gui.title.schematic_projects.confirm_place_to_world": "確認在世界中放置的操作", - "litematica.gui.title.schematic_projects.save_new_version": "儲存一個新的原理圖版本", - "litematica.gui.title.schematic_projects_browser": "原理圖工程瀏覽器", - "litematica.gui.title.schematic_verifier": "驗證 '%s' 原理圖", - "litematica.gui.title.schematic_verifier_errors": "原理圖驗證錯誤", - "litematica.gui.title.task_manager": "任務管理器", - "litematica.hud.area_selection.box_count": "框數: %s", - "litematica.hud.area_selection.dimensions_position": "尺寸: %s - p1: %s, p2: %s", - "litematica.hud.area_selection.mode.corners": "角點", - "litematica.hud.area_selection.mode.expand": "展開", - "litematica.hud.area_selection.origin": "原點: %s", - "litematica.hud.area_selection.selected_area_normal": "區域: %s", - "litematica.hud.area_selection.selected_area_simple": "區域 [§6簡單模式§r]: %s", - "litematica.hud.area_selection.selected_sub_region": "子區域: %s", - "litematica.hud.area_selection.selection_corners_mode": "角點模式: %s", - "litematica.hud.delete.target_mode": "刪除目標模式: %s", - "litematica.hud.delete.target_mode.area": "目前區域", - "litematica.hud.delete.target_mode.placement": "目前放置", - "litematica.hud.misc.easy_place_mode_enabled": "簡單放置模式 §aON§r", - "litematica.hud.misc.none_brackets": "", - "litematica.hud.misc.placement_restriction_mode_enabled": "限制放置模式 §a開啟§r", - "litematica.hud.misc.render_layer_mode": "圖層模式: %s - %s", - "litematica.hud.misc.render_layer_mode_all": "圖層模式: %s", - "litematica.hud.misc.renderer_status": "渲染器: A: %s S: %s B: %s O: %s SEL: %s", - "litematica.hud.misc.schematic_paste.data_restore_mode": "數據恢復模式: §b%s", - "litematica.hud.misc.schematic_paste.replace_mode": "替換方塊: %s", - "litematica.hud.schematic_placement.hover_info.lock_coordinate": "鎖定此坐標\n這允許改變其他坐標\n不影響鎖定的", - "litematica.hud.schematic_placement.hover_info.placement_locked": "此位置已鎖定,如果不先解鎖,則無法修改", - "litematica.hud.schematic_placement.hover_info.placement_modified": "此位置已修改", - "litematica.hud.schematic_placement.hover_info.placement_sub_region_modified": "此子區域已修改", - "litematica.hud.schematic_placement.selected_placement": "放置", - "litematica.hud.schematic_placement.selected_sub_region": "子區域", - "litematica.hud.schematic_placement.sub_region_count": "區域", - "litematica.hud.schematic_placement.sub_region_modified": "修改", - "litematica.hud.schematic_placement.sub_region_origin": "區域原點: %s", - "litematica.hud.schematic_placement.sub_regions_modified": "修改區域", - "litematica.hud.selected_mode": "模式", - "litematica.hud.schematic_projects.current_version_date": "數據: %s", - "litematica.hud.schematic_projects.current_version": "版本: %s/%s - 名字: %s", - "litematica.hud.schematic_projects.no_project_open": "<沒有項目打開>", - "litematica.hud.schematic_projects.no_versions": "<沒有該版本>", - "litematica.hud.schematic_projects.origin": "項目來源: %s", - "litematica.hud.schematic_projects.project_name": "項目: %s", - "litematica.hud.schematic_projects_mode": "§6原理圖項目模式§r", - "litematica.info.material_list": "- 材料清單快速鍵將打開上次查看的材料清單,\n 如果有一個儲存\n- 要切換到其他材料列表,請打開一個\n 放置設定GUI中的GUI按鈕或原理圖瀏覽器\n- 儲存/上次查看的列表也會被忘記\n 如果選擇的原理圖放置已更改\n- 如果還沒有最後查看的材料清單,\n 然後使用選擇的放置,如果有的話", - "litematica.label.alignment.center": "中心", - "litematica.label.alignment.top_center": "頂部中心", - "litematica.label.none_lower": "none", - "litematica.label.no": "no", - "litematica.label.yes": "yes", - "litematica.message.error.area_deletion_aborted": "區域刪除中斷或中止", - "litematica.message.error.empty_area_selection": "空白區域選擇(無框)", - "litematica.message.error.invalid_schematic_name": "無效的原理圖名稱 '%s'", - "litematica.message.error.no_area_selected": "§c沒有區域被選擇§r", - "litematica.message.error.no_placement_selected": "§c沒有選擇展示位置§r", - "litematica.message.error.only_works_in_single_player": "§c此操作僅在單個玩家中運行§r", - "litematica.message.error.move.pending_tasks": "§c當有待處理的任務時,無法進行移動§r", - "litematica.message.error.placement_paste_outside_world": "無法將放置貼上到目前位置,因為它超出了世界邊界", - "litematica.message.error.schematic_paste_failed": "§c原理圖貼上到世界失敗§r", - "litematica.message.error.schematic_save_failed": "無法將原理圖儲存到文件 '%s'", - "litematica.message.error.schematic_save_interrupted": "原理圖儲存中斷或停止", - "litematica.message.error.schematic_save_no_area_selected": "§c原理圖儲存失敗,未選擇任何區域§r", - "litematica.message.added_selection_box": "新增了一個新的選擇框在 %s", - "litematica.message.area_clear_fail": "§c清除區域失敗§r", - "litematica.message.area_cleared": "已清除區域", - "litematica.message.area_filled": "已填充區域", - "litematica.message.area_fill_fail": "填充區域失敗", - "litematica.message.area_selections.selection_created_from_placement": "建立了新的選擇在位置 '%s'", - "litematica.message.easy_place_fail": "由輕鬆放置模式阻止的操作", - "litematica.message.grabbed_element_for_moving": "抓住要移動的元件", - "litematica.message.in_memory_schematic_created": "已將記憶體中的原理圖建立為 '%s'", - "litematica.message.material_list.material_cache_cleared": "已清除材料快取", - "litematica.message.material_list_written_to_file": "材料列表寫入檔案 '%s'", - "litematica.message.moved_area_origin": "移動區域原點 %s => %s", - "litematica.message.moved_selection": "移動所選內容 %s => %s", - "litematica.message.placement.cant_modify_is_locked": "§c展示位置已鎖定且無法修改§r", - "litematica.message.placement.moved_placement_origin": "已移動展示位置 原點%s => %s", - "litematica.message.placement.moved_subregion_to": "移動子區域 to %s", - "litematica.message.placement_restriction_fail": "放置限制模式阻止的操作", - "litematica.message.removed_area_origin": "刪除了展示的/手動區域原點", - "litematica.message.removed_selection_box": "已刪除選擇框 %s", - "litematica.message.scheduled_task_added": "新增的計劃任務...", - "litematica.message.schematic_exported_as": "原理圖導出為 '%s'", - "litematica.message.schematic_pasted": "在世界上貼上原理圖", - "litematica.message.schematic_pasted_using_setblock": "原理圖貼上使用 %s 放置指令", - "litematica.message.schematic_pasted_using_setblock": "使用 §b%s§r setblock指令貼上的原理圖", - "litematica.message.schematic_pasted_using_world_edit": "使用 §b%s§r WorldEdit //set 指令貼上的原理圖", - "litematica.message.schematic_placement_created": "建立放置 '%s'", - "litematica.message.schematic_preview_cancelled": "預覽任務已取消", - "litematica.message.schematic_read_from_file_success": "載入原理圖從文件中 '%s'", - "litematica.message.schematic_rendering_refreshed": "原理圖渲染已刷新", - "litematica.message.schematic_saved_as": "原理圖儲存為 '%s'", - "litematica.message.schematic_save_task_created": "已建立原理圖儲存任務", - "litematica.message.set_area_origin": "將區域原點設定為%s", - "litematica.message.set_selection_box_point": "設定/移動點從 %d 到 %s", - "litematica.message.toggled": "已切換 %s %s", - "litematica.message.value.on": "ON", - "litematica.message.value.off": "OFF", - "litematica.message.schematic_projects.project_created": "已建立項目 '%s'", - "litematica.message.schematic_projects.project_loaded": "已載入項目 '%s'", - "litematica.message.schematic_projects.version_saved": "新版本 (#%s) 儲存為 '%s'", - "litematica.message.warn.area_selection.browser_open_in_simple_mode": "注意:您目前處於簡單區域選擇模式", - "litematica.message.warn.layer_mode_currently_at": "注意:你目前處在 '%s' 顯示層模式", - "litematica.message.warn.main_rendering_disabled": "警告:主渲染目前已禁用\n查看視覺效果 -> %s, 或者快速鍵 -> %s ['%s']", - "litematica.message.warn.schematic_blocks_rendering_disabled": "警告:原理圖塊呈現目前被禁用\n查看視覺效果 -> %s, or 或者快速鍵 -> %s ['%s']", - "litematica.message.warn.schematic_load_non_litematica": "警告:直接載入非Litematica原理圖時,建立的展示位置不會持久。\n此外,如果您必須多次載入原理圖,那麼每次載入時都會發生原理圖類型轉換滯後尖峰(對於大型原理圖)。\n\n因此,建議導入原理圖並透過原理圖管理器菜單以Litematica格式儲存,或者更好的是,使用MCEdit或Litematica中的貼上模式將原始原理圖貼上到臨時世界中,然後製作新的Litematica原理圖 從那裡開始,在適用的情況下,最好使用多個子區域來緊密捕獲構建。", - "litematica.message.warn.schematic_rebuild_placement_not_selected": "目前未選擇目標展示位置。「全部替換」快速鍵僅適用於您單擊的放置的目前選擇子區域。 因此,要僅替換一個子區域中的塊,請選擇該子區域。 要替換整個原理圖(所有太陽區域),請選擇整個位置而不是其子區域。 這些塊也僅在目前「渲染層」設定限制的區域內被替換。", - "litematica.message.warn.schematic_rendering_disabled": "警告:目前禁用了原理圖渲染\n查看視覺效果 -> %s, 或者快速鍵 -> %s ['%s']", - "litematica.message.warn.schematic_verifier.overlay_disabled": "警告:驗證程序重疊渲染目前已禁用! 請參閱訊息 -> %s (或者快速鍵 -> %s ['%s'])", - "litematica.message.warning.invalid_number": "輸入無效的數字 '%s'", - "litematica.message.warning.schematic_projects_hidden": "警告: 原理圖版本控制系統目前是隱藏的。一般來說,你不應該使用這個,除非你真的知道它是如何工作的,該功能改變了一些mod的功能。這意味著更新、修改原理圖,需要在不同版本的原理圖之間切換(=刪除和替換以前的版本)。如果您想使用它,那麼啟用通用 -> 不隱藏原理圖版本控制系統", - "litematica.warning.area_editor.area_rendering_disabled": "注意:區域選擇框呈現目前被禁用\n查看視覺效果 -> %s, 或者快速鍵 -> %s ['%s']", - "litematica.tool_hud.block_1": "方塊: %s", - "litematica.tool_hud.block_2": "替換: %s", - "litematica.tool_hud.facing": "朝向: %s", - "litematica.tool_mode.name.area_selection": "區域選擇", - "litematica.tool_mode.name.delete": "刪除", - "litematica.tool_mode.name.fill": "填充", - "litematica.tool_mode.name.grid_paste": "在世界上貼上原理圖網格", - "litematica.tool_mode.name.move": "移動", - "litematica.tool_mode.name.paste_schematic": "在世界上貼上原理圖", - "litematica.tool_mode.name.rebuild": "重建原理", - "litematica.tool_mode.name.replace_block": "替換方塊", - "litematica.tool_mode.name.schematic_placement": "原理圖放置", - - "addSelectionBox":"addSelectionBox | 新增選區", - "Add a new selection box (position 1) here":"在目前位置新增一個新的選區(位置1)", - "cloneSelection":"cloneSelection | 複製選區", - "Quickly clone the current area selection.\nThis basically just creates an in-memory-only schematic,\nand then creates a placement of that schematic and selects it,\nand also switches the tool mode to the Paste mode.":"快速複製目前選擇的區域,基本上是建立了一個儲存中的示意圖\n然後在目前位置建立一個示意圖並選擇它,並將工具模式切換為貼上。", - "deleteSelectionBox":"deleteSelectionBox | 刪除選區", - "Delete the currently selected box":"刪除目前選區", - "easyPlaceActivation":"easyPlace | 簡單放置(長按啟用)", - "When the easyPlaceMode is enabled, this key must\nbe held to enable placing the blocks when\nusing the vanilla Use key":"當easyPlaceMode(簡單放置)啟用後,\n如果希望使用簡單放置的功能,需要按住此按鍵。", - "easyPlaceToggle":"easyPlaceToggle | 簡單放置(模式切換)", - "Allows quickly toggling on/off the Easy Place mode":"允許玩家快速的切換簡單放置的模式。", - "executeOperation":"executeOperation | 執行操作", - "Execute the currently selected tool operation with the\ncurrent selection or placement in the Fill, Replace,\nPaste Schematic etc. modes":"在填充、替換、貼上原理圖等模式中,\n以目前選擇模式或放置方式執行目前選擇的工具操作", - "invertGhostBlockRenderState":"invertGhost | 調整投影方塊渲染狀態", - "Inverts the schematic/ghost block rendering status\nwhile this keybind is held down":"當按住該按鍵後,對投影的方塊渲染效果是否開啟進行調整。", - "invertOverlayRenderState":"invertOverlay | 調整投影線框渲染狀態", - "Inverts the Overlay rendering status while this keybind is held down":"當按住該按鍵後,對投影的線框渲染效果是否開啟進行調整", - "layerModeNext":"layerModeNext | 下一渲染模式", - "Cycle the rendering mode (all, layers) forward":"切換為下一個渲染模式", - "layerModePrevious":"layerModePrevious | 上一渲染模式", - "Cycle the rendering mode (all, layers) backwards":"切換為上一個渲染模式", - "layerNext":"layerNext | 下一層", - "Move the rendered layer selection up":"將渲染的圖層向上移動一層", - "layerPrevious":"layerPrevious | 上一層", - "Move the rendered layer selection down":"將渲染的圖層向下移動一層", - "layerSetHere":"layerSetHere | 設定初始層", - "Set the Render Layer to the player's current position":"將渲染層的初始位置設定為玩家目前位置", - "nudgeSelectionNegative":"nudgeSelection | 正向推動選區", - "Nudge the current selection in the \"negative\" direction\nThis is basically the same as mouse wheel down\nwith the Nudge modifier pressed":"向面向方向前移選區位置,其效果與alt+滑鼠滾輪效果類似", - "nudgeSelectionPositive":"nudgeSelection | 反向推動選區", - "Nudge the current selection in the \"positive\" direction\nThis is basically the same as mouse wheel up\nwith the Nudge modifier pressed":"向面向方向後移選區位置,其效果與alt+滑鼠滾輪效果類似", - "moveEntireSelection":"moveEntire | 選區定位", - "Move the entire current selection here":"移動整個選區至玩家所在的目前位置", - "openGuiAreaSettings":"openGuiArea | 區域編輯器", - "Open the Area Settings GUI for the currently selected area":"打開目前選區的區域設定GUI界面", - "openGuiLoadedSchematics":"openGuiLoaded | 原理圖載入", - "Open the Loaded Schematic GUI":"打開原理圖載入的GUI界面", - "openGuiMainMenu":"openGuiMainMenu | 主界面", - "Open the Litematica main menu":"打開Litematica的主界面菜單", - "openGuiMaterialList":"openGuiMaterialList | 材料列表", - "Open the Material List GUI for the currently\nselected schematic placement":"打開目前選擇的投影材料列表GUI", - "openGuiPlacementSettings":"openGuiPlacement | 設定原理圖放置", - "Open the Placement Settings GUI for the currently\nselected placement or sub-region":"打開目前選區或其子區域的設定原理圖放置GUI", - "openGuiSchematicPlacements":"openGuiSchematic | 管理原理圖放置", - "Open the Schematic Placements GUI":"打開管理原理圖放置GUI", - "openGuiSchematicProjects":"openGuiSchematic | 原理圖文件夾", - "Open the Schematic Projects GUI":"打開原理圖工程文件夾GUI", - "openGuiSchematicVerifier":"openGuiSchematic | 原理圖驗證器", - "Open the Schematic Verifier GUI for the currently\nselected schematic placement":"打開目前選擇的原理圖的示意圖驗證器GUI", - "openGuiSelectionManager":"openGuiSelection | 區域選擇管理器", - "Open the Area Selection manager GUI":"打開區域選擇管理器的GUI", - "openGuiSettings":"openGuiSettings | 設定菜單", - "Open the Config GUI":"打開投影設定菜單的GUI", - "operationModeChangeModifier":"operationMode | 模式選擇", - "The modifier key to quickly change the operation mode.\nHold this and scroll while holding the \"tool item\" to quickly cycle the mode.":"快速修改模式,當玩家手持木棒時。\n玩家可以按住該按鍵滾動滾輪快速調整模式。", - "pickBlockFirst":"pickBlockFirst | 選擇目前方塊", - "A key to pick block the first\nschematic block ray traced to":"該按鍵可以選中指向的表面方塊,\n並將將其切換至手中", - "pickBlockLast":"pickBlockLast | 選擇可放置方塊", - "A key to pick block the last schematic block\nray traced to, before the first (possible) client world\nblock ray traced to. Basically this would get\nyou the block you could place against an existing block.":"該按鍵可以選中目前可以放置的方塊\n怎麼解釋呢?就是說,這個鍵會選擇你現在可以放置的最遠的方塊,\n當然這得看你對準了哪個面", - "pickBlockToggle":"pickBlockToggle | 選擇方塊開關", - "A hotkey to toggle the pick block toggle option in the\nGeneric configs. This is provided as a quick way to enable\nor disable the pick block keys, if they interfere with something.":"在通用設定當中快速關閉或開啟方塊選擇的快捷鍵\n這是一種快速切換其模式的方法。\n如果它們產生了什麼干擾(比如功能衝突)", - "renderInfoOverlay":"renderInfo | 方塊訊息", - "The key that enables rendering the block info overlay.\nUse NONE for not requiring a key to be pressed.\nDisable the similarly named option in the Visuals\nconfigs to disable the overlay completely.":"在方塊放置後,如果是錯誤的放置,會提示投影原本的方塊訊息\n如果是正確的,投影會顯示目前方塊的訊息", - "renderOverlayThroughBlocks":"renderOverlay | 原理圖透視渲染", - "A hotkey to allow the overlays to render through blocks.\nThis is just a quicker way to temporarily enable\nthe same thing that the 'schematicOverlayRenderThroughBlocks' option in Visuals does.":"該快捷鍵將高亮顯示投影原理圖未完成部分\n高亮的部分會穿透顯示,無視方塊遮擋。", - "rerenderSchematic":"rerenderSchematic | 重載渲染圖", - "Hotkey to refresh/redraw only the schematic, instead of\nhaving to refresh the vanilla terrain too with F3 + A":"使用該快捷鍵重載原理圖,而不需要使用F3+A刷新區塊", - "saveAreaAsInMemorySchematic":"saveAreaAs | 將原理圖存至記憶體", - "Save the current Area Selection as an in-memory Schematic":"將目前選中區域的原理圖儲存於記憶體當中", - "saveAreaAsSchematicToFile":"saveAreaAs | 將原理圖存至文件", - "Save the current Area Selection as a Schematic to a file":"將目前選中區域的原理圖儲存於文件當中", - "schematicRebuildBreakPlaceAll":"schematicRebuild | 同方塊全部清除", - "Modifier key to activate the \"break all identical blocks\"\nfunction in the Schematic Rebuild tool mode":"在重建原理圖的模式當中\n按住該鍵可新增或刪除原理圖內所有相同方塊\n如果使用新增,該方塊會填滿所有空位", - "schematicRebuildBreakPlaceDirection":"schematicRebuild | 同方塊線性增刪", - "Modifier key to activate the directional/continuous\nbreak or place function in the Schematic Rebuild tool mode":"在重建原理圖的模式當中\n按住該鍵可新增或刪除原理圖內指定方向的相同方塊\n如果使用新增,該方塊會填滿該方向的所有空位", - "schematicRebuildReplaceAll":"schematicRebuild | 同方塊全部替換", - "Modifier key to activate the \"replace all identical\"\nreplace mode/function in the Schematic Rebuild tool mode":"在重建原理圖的模式當中\n按住該鍵可使用手中方塊替換原理圖內所有相同方塊", - "schematicRebuildReplaceDirection":"schematicRebuild | 同方塊線性替換", - "Modifier key to activate the directional/continuous\nreplace mode/function in the Schematic Rebuild tool mode":"在重建原理圖的模式當中\n按住該鍵可使用手中方塊替換原理圖內指定方向的相同方塊", - "schematicVersionCycleModifier":"schematic | 投影版本選擇", - "The modifier key to hold to be able to use the mouse wheel\nto cycle through the schematic versions in the Version Control tool mode":"按住該鍵滾動滾輪可以選擇投影的版本", - "schematicVersionCycleNext":"schematic | 下一個投影版本", - "A hotkey to cycle to the next schematic version in the Version Control tool mode":"在版本控制工具模式下,循環到下一個投影版本的快速鍵", - "schematicVersionCyclePrevious":"schematic | 上一個投影版本", - "A hotkey to cycle to the next schematic version in the Version Control tool mode":"在版本控制工具模式下,循環到上一個投影版本的快速鍵", - "selectionGrabModifier":"selection | 移動選區", - "The modifier key to hold to \"grab\" a selection\nbox or corner for cursor moving.":"按住快捷鍵,抓取選擇框角點,\n移動選區(模式7_移動)", - "selectionGrow":"selectionGrow | 擴大選區", - "The action hotkey to auto-grow the selection box around\nany adjacent/diagonally connected blocks":"點擊快捷鍵後,在任何相鄰的/對角線連接的塊周圍自動擴大選區範圍\n(§4然而它直接選中了我能看到的整個地圖384*72*384——來自ZMDF的吐槽§r)", - "selectionGrowModifier":"selectionGrow | 擴大選區調節器", - "The modifier key to hold to grow or shrink\na selection box while scrolling":"按住快捷鍵,滑動滾輪\n可以延長體對角線的長度", - "selectionNudgeModifier":"selection | 位移調節器", - "The modifier key to hold while scrolling\nto nudge the selected area or corner":"按住快捷鍵,滑動滾輪\n可以移動選區位置", - "selectionModeCycle":"selection | 選區模式選擇", - "Change the mode between Corners and Cuboid\nin the Area Selection mode":"在選區模式當中切換角點或展開模式。", - "selectionShrink":"selectionShrink | 精簡選框", - "The action hotkey to shrink the selection box so that there\nisn't any empty space (empty layers) on any side":"使用該快捷鍵使得選區達到最小範圍\n意思就是刪除了多餘的選擇區域\n區域的長寬高就是選擇的長寬高\n(§2這個愚蠢的漢化者ZMDF在說屁§r)", - "setAreaOrigin":"setAreaOrigin | 設定初始角點", - "Set/move the origin point of the current\narea selection to the player's position":"設定/移動目前區域選擇的原點到玩家的位置", - "setSelectionBoxPosition1":"setSelectionBox | 設定角點1", - "Set the first position of the currently selected\nbox to the player's position":"將選區第一個角點的位置設定為玩家目前位置", - "setSelectionBoxPosition2":"setSelectionBox | 設定角點2", - "Set the second position of the currently selected\nbox to the player's position":"將選區第二個角點的位置設定為玩家目前位置", - "toggleAllRendering":"toggleAllRendering | 切換所有渲染", - "Toggle all rendering on/off":"打開或關閉所有的渲染", - "toggleAreaSelectionBoxesRendering":"toggleAreaSelection | 區域選框渲染", - "Toggle Area Selection boxes rendering on/off":"切換區域選擇的框線是否顯示的快捷鍵", - "toggleSchematicRendering":"toggleSchematic | 投影方塊渲染", - "Toggle schematic rendering (blocks & overlay) on/off":"切換投影區域內方塊是否顯示的快捷鍵", - "toggleInfoOverlayRendering":"toggleInfoOverlay | 方塊訊息顯示", - "Toggle the info overlay rendering (for hovered block info)":"切換準心所指向的方塊訊息是否顯示的快捷鍵", - "toggleOverlayRendering":"toggleOverlay | 投影方塊顯示", - "Toggle the block overlay rendering on/off":"切換投影區域的方塊是否顯示方塊邊框及方塊色差的快捷鍵", - "toggleOverlayOutlineRendering":"toggleOverlay | 方塊描邊顯示", - "Toggle the block overlay outline rendering on/off":"切換投影區域的方塊是否顯示方塊邊框的快捷鍵", - "toggleOverlaySideRendering":"toggleOverlay | 方塊表面顯示", - "Toggle the block overlay side rendering on/off":"切換投影區域的方塊是否顯示方塊色差的快捷鍵", - "togglePlacementBoxesRendering":"togglePlacement | 範圍框線顯示", - "Toggle Schematic Placement boxes rendering on/off":"切換投影範圍框線是否顯示的快捷鍵", - "togglePlacementRestriction":"togglePlacement | 位置限制", - "A hotkey to toggle the placement restriction mode":"切換位置限制模式的快捷鍵", - "toggleSchematicBlockRendering":"toggleSchematic | 投影方塊視覺", - "Toggle schematic block rendering on/off":"切換投影範圍中所有方塊的貼圖是否顯示的快捷鍵", - "toggleTranslucentRendering":"toggleTrans | 透明切換", - "Toggle translucent vs. opaque ghost block rendering":"切換投影範圍中所有方塊是否為透明顯示的快捷鍵", - "toggleVerifierOverlayRendering":"toggleVerifier | 驗證覆蓋", - "Toggle the Schematic Verifier overlay rendering":"切換示意圖驗證器覆蓋渲染\n(§4然而我並不知道怎麼用——ZMDF§r)", - "toolEnabledToggle":"toolEnabledToggle | 工具切換", - "The keybind to toggle the \"tool\" item functionality on/off":"切換是否開啟範圍設定工具(木棒)的快捷鍵", - "toolPlaceCorner1":"toolPlaceCorner | 角點1放置", - "The button to use while holding the \"tool\" item\nto place the primary/first corner":"當手持範圍設定工具(木棒)時放置角點1", - "toolPlaceCorner2":"toolPlaceCorner | 角點2放置", - "The button to use while holding the \"tool\" item\nto place the second corner":"當手持範圍設定工具(木棒)時放置角點2", - "toolSelectElements":"toolSelectElements | 區域選擇", - "The button to use to select corners or boxes\nwhile holding the \"tool\" item":"當手持範圍設定工具(木棒)時指向角點或區域將選中角點或區域", - "toolSelectModifierBlock1":"toolSelect | 主方塊選擇", - "The modifier key to hold while using the 'toolSelectElements'\nhotkey, to select the primary block type to use in some of the tool modes":"按住該鍵時按下§6區域選擇§f\n選擇要在某些工具模式中使用的主要塊類型\n(§4適用於替換填充等功能§r)", - "toolSelectModifierBlock2":"toolSelect | 副方塊選擇", - "The modifier key to hold while using the 'toolSelectElements'\nhotkey, to select the secondary block type to use in some of the tool modes":"按住該鍵時按下§6區域選擇§f\n選擇要在某些工具模式中使用的輔助塊類型\n(§4適用於替換填充等功能§r)", - "unloadCurrentSchematic":"unloadCurrent | 卸載投影", - "Unloads the schematic of the currently selected placement,and thus also removes all placements created from it\n":"卸載目前所載入的投影,並刪除從中建立的更改", - - "areaSelectionBoxSideColor":"areaSelection | 選區邊框顏色", - "The color of the area selection boxes, when they are unselected":"選區未被選中時邊框的顏色", - "materialListHudItemCountsColor":"materialListHud | 材料數量顏色", - "The color of the item count text in the Material List info HUD":"材料列表開啟HUD後的遊戲內材料數量的顏色", - "schematicRebuildBreakPlaceOverlayColor":"schematicRebuild | 重建原理圖刪除指示器", - "The color of Schematic Rebuild mode's break or place blocks selector overlay":"在重建原理圖模式的批次刪除當中,\n在方向選擇器上的指示器顏色", - "schematicRebuildReplaceOverlayColor":"schematicRebuild | 重建原理圖替換指示器", - "The color of Schematic Rebuild mode's replace selector overlay":"在重建原理圖模式的批次替換當中,\n在方向選擇器上的指示器顏色", - "schematicOverlayColorExtra":"schematicOverlay | 多餘方塊顏色", - "The color of the blocks overlay for extra blocks":"多餘方塊在投影內顯示的顏色", - "schematicOverlayColorMissing":"schematicOverlay | 缺失方塊顏色", - "The color of the blocks overlay for missing blocks":"缺失方塊在投影內顯示的顏色", - "schematicOverlayColorWrongBlock":"schematicOverlay | 錯誤方塊顏色", - "The color of the blocks overlay for wrong blocks":"錯誤方塊在投影內顯示的顏色", - "schematicOverlayColorWrongState":"schematicOverlay | 錯誤方向顏色", - "The color of the blocks overlay for wrong block states":"方塊方向錯誤在投影內顯示的顏色", - - "blockInfoLinesAlignment":"blockInfo | 方塊提示位置", - "The alignment of the block info lines overlay":"方塊訊息跳出視窗的顯示位置", - "blockInfoLinesEnabled":"blockInfo | 方塊訊息啟用", - "If enabled, then MiniHUD-style block info overlay\nis rendered for the looked-at block":"如果開啟該功能,MiniHUD將顯示方塊訊息\n預設位於螢幕右上角", - "blockInfoLinesFontScale":"blockInfo | 方塊訊息大小", - "The font scale for the block info lines":"預設在右上角的方塊訊息的字體大小控制", - "blockInfoLinesOffsetX":"blockInfo | 方塊訊息橫移", - "The x offset of the block info lines from the selected edge":"方塊訊息與邊框的橫向偏移量(橫向距離)", - "blockInfoLinesOffsetY":"blockInfo | 方塊訊息縱移", - "The y offset of the block info lines from the selected edge":"方塊訊息與邊框的縱向偏移量(縱向距離)", - "blockInfoOverlayAlignment":"blockInfo | 方塊訊息位置", - "The alignment of the Block Info Overlay":"方塊訊息在螢幕位置調整的選項", - "blockInfoOverlayOffsetY":"blockInfo | 方塊提示位置縱移", - "The y offset of the block info overlay from the selected edge":"方塊訊息跳出視窗的縱向偏移量", - "blockInfoOverlayEnabled":"blockInfo | 方塊提示啟用", - "Enable Block Info Overlay rendering to show info\nabout the looked-at block or verifier error marker,\nwhile holding the 'renderInfoOverlay' key":"啟用方塊訊息跳出視窗,其功能為圖形顯示方塊貼圖\n主要是可以在投影放錯時,為你提供投影原本方塊的訊息。", - "infoHudAlignment":"infoHud | 材料HUD位置", - "The alignment of the \"Info HUD\",\nused for the Material List, Schematic Verifier mismatch positions etc.":"材料訊息位置的調整\n(其實和材料有關的hud顯示都是這東西)", - "infoHudMaxLines":"infoHud | 材料HUD行數", - "The maximum number of info lines to show on the HUD at once":"控制材料HUD的最大行數", - "infoHudOffsetX":"infoHud | 材料HUD橫移", - "The X offset of the Info HUD from the screen edge":"材料HUD與邊框的橫向偏移量(橫向距離)", - "infoHudOffsetY":"infoHud | 材料HUD縱移", - "The Y offset of the Info HUD from the screen edge":"材料HUD與邊框的縱向偏移量(縱向距離)", - "infoHudScale":"infoHud | 材料HUD縮放", - "Scale factor for the generic Info HUD text":"控制材料HUD的縮放大小", - "materialListHudMaxLines":"materialList | 材料HUD最大行數", - "The maximum number of items to show on\nthe Material List Info HUD at once":"控制材料HUD的最大行數", - "materialListHudScale":"materialList | 材料HUD縮放", - "Scale factor for the Material List Info HUD":"控制材料HUD的縮放大小", - "statusInfoHud":"statusInfoHud | 狀態訊息HUD", - "Enable a status info HUD renderer,\nwhich renders a few bits of status info, such as\nthe current layer mode and renderers enabled state":"啟用狀態訊息的顯示,該顯示內容預設位於左下角\n其內容包含目前渲染層的狀態與層數\n當然,這是在手持非木棒的情況下顯示的。", - "statusInfoHudAuto":"status | 狀態HUD自動顯示", - "Allow automatically momentarily enabling the status info HUD \"when needed\",\nfor example when creating a placement and having rendering disabled":"允許自動暫時開啟狀態訊息HUD比如當需要時,\n例如當建立一個位置或者渲染禁用時", - "toolHudAlignment":"toolHudAlignment | 工具HUD位置", - "The alignment of the \"tool HUD\", when holding the configured \"tool\"":"當你使用木棒時,將工具的HUD選擇區域定位與該位置", - "toolHudOffsetX":"toolHud | 工具HUD橫移", - "The X offset of the Info HUD from the screen edge":"工具HUD與邊框的橫向偏移量(橫向距離)", - "toolHudOffsetY":"toolHud | 工具HUD縱移", - "The X offset of the Info HUD from the screen edge":"工具HUD與邊框的縱向偏移量(縱向距離)", - "toolHudScale":"toolHudScale | 工具HUD縮放", - "Scale factor for the Tool HUD text":"控制工具HUD的文本縮放大小", - "verifierErrorHilightAlpha":"verifierError | 驗證錯誤方塊高亮", - "The alpha value of the error marker box sides":"在打開原理圖驗證程序對目前放置進行驗證後,\n點擊驗證當中出現問題的方塊,\n錯誤的方塊將在透視狀態下所產生的亮度顯示", - "verifierErrorHilightMaxPositions":"verifierError | 驗證錯誤方塊上限", - "The maximum number of mismatched positions to render\nat once in the Schematic Verifier overlay.":"在打開原理圖驗證程序對目前放置進行驗證後,\n點擊驗證當中出現問題的方塊,\n錯誤的方塊在透視狀態下的最大數量顯示", - "verifierOverlayEnabled":"verifier | 原理圖驗證渲染", - "Enable Schematic Verifier marker overlay rendering":"啟用原理圖驗證渲染", - "warnDisabledRendering":"warnDisabled | 關閉告警訊息", - "Should the warning message about being in a layer mode\nor having some of the rendering options disabled\nbe shown when loading a new schematic\nor creating a new placement":"當載入一個新的示意圖或建立一個新的位置時,\n是否應該顯示關於該層的一些警告訊息", - - "enableAreaSelectionBoxesRendering":"enableArea | 選區邊框啟用切換", - "Enable Area Selection boxes rendering":"該選項可以切換是否顯示選區的邊框", - "enablePlacementBoxesRendering":"enablePlacement | 投影邊框啟用切換", - "Enable Schematic Placement boxes rendering":"該選項可以切換是否顯示投影區域的邊框", - "enableRendering":"enableRendering | 開啟全部渲染", - "Main rendering toggle option. Enables/disables ALL mod rendering.":"主渲染切換選項,該選項可切換所有渲染是否開啟", - "enableSchematicBlocksRendering":"enableSchematic | 投影方塊顯示", - "Enables schematic block rendering.\nDisabling this allows you to only see the color overlay":"該選項可以切換是否在投影內顯示方塊的貼圖\n(開啟後可以更好辨識出投影缺失的是什麼方塊)", - "enableSchematicOverlay":"enableSchematic | 渲染方塊特徵", - "The main toggle option for the schematic\nblock overlay rendering":"該選項可以切換是否在投影內使用邊框表示未放置的方塊\n未被放置的方塊雖然沒有邊框,但是仍可以顯示(顯示狀態由透明度決定)", - "enableSchematicRendering":"enableSchematic | 渲染投影", - "Enable rendering the schematic and overlay":"該選項可以切換是否顯示投影原理圖", - "ghostBlockAlpha":"ghostBlock | 虛影方塊透明度", - "The alpha value of the ghost blocks,\nwhen rendering them as translucent":"調節投影內虛影方塊的透明度,\n該值可以選擇投影圖內的虛影方塊透明度。", - "placementBoxSideAlpha":"placementBox | 放置邊框透明度", - "The alpha value of the sub-region boxes' side":"子區域邊框的透明度(§2沒有找到實際的功能體現——ZMDF§r)", - "overlayReducedInnerSides":"overlayReduced | 減少內側面渲染", - "If enabled, then the adjacent/touching inner sides\nfor the block overlays are removed/not rendered":"如果啟用,可以使得投影內方塊接觸的側面不被顯示\n有兩個優點\n-1.首先減少了投影的渲染工作量\n-2.在投影內部時,內部的雜色會變淡\n(§6雖然預設是關閉但建議開啟-ZMDF§r)", - "renderAreaSelectionBoxSides":"renderArea | 選擇框邊渲染", - "If enabled, then the area selection boxes will\nhave their side quads rendered":"該選項可以選擇是否開啟選區邊框顯示(渲染)", - "renderBlocksAsTranslucent":"renderBlocks | 方塊半透明化", - "If enabled, then the schematics are rendered\nusing translucent \"ghost blocks\"":"如果啟用該選項,投影原理圖內的方塊展示將由\n不透明變為半透明狀態", - "renderCollidingSchematicBlocks":"renderColliding | 渲染重疊塊", - "If enabled, then blocks in the schematics are rendered\nalso when there is already a (wrong) block in the client world.\nProbably mostly useful when trying to build\nsomething where there are snow layers or water in the way.":"如果啟用該選項,那麼當使用者端世界中存在錯誤的方塊時\n投影原理圖內的方塊仍然會進行顯示\n當你試圖在一些有水或著雪層的地方建造時。\n(就是無視雪片與流動流體的意思,大概)", - "renderErrorMarkerConnections":"renderError | 驗證器錯誤連接", - "Render connecting lines between subsequent verifier hilight box corners.\nThis was a rendering bug that some people experienced, but at least some players\nliked it and requested for it to stay, so this options \"restores\" it":"啟用該選項時,當使用者在使用驗證器驗證原理圖是否正確後,\n當你在驗證器內選中了錯誤方塊\n錯誤方塊間會有連線。\n(這個功能有部分bug,但是作者應該是為了方便錯誤方塊的定位)", - "renderErrorMarkerSides":"renderError | 驗證器錯誤顯示", - "If enabled, then the error markers in the Schematic Verifier\nwill have (translucent) sides rendered instead of just the outline":"關閉該選項時,使用者在使用驗證器驗證原理圖是否正確後,\n當你在驗證器內選中了錯誤方塊\n它的展示方式將不僅僅標明顏色,\n還會標明它的貼圖(便於使用者知道錯誤的方塊是什麼)", - "renderPlacementBoxSides":"renderPlacement | 放置框渲染", - "If enabled, then the placed schematic sub-region boxes\nwill have their side quads rendered":"如果啟用該選項,則放置區域會顯示側面顏色\n(§6就是側面將顯示預設的選區顏色,影響視線——ZMDF§r)", - "renderPlacementEnclosingBox":"renderPlacement | 渲染封閉放置", - "If enabled, then an enclosing box is rendered around\nall the sub-regions in a schematic (placement)":"如果啟用,則在投影中的所有子區域周圍呈現一個封閉框", - "renderPlacementEnclosingBoxSides":"renderPlacement | 渲染封閉放置邊緣", - "If enabled, then the enclosing box around\na schematic placement will have its side quads rendered":"如果啟用,則在投影中的所有子區域周圍的封閉框會顯示一個完整的麵", - "renderTranslucentBlockInnerSides":"renderTranslucent | 渲染投影方塊", - "If enabled, then the model sides are also rendered\nfor inner sides in the translucent mode":"如果啟用該選項,則投影內所有方塊的麵將成為透明\n(這將使得你可以看透很多方塊,嗯沒錯,看透。)", - "schematicOverlayEnableOutlines":"schematicOverlay | 渲染框線", - "Enables rendering a wire frame outline for\nthe schematic block overlay":"如果啟用該選項,投影原理圖方塊邊框的框線將會顯示", - "schematicOverlayEnableSides":"schematicOverlay | 渲染塊面", - "Enables rendering translucent boxes/sides for\nthe schematic block overlay":"如果啟用該選項,投影原理圖方塊的塊面將會顯示", - "schematicOverlayModelOutline":"schematicOverlay | 覆蓋模型框線", - "If enabled, then the schematic overlay will use the\nblock model quads/vertices instead of the\ntraditional full block overlay":"如果啟用,那麼示意圖覆蓋將使用塊模型的四塊/頂點,而不是傳統的全塊覆蓋\n(主要針對不完整方塊)", - "schematicOverlayModelSides":"schematicOverlay | 覆蓋模型塊面", - "If enabled, then the schematic overlay will use the\nblock model quads/vertices instead of the\ntraditional full block overlay":"如果啟用,那麼示意圖覆蓋將使用塊模型的四塊/頂點,而不是傳統的全塊覆蓋\n(主要針對不完整方塊)", - "schematicOverlayOutlineWidth":"schematicOverlay | 輪廓線寬度", - "The line width of the block (model) outlines":"投影原理圖當中方塊輪廓線的寬度設定", - "schematicOverlayOutlineWidthThrough":"schematicOverlay | 透視輪廓線寬度", - "The line width of the block (model) outlines,\nwhen the overlay is rendered through blocks":"投影原理圖當中透視方塊輪廓線的寬度設定", - "schematicOverlayRenderThroughBlocks":"schematicOverlay | 原理圖透視", - "If enabled, then the schematic overlay will be rendered\nthrough blocks. This is probably only useful once you are\nfinished building and want to see any errors easier":"如果啟用,那麼原理圖將可透視觀察。\n這可能只在您完成構建並希望更容易地看到任何錯誤時才有用", - "schematicOverlayTypeExtra":"schematicOverlay | 原理圖透視多餘", - "Enables the schematic overlay for extra blocks":"當開啟了原理圖透視後,關閉該選項將不再顯示多餘的方塊", - "schematicOverlayTypeMissing":"schematicOverlay | 原理圖透視缺失", - "Enables the schematic overlay for missing blocks":"當開啟了原理圖透視後,關閉該選項將不再顯示缺失的方塊", - "schematicOverlayTypeWrongBlock":"schematicOverlay | 原理圖透視錯誤", - "Enables the schematic overlay for wrong blocks":"當開啟了原理圖透視後,關閉該選項將不再顯示錯誤的方塊", - "schematicOverlayTypeWrongState":"schematicOverlay | 原理圖透視錯位", - "Enables the schematic overlay for wrong states":"當開啟了原理圖透視後,關閉該選項將不再顯示錯位的方塊", - "schematicVerifierUseBlockModels":"schematicVerifier | 原理圖驗證圖片", - "Forces using blocks models for everything in the Schematic Verifier\nresult list. Normally item models are used for anything\nthat has an item, and block models are only used for blocks\nthat don't have an item, plus for Flower Pots to see the contained item.":"當你使用原理圖驗證的時候,如果你開啟了該選項,\n那麼原理圖驗證界面當中,只會存在文字,而並非方塊貼圖", - - "areaSelectionsPerWorld":"areaSelections | 世界區域選擇", - "changeSelectedCornerOnMove":"changeSelected | 更改角點選擇", - "If true, then the selected corner of an area selection\nis always set to the last moved corner,\nwhen using the set corner hotkeys":"如果啟用,那麼在使用角點模式進行區域選擇時\n區域選擇的角總是被設定為最後選擇的角\n(最後選擇的角就是角點的框線與面都有顏色)\n(PS:雖然在實際使用過程當中沒有太大影響)", - "easyPlaceMode":"easyPlaceMode | 簡單放置模式", - "When enabled, then simply trying to use an item/place a block\non schematic blocks will place\nthat block in that position":"這是一個模式,通過切換啟用\n當啟用時,在投影原理圖當中放置方塊將變得簡單\n其功能包括\n1.自動切換方塊\n2.支持憑空放置\n3.非原理圖內方塊禁止放置\n§6PS:該功能在放置具有方向性的方塊時很蠢——ZMDF§r", - "easyPlaceHoldEnabled":"easyPlace | 簡單放置狀態", - "When enabled, then simply holding down the use key\nand looking at different schematic blocks will place them":"這是一個狀態,通過長按快捷鍵啟用\n當啟用時,長按快捷鍵在投影原理圖當中放置方塊將變得簡單\n其功能包括\n1.自動切換方塊\n2.支持憑空放置\n3.非原理圖內方塊禁止放置\n§6PS:該功能在放置具有方向性的方塊時很蠢——ZMDF§r", - "executeRequireHoldingTool":"executeRequire | 執行長按工具", - "Require holding an enabled tool item\nfor the executeOperation hotkey to work":"需要持有已啟用的工具項以使executeOperation快速鍵工作", - "fixRailRotation":"fixRailRotation | 鐵路旋轉修復", - "If true, then a fix is applied for the vanilla bug in rails,\nwhere the 180 degree rotations of straight north-south and\neast-west rails rotate 90 degrees counterclockwise instead >_>":"如果為真,那麼就對軌道中常見的bug進行了修正,\n即南北方向和東西方向的直線軌道180度旋轉時逆時針旋轉90度,而不是>_>\n應該是對於軌道顯示做了調整", - "loadEntireSchematics":"loadEntire | 載入全部投影", - "If true, then the entire schematic is always loaded at once.\nIf false, then only the part that is within the client's view distance is loaded.":"如果啟用,那麼整個投影總是同時載入。如果為關閉,則只載入使用者端視距內的部分。", - "pasteCommandInterval":"pasteCommand | 貼上指令CD", - "The interval in game ticks the Paste schematic task runs at,\nin the command-based mode":"在基於指令的模式下,貼上原理圖任務運行的時間間隔", - "pasteCommandLimit":"pasteCommand | 貼上指令限制", - "Max number of commands sent per game tick,\nwhen using the Paste schematic feature in the\ncommand mode on a server":"在伺服器上的指令模式中使用貼上原理圖特性時,每個遊戲刻中發送的指令的最大數量", - "pasteCommandNameSetblock":"pasteCommand | 貼上指令塊名", - "The setblock command name to use for the\nPaste schematic feature on servers, when\nusing the command-based paste mode":"在使用基於指令的貼上模式時,用於伺服器上貼上原理圖特性的setblock指令名", - "pasteIgnoreInventories":"pasteIgnore | 忽略貼上物品欄", - "Don't paste inventory contents when pasting a schematic":"貼上示意圖時不要貼上物品欄內容\n(大概指箱子內物品)", - "pasteReplaceBehavior":"pasteReplace | 貼上替換模式", - "The behavior of replacing existing blocks\nin the Paste schematic tool mode":"在貼上原理圖工具模式中替換現有塊的方式", - "pickBlockEnabled":"pickBlock | 方塊抓取啟用", - "Enables the schematic world pick block hotkeys.\nThere is also a hotkey for toggling this option to toggle those hotkeys... o.o":"啟用投影原理圖方塊選擇快捷鍵。\n還有一個快速鍵來切換這個選項來切換這些快速鍵的工作模式\n... o.o(來自於作者masady的小表情)", - "pickBlockableSlots":"pickBlockable | 快捷選擇欄位", - "The hotbar slots that are allowed to be\nused for the schematic pick block":"允許用於投影原理圖挑選的快捷欄\n(12345大概是整個背包加上副手)", - "placementRestriction":"placementRestriction | 限制放置", - "When enabled, the use key can only be used\nwhen holding the correct item for the targeted position,\nand the targeted position must have a missing block in the schematic":"當啟用時,使用鍵只能在保持目標位置的正確項目時使用,\n而目標位置必須在示意圖中缺少塊\n(本來以為是方向不對就不能放置,結果是方塊一樣就行,\n§4無視方向,那我為什麼不用簡單放置???\n——來自ZMDF的吐槽§r)", - "renderMaterialListInGuis":"renderMaterial | 在gui中顯示材質列表", - "Whether or not the material list should\nbe rendered inside GUIs":"材質列表是否應該在gui中呈現", - "renderThreadNoTimeout":"renderThread | 移除渲染超時", - "Removes the timeout from the rendering worker threads.\nIf you get very stuttery rendering when moving around\nor dealing with large schematics, try disabling this. It will however make\nthe schematic rendering a lot slower in some cases.":"從渲染工作執行緒中移除超時。\n如果你在處理大型原理圖的時候渲染的很不流暢,\n試著禁用它。但是在某些情況下,它會使示意圖的渲染速度慢很多。", - "selectionCornersMode":"selection | 選擇選區模式", - "The Area Selection corners mode to use (Corners, or Expand)":"要使用的區域選擇模式(角點,或展開)", - "toolItem":"toolItem | 工具", - "The item to use as the \"tool\" for selections etc.":"作為用於選擇的工具,雖然預設是木棒\n(§3但是其實你想拿終界龍頭顱也是可以的hhh§r)", - "toolItemEnabled":"toolItemEnabled | 啟用工具項目", - "If true, then the \"tool\" item can be used to control selections etc.":"如果啟用該選項,那麼你可以使用工具進行操作\n如果你關了的話,那它就是一根樸素的木棒\n§6如果你沒有改預設工具的話——ZMDF§r", - - // "20200920更新":"這只是一個更新TAG", - - "schematicRebuildBreakExceptPlaceOverlayColor":"schematicRebuild | 重建原理圖保留指示器", - "The color of Schematic Rebuild mode's break all blocks except targeted selector overlay":"在重建原理圖模式當中,選擇保留方塊的指示器顏色", - "schematicRebuildBreakAllExcept":"schematicRebuild | 同方塊選擇保留", - "Modifier key to activate the \"break everything except\"\nmode/function in the Schematic Rebuild tool mode.\nBasically when you hold this key and punch a schematic block,\nall other blocks except this block will be removed from the schematic.":"在重建原理圖的模式當中\n按住該鍵可使得玩家在原理圖當中僅保留指定的選中方塊\n這也就意味著除了你選中的方塊,其他投影方塊將被刪除。", - - // "20210227更新":"這只是一個更新TAG-1.16.4", - "hightlightBlockInInventoryColor":"hightlightBlock | 高亮顯示顏色", - "The highlight color for the item of the looked at block":"在物品欄中高亮顯示目標方塊的顏色", - "debugLogging":"debugLogging | 除錯日誌", - "Enables some debug log messages in the game console,\nfor debugging certain issues or crashes.":"在遊戲控制台中啟用一些除錯日誌訊息,用於除錯某些問題或崩潰。", - "highlightBlockInInventory":"highlightBlock | 物品欄高亮顯示", - "When enabled, highlights the item (including Shulker Boxes containing it)\nof the looked at block in the schematic":"當啟用時,背包內高亮顯示指向原理圖的方塊\n(無論是物品欄還是界伏盒)", - "layerModeFollowsPlayer":"layerMode | 圖層顯示跟隨", - "If true, then the render layer follows the player.\nNote: This currently collapses Layer Range type ranges unfortunately":"如果開啟,則渲染層跟隨玩家,但是只能跟隨目前高度", - "pickBlockShulkers":"pickBlock | 界伏盒選塊", - "If enabled, then if the required item for the pick bloc\nis not found directly in the player's inventory, but there\nis a Shulker box that contains it, the Shulker Box\nwill be switched to the player's hand instead":"如果啟用,那麼如果選取方塊物品沒有在玩家背包找到\n那麼就切換出包含他的界伏盒", - - // "20210227更新":"這只是一個更新TAG-1.17", - "ignoreExistingFluids":"ignoreExisting | 忽略投影內流體", - "If enabled, then any fluid blocks are ignored as \"extra blocks\"\nand as \"wrong blocks\", ie. where the schematic has air or other blocks.\nBasically this makes building stuff under water a whole lot less annoying.\nNote: You will most likely also want to enable the 'renderCollidingSchematicBlocks'\noption at the same time, to allow the blocks to get rendered inside fluids.":"如果啟用該選項,原理圖中如果有空氣或其他塊,\n那麼任何的「額外塊」或「錯誤塊」的流體將被忽略。\n基本上,這使得在水下建造東西少了很多麻煩。\n注意:你很可能還想同時啟用'renderCollidingSchematicBlocks(渲染重疊塊)',以允許塊在流體中渲染。", - - // "20210922更新":"這只是一個更新TAG-1.16.5" - "Use per-world or server root directories for the area selections\n§6NOTE: Don't switch this OFF while you are live streaming,\n§6as then the Area Selection browser will show the server IP\n§6in the navigation widget and also in the current selection name/path\n§6until you change the current directory and selection again":"使用每個世界或伺服器根目錄進行區域選擇\n§6注意:直播時請勿關閉此功能,\n§6否則區域選擇瀏覽器將顯示伺服器IP\n§6在指南以及目前選擇名稱/路徑中\n§6直到您再次更改目前目錄和選擇", - "When enabled, then you can hold down the use key\nand look at different schematic blocks to place them,\nwithout having to click on every block individually.":"啟用後,您可以按住使用鍵\n根據投影以放置它們,\n而無需單獨點擊每個方塊", - "When enabled, then simply trying to use an item/place a block\non schematic blocks will place that block in that position":"啟用後,只需根據投影以放置它們", - "The alpha value of the ghost blocks,\nwhen rendering them as translucent.\n§6Note: §7You also need to enable the translucent rendering separately,\nusing the 'renderBlocksAsTranslucent' option!":"虛影方塊的alpha值,當它們渲染為半透明時\n§6注意:§7您還需要單獨啟用方塊半透明化,\n使用「renderBlocksAsTranslucent」選項!", - "easyPlaceFirst":"easyPlace | 簡單放置最近塊", - "This causes the Easy Place mode to place the first/closest block\nyou are looking at first, instead of the furthest/bottom-most block.\nSetting this to false allows you to place multiple layers \"at once\",\nsince the furthest blocks would be placed before the closer ones block the line of sight.":"這將使得簡單放置模式放置你首先看到的方塊\n而不是最遠的方塊,設定為關閉將可以放置多層\n因為是由遠到近放置。", - "easyPlaceSinglePlayerHandling":"PlayerHandling | 單機精準放置", - "If enabled, then Litematica handles the so called\n\"Carpet mod Accurate Placement Protocol\" itself in single player.\nIf you also have Tweakeroo installed, then this can be disabled,\nas Tweakeroo's 'clientPlacementRotation' option does the exact same thing.":"如果啟用,那麼投影會在單人遊戲中處理所謂的地毯精確放置協議\n」如果您還安裝了Tweakeroo,則可以禁用它,\n與Tweakeroo的「使用者端放置旋轉」選項執行完全相同的操作。", - "easyPlaceProtocolV3":"easyPlaceV3 | 簡單放置V3", - "If enabled, then Litematica uses \"version 3\"\nof the so-called \"accurate placement protocol\".\nThis is currently only supported by Litematica itself (in single player).":"如果啟用,則投影使用所謂的「精確放置協議」的「版本3」\n目前僅投影本身支持(在單人遊戲中)。", - "generateLowercaseNames":"Names | 命名建議", - "If enabled, then by default the suggested schematic names\nwill be lowercase and using underscores instead of spaces":"如果啟用,則預設情況下建議的原理圖名稱將為小寫並使用下劃線而不是空格", - "pasteIgnoreEntities":"Entities | 實體屏蔽", - "If enabled, then the Paste feature will not paste any entities":"如果啟用,則貼上功能將不會貼上任何實體", - "pasteNbtRestoreBehavior":"pasteNbt | NBT遷移", - "Whether or not the NBT data of blocks is attempted to be restored,\nand which method is used for that.\n- Place & Data Modify will try to place the \"NBT-picked\" block\n near the player, and then use the data modify\n command to transfer the NBT data to the setblock'ed block\n- Place & Clone will try to place the \"NBT-picked\" block\n near the player, and then clone it to the final location.\n- Teleport & Place will try to teleport the player nearby and then\n directly place the NBT-picked item in the correct position.\nNote that the teleport & place method doesn't currently work correctly/at all.\nThe recommended method is §ePlace & Data Modify§r, however for that to work\nyou will probably need to lower the pasteCommandLimit to 1 per tick and increase\nthe pasteCommandInterval to 1-4 ticks or something.\nThus you should only use this for pasting important blocks that need the data,\nfor example by making a schematic of just the inventories,\nand then paste that with replace behavior set to None.":"需要用何種方法嘗試恢復方塊NBT數據? \n- Place & Data Modify,會把帶NBT的方塊放在玩家附近後 \n 用data modify指令轉換這些用setblock放的方塊 \n- Place & Clone,會嘗試放置帶NBT方塊在玩家附近然後 \n 用clone指令複製到最終位置 \n- Teleport & Place,會嘗試tp到附近位置然後直接在 \n 正確的位置放下帶NBT方塊 \n請注意Teleport & Place方法現在不太好用甚至完全用不了。 \n建議的方法是Place & Data Modify,然而要讓這種方法生效 \n得降低貼上指令限制到 1/tick 並將貼上間隔增加到 \n1-4 個tick或者調別的什麼東西 \n因此你只應當用這種方法貼上需要遷移數據的重要方塊。 \n例如,做了包含物品欄內容的原理圖, \n然後在替換規則被設定為None的時候貼上原理圖。", - "pasteToMcFunctionFiles":"pasteToMc | 原理圖轉存", - "If enabled, then instead of actually pasting schematics to the world,\nthey are written as setblock commands into text files.":"如果啟用,則不是將實際的原理圖貼上到世界,\n它們將作為 setblock 指令寫入文本文件。", - "infoOverlaysTargetFluids":"TargetFluids | 流體訊息穿透", - "When enabled, the Block Info Overlay and Block Info Lines\nwill be able to ray trace to fluid blocks instead of going through them":"啟用後,方塊訊息疊加時\n將能夠焦點定位到流體塊而不是穿過它們", - "easyPlaceUseKey":"easyPlaceUse | 簡單放置應用", - "When the easyPlaceMode is enabled, this key is used for placing the blocks":"當啟用簡單放置時,此鍵用於放置方塊", - - // "20211204更新":"這只是一個更新TAG-1.17.1" - "easyPlaceProtocol":"easyPlace | 簡單放置協議", - "The type of \"accurate placement protocol\" to use.\n- Version 3: Only supported by Litematica itself (in single player).\n- Version 2: Compatible with Carpet mod.\n- Slabs only: Only fixes top slabs. Compatible with Paper servers.\n- None: Does not modify coordinates.":"要使用的「精確放置協議」的類型。\n-Version3:僅支持Litematica本身(在單人遊戲中)。\n-Version2:相容Carpet mod。\n- Slabs only: 只修復top slabs.相容Paper servers.\n- None: 不做調整.", - "easyPlaceVanillaReach":"easyPlace | 簡單放置原版修正", - "If enabled, reduces reach distance from 6 to 4.5\nso servers don't reject placement of far blocks.":"如果啟用,手長將從6改為4.5\n伺服器便不會拒絕放置方塊", - "unhideSchematicVCS":"VCS | 不隱藏原理圖版本控制系統", - "Un-hides the Schematic VCS (Version Control System) menu button,\nand enables the hotkey and the VCS functionality in general.\n(This was called Schematic Projects before.)\n\nIn general you §6should not§r be using this feature,\nunless you really know how it works and what it does.\nIt somewhat changes how the area selections, placements and pasting works,\nin particular that there is also an area delete operation when pasting.\n\nBasically this feature is intended for §6iterative, in-place§r design work,\nand it allows you to easier create multiple versions/snapshots\nof the same build, and also to switch between the versions by deleting what is\nin the world first, and then pasting the next version in its place.":"取消隱藏Schematic VCS(版本控制系統)菜單按鈕,\n並啟用快速鍵和VCS功能。(這之前被稱為原理圖項目。)\n\n一般來說,你不應該使用這個功能,\n除非你真的知道它是如何工作的。\n它在一定程度上改變了區域選擇、放置和貼上的工作方式,\n特別是在貼上時還存在一個區域刪除操作。\n\n基本上,這個功能是為更新、修改原理圖而設計的,\n它允許你更容易地為同一版本原理圖建立多個版本/快照,\n也可以通過先刪除目前版本,\n然後貼上下一個版本來在不同版本之間切換。", - "easyPlaceSwapInterval":"easyPlace | 簡單放置延遲補正", - "The interval in milliseconds the Easy Place mode waits\nafter swapping inventory slots and placing a block.\nUseful to avoid placing wrong blocks when having high ping.":"簡單放置模式在背包和手中塊交換後等待的間隔(以毫秒為單位)。有效避免因為高ping放置錯誤的方塊。", - - // "20220129更新":"這只是一個更新TAG-1.18.1" - "cloneAtOriginalPosition":"cloneAt | 原位複製", - "If enabled, then using the Clone Selection hotkey will create\nthe placement at the original area selection position,\ninstead of at the player's current position":"如果啟用,那麼使用複製快捷鍵時\n將在原來選擇的區域位置複製,\n而不是在玩家的目前位置", - "commandDisableFeedback":"commandback | 禁用指令回饋", - "If enabled, then command feedback is automatically disabled\nand then re-enabled for multiplayer Paste, Fill and Delete operations\n(which are using /setblock and /fill commands) by disabling and then\nre-enabling the sendCommandFeedback game rule when the task is finished":"如果啟用,指令回饋將被自動禁用,\n然後在多人遊戲中的貼上,填充和刪除操作\n(使用/setblock和/ Fill指令)將沒有回饋,\n即在僅僅在任務開始時禁用sendCommandFeedback遊戲規則\n在任務結束時重新啟用sendCommandFeedback遊戲規則", - "commandUseWorldEdit":"WorldEdit | 使用WorldEdit指令", - "If enabled, instead of using the configured setblock and fill commands,\nthe World Edit //pos1, //pos2 and //set commands are used.\nNote that using World Edit commands is around 3x slower\nthan using vanilla commands due to the command limit per tick,\nand WE requiring multiple commands per block or area (//pos1 //pos2 //set).\n§6WARNING: The paste replace behavior option WILL NOT WORK if using\n§6the World Edit commands and fill volumes instead of individual setblock commands!\nThus it's recommended to use the vanilla commands, if you have the permission to run them.\nOne other thing that might make you prefer WE commands in some cases\nis that they can prevent block updates, if the server doesn't have\nthe Carpet mod and thus the '/carpet fillUpdates false' rule available.":"如果啟用該功能,而不是使用已經設定的setblock或fill指令,\n則使用World Edit的 //pos1, //pos2和//set指令。\n注意,使用WorldEdit指令會比正常貼上大約慢3倍\n且由於每tick的指令限制,比起使用普通指令,\n我們需要每個塊或區域執行多個指令(//pos1 //pos2 //set)。\n§6警告:如果使用WorldEdit指令或fill指令而不是單獨的setblock指令!\n§6貼上與替換功能將無法使用!\n因此,如果您有權限運行它們,建議使用普通指令。\n另一件讓你在某些情況下更喜歡使用WE指令的事情是,\n如果伺服器沒有Carpet mod所導致的'/ Carpet fillUpdates false'\n規則不可用時,可以使用該功能防止方塊更新。", - "customSchematicBaseDirectoryEnabled":"Schematic | 自訂原理圖目錄", - "If enabled, then the directory set in 'customSchematicBaseDirectory'\nwill be used as the root/base schematic directory,\ninstead of the normal '.minecraft/schematics/' directory":"如果啟用該功能,則在'customSchematicBaseDirectory'\n中設定的目錄路徑將用為原理圖的根目錄,\n而不是正常的§1.minecraft /schematics/§r目錄", - "If enabled, then Litematica handles the so called\n\"Carpet mod Accurate Block Placement Protocol\" itself in single player.\nThis is recommended to be kept enabled if you\nare going to use Easy Place in single player.":"如果啟用該功能,那麼投影將在單人遊戲中處理所謂的「地毯精確放置協議」。\n如果你打算在單人遊戲中使用簡單放置,建議保持啟用。", - "easyPlaceProtocolVersion":"easyPlace | 簡單放置協議", - "The type of \"accurate placement protocol\" to use.\n- Auto: Uses v3 in single player, and by default Slabs-only in multiplayer,\n unless the server has Carpet mod that sends a 'carpet:hello'\n packet, in which case v2 is used on that server.\n- Version 3: Only supported by Litematica itself (in single player) for now.\n- Version 2: Compatible with servers with the Carpet mod\n (either QuickCarpet by skyrising and DeadlyMC,\n or CarpetExtra in addition to FabricCarpet.\n And in both cases the 'accurateBlockPlacement' Carpet rule needs\n to be enabled on the server).\n- Slabs only: Only fixes top slabs. Compatible with Paper servers.\n- None: Does not modify coordinates.":"要使用的「準確放置協議」的類型。\n- Auto:在單人遊戲中使用 v3,在多人遊戲中預設僅使用 Plate only,\n 除非伺服器具有Carpet mod且發送了「carpet:hello」的封包 ,\n 在這種情況下,在該伺服器上使用 v2。\n- Version 3:目前僅受 Litematica 本身的支持(單人遊戲)。\n- Version 2:與帶有 Carpet mod 的伺服器相容\n (Skyrising 和 DeadlyMC 的 QuickCarpet 或\n FabricCarpet 之外的 CarpetExtra。在這兩種情況下,\n 需要在伺服器上啟用「accurateBlockPlacement」地毯規則)。\n- Slabs only:僅修復最新版本。 與 Paper 伺服器相容。\n- None:不修改協議。", - "pasteUseFillCommand":"UseFill | 使用fill填充", - "If enabled, then instead of only using individual /setblock commands,\nthe command-based Paste operation (which is used on servers)\nwill also try to use /fill commands for any continuous areas of the same block.\nThis has no effect in single player, since the mod sets the blocks directly\nin the integrated server's world in and doesn't use commands at all.":"如果啟用了該功能,那麼貼上時不是只使用單獨的/setblock指令,\n而是基於指令的貼上操作(比如在伺服器後台使用)會嘗試對\n同一塊的任何連續區域使用/fill指令。這在單人遊戲中沒有效果,\n因為mod直接在伺服器的世界中設定方塊,而且根本不使用指令。", - "placementRestrictionWarn":"RestrictionWarn | 放置限制警告", - "Selects which type of warning message to show (if any)\nwhen either the Easy Place mode or Placement Restriction prevent placing a block":"當簡單放置模式或放置限制阻止玩家放置一個方塊時,\n選擇要顯示的警告訊息類型\n-物品欄模式:顯示在物品欄上方\n-訊息模式:橙色的彈出訊息樣式", - "commandFillMaxVolume":"FillMax | 最大指令填充體積", - "The maximum size/volume of each individual box\nthat can be filled via the command-based Fill/Delete\noperations. Bigger areas/volumes will get split to multiple commands.\nAll areas are also split to per-chunk boxes at first anyway.":"可以通過指令填充/刪除操作更改的每個單獨框的最大的大小/體積。\n更大的區域/體積將被分割為多個指令去執行。\n但無論如何,所有區域在一開始也被分割為多個區塊。", - "commandLimitPerTick":"LimitPerTick | 指令限速", - "Maximum number of commands sent per game tick,\nwhen using the Paste, Fill and Delete features on a server,\nwhere they will use setblock and fill commands.\nNote that he Paste feature can overshoot this by a couple of commands\nwhen using the NBT restore functionality, which needs two additional commands for each block.":"當玩家在伺服器上使用貼上,填充和刪除功能時,他們將使用setblock和fill指令,\n該變數控制每個遊戲週期所發送的最大指令數。請注意,在使用 NBT 恢復功能時,\n貼上功能可能會因幾個指令而失敗,這需要為每個塊新增兩個額外的指令。", - "commandNameClone":"NameClone | Clone命名", - "The clone command name to use when using the\ncommand-based creative mode functionality on servers.\nThis is currently only used by the Paste function if the NBT restore\nbehavior is set to 'Place & Clone'.":"在伺服器的創造模式中使用clone指令時要使用的clone指令名\n如果 NBT 遷移選項設定為「Place & Clone」,則目前功能僅使用貼上。", - "commandNameFill":"NameFill | fill命名", - "The fill command name to use when using the\ncommand-based creative mode functionality on servers":"在伺服器的創造模式中使用fill指令時要使用的fill指令名", - "commandNameSetblock":"NameSetblock | Setblock命名", - "The setblock command name to use when using the\ncommand-based creative mode functionality on servers,\nnamely the Paste Schematic in World function":"在伺服器的創造模式中使用setblock指令時要使用的\nsetblock指令名,即在世界上貼上原理圖功能", - "commandNameSummon":"NameSummon | Summon命名", - "The summon command name to use when using the\ncommand-based creative mode functionality on servers,\nnamely the Paste Schematic in World function":"在伺服器的創造模式中使用Summon指令時要使用的\nSummon指令名,即在世界上貼上原理圖功能", - "commandTaskInterval":"TaskInterval | 任務間隔", - "The interval in game ticks the Paste, Fill and Delete tasks\nare executed at. The commandLimitPerTick config sets the maximum\nnumber of commands to send per execution, and this config\nsets the interval in game ticks before the next execution.":"遊戲中的貼上,填充和刪除任務的tick間隔。\ncommandLimitPerTick設定設定每次執行發送的指令的最大數量,\n這個變數設定下一次執行指令之前的遊戲時間間隔。", - "customSchematicBaseDirectory":"BaseDirectory | 自定目錄路徑", - "The root/base schematic directory to use,\nif 'customSchematicBaseDirectoryEnabled' is enabled":"如果啟用了自訂原理圖目錄\n所要使用的原理圖的根目錄", - "schematicEditBreakPlaceAll":"BreakPlace | 刪除同類方塊", - "Modifier key to activate the \"break all identical blocks\"\nfunction in the Schematic Edit tool mode":"在重建原理圖模式當中\n按住該按鍵可以刪除所有同類方塊", - "schematicEditBreakAllExcept":"BreakAllExcept | 刪除其他方塊", - "Modifier key to activate the \"break everything except\"\nmode/function in the Schematic Edit tool mode.\nBasically when you hold this key and punch a schematic block,\nall other blocks except this block will be removed from the schematic.":"在重建原理圖的模式當中\n按住該鍵可使得玩家在原理圖當中僅保留指定的選中方塊\n這也就意味著除了你選中的方塊,其他投影方塊將被刪除。", - "schematicEditBreakPlaceDirection":"BreakPlace | 同方塊線性增刪", - "Modifier key to activate the directional/continuous\nbreak or place function in the Schematic Edit tool mode":"在重建原理圖的模式當中\n按住該鍵可新增或刪除原理圖內指定方向的相同方塊\n如果使用新增,該方塊會填滿該方向的所有空位", - "schematicEditReplaceAll":"ReplaceAll | 替換同類方塊", - "Modifier key to activate the \"replace all identical\"\nreplace mode/function in the Schematic Edit tool mode":"在重建原理圖的模式當中\n按住該鍵可使用手中方塊替換原理圖內的相同方塊", - "schematicEditReplaceBlock":"ReplaceBlock | 替換其他方塊", - "Modifier key to activate the \"replace block type\"\nreplace mode/function in the Schematic Edit tool mode":"在重建原理圖的模式當中\n按住該鍵可使用手中方塊替換原理圖內的相同類型方塊\n然而這個類型很模糊", - "schematicEditReplaceDirection":"ReplaceDirection | 同方塊線性替換", - "Modifier key to activate the directional/continuous\nreplace mode/function in the Schematic Edit tool mode":"在重建原理圖的模式當中\n按住該鍵可使用手中方塊替換原理圖內指定方向的相同方塊", - - // "20220731更新":"這只是一個更新TAG-1.19.1" - "commandFillNoChunkClamp":"commandFill | 指令填充無區塊限制", - "Disables dividing the fill volumes (in the Fill, Replace and Delete modes)\nto per-chunk boxes":"禁用將填充體積劃分為子區塊\n(在填充、替換和刪除模式下)\n效果:填充、替換和刪除操作在功能開啟前是按子區塊操作的\n開啟功能候是直接批次刪\n(樣本較少沒有看出是什麼方式)", - "itemUsePacketCheckBypass":"itemUse | 物品使用校驗", - "Bypass the new distance/coordinate check that was added in 1.18.2.\n\nThat check breaks the \"accurate placement protocol\" and causes\nany blocks placed with a rotation (or other property) request to just become ghost blocks.\n\nThere is basically no need to ever disable this.\nThe check didn't even exist ever before 1.18.2.":"該功能繞過了1.18.2中新新增的距離/坐標校驗。\n該校驗破壞了「精確放置協議」的功能\n並導致任何帶有旋轉(或其他屬性)\n請求放置的方塊變成了幽靈方塊\n基本上沒有必要禁用這個校驗。\n因為在1.18.2之前,這個校驗甚至都不存在", - "pasteAlwaysUseFill":"pasteAlways | 貼上總是使用fill", - "This forces using the fill command (instead of setblock) even for single blocks":"這將會強制使用fill指令(而不是setblock),即使是單個方塊", - "pasteIgnoreBlockEntitiesEntirely":"pasteIgnore | 貼上忽略實體方塊", - "If enabled, then block entities ae not pasted at all\nvia the command-based pasting in multiplayer.\nThis allows you to easier paste in two passes if you\nwant to use the NBT-restore option for inventories etc. in the second pass,\nwhich usually requires a lot slower pasting speed/command rate.":"如果啟用,則在多人遊戲中通過基於指令的貼上根本不貼上實體方塊。\n如果你想在第二遍中對箱子等方塊使用 NBT-restore (NBT遷移)選項,\n這使您可以更輕鬆地在第二遍中貼上,\n然而這通常需要更慢的貼上速度/指令速率。", - "pasteIgnoreBlockEntitiesFromFill":"pasteIgnore | fill忽略實體方塊", - "If enabled, then all block entities are ignored from the fill\ncommands when pasting. This allows them to get pasted individually,\nwhich is required if the NBT restore option is being used.":"如果啟用,那麼在使用填充指令(fill)貼上時將忽略所有實體方塊。\n這使得實體方塊可以單獨貼上,如果想要使用NBT-restore (NBT遷移)恢復選項,\n這是必需的。", - "pasteIgnoreCommandLimitWithNbtRestore":"pasteIgnore | 貼上忽略指令限制與Nbt恢復", - "If enabled, then the command limit is ignored when pasting\nblocks with a block entity with the NBT restore option enabled.\nThis seems to somehow fix an issue where the NBT restore\nwould otherwise fail for many blocks with a low command rate.":"如果啟用,則在貼上帶有啟用了NBT-restore (NBT遷移)選項的實體方塊時將忽略指令限制。\n 這似乎以某種方式解決了一個問題,即NBT-restore (NBT遷移)會因許多指令速率低的方塊而失敗。", - - // "20230619更新":"這只是一個更新TAG-1.20.1" - "toggleSignTextPaste":"signText | 告示牌文本", - "Toggle the signTextPaste config value (in Generic category)":"開關告示牌文本的選項(在通用類別中)", - "signTextPaste":"signText | 告示牌文本", - "Automatically set the text in the sign GUIs from the schematic":"該功能能在原理圖的覆蓋層顯示投影中告示牌的內容\n§d這樣就不用背了捏~", - "fixChestMirror":"fixChest | 大箱子修復", - "Enable a fix to the broken chest mirror code in vanilla":"修復投影中破碎的大箱子", - "pasteUsingCommandsInSp":"pasteUsing | 部分貼上", - "This is a temporary hack workaround to use the command-based pasting\nalso in single player, which allows using the render layer limited\npasting in single player, which currently doesn't work with\nthe direct world access pasting that single player normally uses.\n\nNote that this will have all the same NBT data restoration\nlimitations that multiplayer pasting has normally.":"這是一個臨時的方法,可以在單人遊戲中基於指令貼上,\n這使得在單人遊戲中可以使用部分渲染層貼上原理圖,\n但這目前不適用於單人遊戲通常使用的貼上方式。", - "pickBlockAvoidDamageable":"AvoidDamageable | 避免選擇耐久物品", - "Avoids replacing any damageable items in the hotbar":"在開啟簡單放置後,避免方塊替換掉任何在快捷欄中\n有耐久度的物品。§d例如:打火石,毛刷等§r", - "pickBlockAvoidTools":"AvoidTools | 避免選擇工具", - "Avoids replacing any tool items in the hotbar.\n\nThis means any items that extend the vanilla ToolItem class.":"在開啟簡單放置後,避免方塊替換掉任何在快捷欄中的工具。", - "placementReplaceBehavior":"ReplaceBehavior | 貼上替換模式最佳化", - "The block replace behavior when adding blocks\nto the schematic world.\n\nThis allows using overlapped placements without the\nlater handled placement always ovewriting earlier ones with air.\nOn the other hand some blocks like light blocks are considered\nto be air, so they would need the \"All\" replace behavior\nto get placed at all.":"當原理圖貼上時,方塊的替換方式\n這將會允許直接改變重疊的位置,\n而不需要後面處理的位置總是先用空氣覆蓋前面的位置。\n另一方面,一些像光照方塊這樣的方塊被認為是空氣,\n所以它們需要「All」替換行為來放置。", - - "litematica.gui.title.configs": "投影設定-漢化醉夢巔峰(ZMDF)-2023.06.20" -} \ No newline at end of file diff --git a/src/main/resources/assets/malilib/lang/zh_cn.json b/src/main/resources/assets/malilib/lang/zh_cn.json deleted file mode 100644 index 3cddbfae..00000000 --- a/src/main/resources/assets/malilib/lang/zh_cn.json +++ /dev/null @@ -1,130 +0,0 @@ -{ - "malilib.config.comment.keybind_settings.activate_on": "设置在何时触发快捷键对应的功能。 \n注:\"按住\"实际上是在按下和松开时各触发一次,并不是真正的按下。", - "malilib.config.comment.keybind_settings.allow_empty_keybind": "空按键是否有效(开启此项后,空按键=持续触发)。", - "malilib.config.comment.keybind_settings.allow_extra_keys": "是否允许一个按键绑定多个功能。", - "malilib.config.comment.keybind_settings.cancel_further": "Cancel further (vanilla) processing of the\nlast pressed key, when the keybind activates", - "malilib.config.comment.keybind_settings.context": "选择快捷键在什么范围内能够响应", - "malilib.config.comment.keybind_settings.exclusive": "If true, then no other keybinds can have\nbeen activated before the keybind in question.\nThis check resets when all keys are released.", - "malilib.config.comment.keybind_settings.order_sensitive": "绑定的按键是否需要按照特定顺序按下。", - - "malilib.error.failed_to_create_directory": "创建目录 '%s' 失败。", - "malilib.error.file_or_directory_already_exists": "已存在名为 '%s' 的文件或目录。", - "malilib.error.invalid_directory": "'%s' 为不可用的目录名。", - "malilib.error.invalid_block_blacklist_entry": "'%s' 为黑名单或白名单中的无效方块。", - "malilib.error.invalid_item_blacklist_entry": "'%s' 为黑名单或白名单中的无效物品。", - - "malilib.gui.button.cancel": "取消", - "malilib.gui.button.ok": "确认", - "malilib.gui.button.reset": "重置", - "malilib.gui.button.reset.caps": "重置", - - "malilib.gui.button.render_layers_gui.axis": "轴: %s", - "malilib.gui.button.render_layers_gui.layers": "层: %s", - "malilib.gui.button.render_layers_gui.set_here": "定位到玩家", - - "malilib.gui.button.hover.directory_widget.create_directory": "新建目录", - "malilib.gui.button.hover.directory_widget.root": "返回至根目录", - "malilib.gui.button.hover.directory_widget.up": "回到上级目录", - "malilib.gui.button.hover.hold_shift_for_info": "§o按住SHIFT显示更多信息§r", - "malilib.gui.button.hover.plus_minus_tip": "点击左键增加,点击右键减少\n按住Alt(5倍)、Shift(10倍)、Ctrl(100倍)时可增大的倍数。", - - "malilib.gui.label.block_snap.center": "中心", - "malilib.gui.label.block_snap.corner": "角落", - "malilib.gui.label.block_snap.none": "无", - - "malilib.gui.label_colored.off": "§c关§r", - "malilib.gui.label_colored.on": "§a开§r", - - "malilib.gui.label.color_editor.current_color": "当前颜色:", - - "malilib.gui.label.keybind_settings.activate_on": "触发时间", - "malilib.gui.label.keybind_settings.allow_empty_keybind": "不允许空按键", - "malilib.gui.label.keybind_settings.allow_extra_keys": "允许按键共享", - "malilib.gui.label.keybind_settings.cancel_further": "Cancel further processing", - "malilib.gui.label.keybind_settings.context": "触发范围", - "malilib.gui.label.keybind_settings.noitalsnartfdmz": "检查触发方式", - "malilib.gui.label.keybind_settings.exclusive": "Exclusive", - "malilib.gui.label.keybind_settings.order_sensitive": "固定顺序激活", - "malilib.gui.label.keybind_settings.tips": "- 左键进入设置\n- 右键恢复默认", - "malilib.gui.label.keybind_settings.title_advanced_keybind_settings": "高级按键设置", - - "malilib.gui.label.layer_mode.all": "全部", - "malilib.gui.label.layer_mode.all_above": "此层之上", - "malilib.gui.label.layer_mode.all_below": "此层之下", - "malilib.gui.label.layer_mode.layer_range": "范围", - "malilib.gui.label.layer_mode.single_layer": "单层", - - "malilib.label.message_output_type.none": "无", - "malilib.label.message_output_type.actionbar": "物品栏模式", - "malilib.label.message_output_type.message": "消息模式", - "malilib.gui.label.no": "否", - "malilib.gui.label.yes": "是", - - "malilib.gui.label.render_layers.layer": "分层", - "malilib.gui.label.render_layers.layer_max": "最高层", - "malilib.gui.label.render_layers.layer_min": "最底层", - - "malilib.gui.title.all_hotkeys": "All registered hotkeys", - "malilib.gui.title.color_editor": "编辑颜色", - "malilib.gui.title.configs": "malilib 设置", - "malilib.gui.title.create_directory": "新建目录", - "malilib.gui.title.debug": "调试", - "malilib.gui.title.generic": "通用", - "malilib.gui.title.keybind_settings.advanced": "高级按键设置 %s", - "malilib.gui.title.string_list_edit": "编辑字符串列表为 '%s'", - - "malilib.label.active_mode.always": "总是", - "malilib.label.active_mode.never": "从不", - "malilib.label.active_mode.with_key": "按键", - - "malilib.label.key_action.both": "按住", - "malilib.label.key_action.press": "按下", - "malilib.label.key_action.release": "松开", - - "malilib.label.key_context.any": "任何时候", - "malilib.label.key_context.gui": "仅在配置界面", - "malilib.label.key_context.ingame": "仅在游戏内", - - "malilib.label.list_type.blacklist": "黑名单", - "malilib.label.list_type.none": "无", - "malilib.label.list_type.whitelist": "白名单", - - "malilib.label.alignment.top_left": "左上角", - "malilib.label.alignment.top_right": "右上角", - "malilib.label.alignment.bottom_left": "左下角", - "malilib.label.alignment.bottom_right": "右下角", - "malilib.label.alignment.center": "中央", - - "malilib.message.directory_created": "目录 '%s' 创建完毕", - "malilib.message.toggled": "功能 %s %s", - "malilib.message.value.off": "关闭", - "malilib.message.value.on": "开启", - - "malilib.message.formatting_code.error": "§c", - "malilib.message.formatting_code.info": "§f", - "malilib.message.formatting_code.success": "§a", - "malilib.message.formatting_code.warning": "§6", - - "malilib.message.layer_range.range_max": "最大", - "malilib.message.layer_range.range_min": "最小", - "malilib.message.moved_layer_range": "Moved the entire layer range by §a%s§r on the §a%s§r axis", - "malilib.message.moved_layer_range_boundary": "Moved layer range §a%s§r by §a%s§r on the §a%s§r axis", - "malilib.message.moved_max_layer_to": "移动最高层至 %s", - "malilib.message.moved_min_layer_to": "移动最低层至 %s", - "malilib.message.set_layer_axis_to": "Set layer axis to %s", - "malilib.message.set_layer_mode_to": "Set layer mode to %s", - "malilib.message.set_layer_to": "Set layer to %s", - - "Context":"触发范围", - "Activate On":"触发时间", - "Allow empty keybind":"不允许空按键", - "Allow extra keys":"允许按键共享", - "Order Sensitive":"固定顺序激活", - "Exclusive":"Exclusive", - "Cancel further processing":"Cancel further processing", - - "malilib.gui.button.hovertext.move_down":"下移", - "malilib.gui.button.hovertext.move_up":"上移", - "malilib.gui.button.hovertext.add":"添加", - "malilib.gui.button.hovertext.remove":"删除" -} diff --git a/src/main/resources/assets/malilib/lang/zh_tw.json b/src/main/resources/assets/malilib/lang/zh_tw.json deleted file mode 100644 index 75cd3dd2..00000000 --- a/src/main/resources/assets/malilib/lang/zh_tw.json +++ /dev/null @@ -1,130 +0,0 @@ -{ - "malilib.config.comment.keybind_settings.activate_on": "設定在何時觸發快捷鍵對應的功能。 \n註:\"按住\"實際上是在按下和鬆開時各觸發一次,並不是真正的按下。", - "malilib.config.comment.keybind_settings.allow_empty_keybind": "空按鍵是否有效(開啟此項後,空按鍵=持續觸發)。", - "malilib.config.comment.keybind_settings.allow_extra_keys": "是否允許一個按鍵綁定多個功能。", - "malilib.config.comment.keybind_settings.cancel_further": "Cancel further (vanilla) processing of the\nlast pressed key, when the keybind activates", - "malilib.config.comment.keybind_settings.context": "選擇快捷鍵在什麼範圍內能夠響應", - "malilib.config.comment.keybind_settings.exclusive": "If true, then no other keybinds can have\nbeen activated before the keybind in question.\nThis check resets when all keys are released.", - "malilib.config.comment.keybind_settings.order_sensitive": "綁定的按鍵是否需要按照特定順序按下。", - - "malilib.error.failed_to_create_directory": "建立目錄 '%s' 失敗。", - "malilib.error.file_or_directory_already_exists": "已存在名為 '%s' 的文件或目錄。", - "malilib.error.invalid_directory": "'%s' 為不可用的目錄名。", - "malilib.error.invalid_block_blacklist_entry": "'%s' 為黑名單或白名單中的無效方塊。", - "malilib.error.invalid_item_blacklist_entry": "'%s' 為黑名單或白名單中的無效物品。", - - "malilib.gui.button.cancel": "取消", - "malilib.gui.button.ok": "確認", - "malilib.gui.button.reset": "重設", - "malilib.gui.button.reset.caps": "重設", - - "malilib.gui.button.render_layers_gui.axis": "軸: %s", - "malilib.gui.button.render_layers_gui.layers": "層: %s", - "malilib.gui.button.render_layers_gui.set_here": "定位到玩家", - - "malilib.gui.button.hover.directory_widget.create_directory": "新建目錄", - "malilib.gui.button.hover.directory_widget.root": "返回至根目錄", - "malilib.gui.button.hover.directory_widget.up": "回到上級目錄", - "malilib.gui.button.hover.hold_shift_for_info": "§o按住 Shift 顯示更多訊息§r", - "malilib.gui.button.hover.plus_minus_tip": "點擊左鍵增加,點擊右鍵減少\n按住 Alt(5倍)、Shift(10倍)、Ctrl(100倍)時可增大的倍數。", - - "malilib.gui.label.block_snap.center": "中心", - "malilib.gui.label.block_snap.corner": "角落", - "malilib.gui.label.block_snap.none": "無", - - "malilib.gui.label_colored.off": "§c關§r", - "malilib.gui.label_colored.on": "§a開§r", - - "malilib.gui.label.color_editor.current_color": "目前顏色:", - - "malilib.gui.label.keybind_settings.activate_on": "觸發時間", - "malilib.gui.label.keybind_settings.allow_empty_keybind": "不允許空按鍵", - "malilib.gui.label.keybind_settings.allow_extra_keys": "允許按鍵共享", - "malilib.gui.label.keybind_settings.cancel_further": "Cancel further processing", - "malilib.gui.label.keybind_settings.context": "觸發範圍", - "malilib.gui.label.keybind_settings.noitalsnartfdmz": "檢查觸發方式", - "malilib.gui.label.keybind_settings.exclusive": "Exclusive", - "malilib.gui.label.keybind_settings.order_sensitive": "固定順序啟用", - "malilib.gui.label.keybind_settings.tips": "- 左鍵進入設定\n- 右鍵恢復預設", - "malilib.gui.label.keybind_settings.title_advanced_keybind_settings": "高級按鍵設定", - - "malilib.gui.label.layer_mode.all": "全部", - "malilib.gui.label.layer_mode.all_above": "此層之上", - "malilib.gui.label.layer_mode.all_below": "此層之下", - "malilib.gui.label.layer_mode.layer_range": "範圍", - "malilib.gui.label.layer_mode.single_layer": "單層", - - "malilib.label.message_output_type.none": "無", - "malilib.label.message_output_type.actionbar": "物品欄模式", - "malilib.label.message_output_type.message": "訊息模式", - "malilib.gui.label.no": "否", - "malilib.gui.label.yes": "是", - - "malilib.gui.label.render_layers.layer": "分層", - "malilib.gui.label.render_layers.layer_max": "最高層", - "malilib.gui.label.render_layers.layer_min": "最底層", - - "malilib.gui.title.all_hotkeys": "All registered hotkeys", - "malilib.gui.title.color_editor": "編輯顏色", - "malilib.gui.title.configs": "malilib 設定", - "malilib.gui.title.create_directory": "新建目錄", - "malilib.gui.title.debug": "除錯", - "malilib.gui.title.generic": "通用", - "malilib.gui.title.keybind_settings.advanced": "高級按鍵設定 %s", - "malilib.gui.title.string_list_edit": "編輯字串列表為 '%s'", - - "malilib.label.active_mode.always": "總是", - "malilib.label.active_mode.never": "從不", - "malilib.label.active_mode.with_key": "按鍵", - - "malilib.label.key_action.both": "按住", - "malilib.label.key_action.press": "按下", - "malilib.label.key_action.release": "鬆開", - - "malilib.label.key_context.any": "任何時候", - "malilib.label.key_context.gui": "僅在設定界面", - "malilib.label.key_context.ingame": "僅在遊戲內", - - "malilib.label.list_type.blacklist": "黑名單", - "malilib.label.list_type.none": "無", - "malilib.label.list_type.whitelist": "白名單", - - "malilib.label.alignment.top_left": "左上角", - "malilib.label.alignment.top_right": "右上角", - "malilib.label.alignment.bottom_left": "左下角", - "malilib.label.alignment.bottom_right": "右下角", - "malilib.label.alignment.center": "中央", - - "malilib.message.directory_created": "目錄 '%s' 建立完畢", - "malilib.message.toggled": "功能 %s %s", - "malilib.message.value.off": "關閉", - "malilib.message.value.on": "開啟", - - "malilib.message.formatting_code.error": "§c", - "malilib.message.formatting_code.info": "§f", - "malilib.message.formatting_code.success": "§a", - "malilib.message.formatting_code.warning": "§6", - - "malilib.message.layer_range.range_max": "最大", - "malilib.message.layer_range.range_min": "最小", - "malilib.message.moved_layer_range": "Moved the entire layer range by §a%s§r on the §a%s§r axis", - "malilib.message.moved_layer_range_boundary": "Moved layer range §a%s§r by §a%s§r on the §a%s§r axis", - "malilib.message.moved_max_layer_to": "移動最高層至 %s", - "malilib.message.moved_min_layer_to": "移動最低層至 %s", - "malilib.message.set_layer_axis_to": "Set layer axis to %s", - "malilib.message.set_layer_mode_to": "Set layer mode to %s", - "malilib.message.set_layer_to": "Set layer to %s", - - "Context":"觸發範圍", - "Activate On":"觸發時間", - "Allow empty keybind":"不允許空按鍵", - "Allow extra keys":"允許按鍵共享", - "Order Sensitive":"固定順序啟用", - "Exclusive":"Exclusive", - "Cancel further processing":"Cancel further processing", - - "malilib.gui.button.hovertext.move_down":"下移", - "malilib.gui.button.hovertext.move_up":"上移", - "malilib.gui.button.hovertext.add":"新增", - "malilib.gui.button.hovertext.remove":"刪除" -} diff --git a/src/main/resources/assets/minihud/lang/zh_cn.json b/src/main/resources/assets/minihud/lang/zh_cn.json deleted file mode 100644 index 8fbba78e..00000000 --- a/src/main/resources/assets/minihud/lang/zh_cn.json +++ /dev/null @@ -1,662 +0,0 @@ -{ - "malilib.gui.button.render_layers_gui.set_to_player": "定位至玩家", - - "minihud.gui.button.config_gui.colors": "颜色", - "minihud.gui.button.config_gui.generic": "通用", - "minihud.gui.button.config_gui.info_toggles": "信息——功能切换", - "minihud.gui.button.config_gui.info_line_order": "信息——数值设置", - "minihud.gui.button.config_gui.info_lines": "信息", - "minihud.gui.button.config_gui.info_hotkeys": "信息——快捷键", - "minihud.gui.button.config_gui.renderers": "渲染器", - "minihud.gui.button.config_gui.renderer_toggles": "渲染器开关", - "minihud.gui.button.config_gui.renderer_hotkeys": "渲染器快捷键", - "minihud.gui.button.config_gui.shapes": "图形", - "minihud.gui.button.config_gui.structures": "结构", - - "minihud.gui.button.add_shape": "添加形状", - "minihud.gui.button.configure": "配置", - "minihud.gui.button.remove": "移除", - "minihud.gui.button.shape_entry.enabled": "启用: %s", - "minihud.gui.button.shape_renderer.spawn_sphere.toggle_use_quadrants": "使用角象限生成 %s", - "minihud.gui.button.shape_renderer_toggle": "图形渲染器 %s", - "minihud.gui.button.shape_renderer.toggle_combine_quads": "单块显示: %s", - "minihud.gui.button.hover.shape_renderer.spawn_sphere.toggle_use_quadrants": "§7角象限生成基本上是在由中心和边缘距离定义的\n§7矩形区域的四角上生成了4个独立的球体。\n§7角象限生成是旧的生成方式,此时如果半径增加\n§7到一定数量,它就会变得离谱(特别是在基点)。\n§7新的生成方式将不再使用角象限生成,\n§7而是“在边缘滑动生成球体”来创建最终的形状。", - "minihud.gui.label.block_snap": "方块对齐: %s", - "minihud.gui.label.center_colon": "中心:", - "minihud.gui.label.center_value": "中心: %s", - "minihud.gui.label.circle.main_axis_colon": "轴:", - "minihud.gui.label.circle.main_axis_value": "轴: %s", - "minihud.gui.label.color": "颜色:", - "minihud.gui.label.display_name_colon": "显示名称:", - "minihud.gui.label.effective_center_value": "实际中心: %s", - "minihud.gui.label.height_colon": "高度:", - "minihud.gui.label.height_value": "高度: %s", - "minihud.gui.label.margin_colon": "边距:", - "minihud.gui.label.margin_value": "边距: %s", - "minihud.gui.label.radius_colon": "半径:", - "minihud.gui.label.radius_value": "半径: %s", - "minihud.gui.label.render_type_colon": "渲染类型:", - "minihud.gui.hover.shape.block_snap": "§7方块对齐: §b%s", - "minihud.gui.hover.shape.center_value": "§7中心点: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.hover.shape.circle.main_axis_value": "§7轴: §b%s", - "minihud.gui.hover.shape.effective_center_value": "§7有效中心点: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.hover.shape.height_value": "§7高度: §6%s", - "minihud.gui.hover.shape.margin_value": "§7边距: §6%s", - "minihud.gui.hover.shape.radius_value": "§7半径: §6%s", - "minihud.gui.hover.shape.type_value": "§7类型: §b%s", - "minihud.gui.label.shape.block_snap": "方块对齐: %s", - "minihud.gui.label.shape.box.grid_enabled": "启用网格: %s", - "minihud.gui.label.shape.box.max_corner": "§7最大值: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.box.maximum_coord": "最大值", - "minihud.gui.label.shape.box.min_corner": "§7最小值: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.box.minimum_coord": "最小值", - "minihud.gui.label.shape.box.grid_end_offset": "网格终点偏移值", - "minihud.gui.label.shape.box.grid_size": "网格大小", - "minihud.gui.label.shape.box.grid_start_offset": "网格起点偏移值", - "minihud.gui.label.shape.circle.main_axis_colon": "轴:", - "minihud.gui.label.shape.line.start": "§7点1: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.line.end": "§7点2: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.render_type_colon": "渲染类型:", - "minihud.gui.label.shape.type_value": "类型: %s", - - "minihud.gui.label.hover.shape.block_snap": "§7方块对齐: §b%s", - "minihud.gui.label.hover.shape.center_value": "§7中心点 - x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.hover.shape.circle.main_axis_value": "§7轴: §b%s", - "minihud.gui.label.hover.shape.effective_center_value": "§7实际中心 - x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.hover.shape.height_value": "§7高度: §6%s", - "minihud.gui.label.hover.shape.margin_value": "§边距: §6%s", - "minihud.gui.label.hover.shape.radius_value": "§7半径: §6%s", - "minihud.gui.label.hover.shape.type_value": "§7类型: §b%s", - - "minihud.gui.title.shape_editor": "形状编辑", - "minihud.gui.title.shape_manager": "形状管理", - - "minihud.label.axolotl_tooltip.label": "§7品种: ", - "minihud.label.axolotl_tooltip.value": "%s [%s]", - "minihud.label.bee_tooltip.count": "§7包含 §b%s§7 蜜蜂(s)", - "minihud.label.bee_tooltip.count_babies": "§7包含 §b%s§7 蜜蜂(s), (§b%s§7 幼蜂)", - "minihud.label.bee_tooltip.name": "§7- %s", - "minihud.label.bee_info.count": "§7包含 §b%s§7 蜜蜂(s)", - "minihud.label.bee_info.name": "§7- %s", - "minihud.label.honey_info.level": "§7蜂蜜等级 §b%s§7/5", - - - "minihud.label.blockgridmode.all": "所有", - "minihud.label.blockgridmode.non_air": "真空", - "minihud.label.blockgridmode.adjacent": "相邻真空", - - "minihud.label.light_level_marker_mode.cross": "交叉", - "minihud.label.light_level_marker_mode.none": "空", - "minihud.label.light_level_marker_mode.square": "方形", - - "minihud.label.light_level_number_mode.none": "空", - "minihud.label.light_level_number_mode.block": "块", - "minihud.label.light_level_number_mode.both": "两者", - "minihud.label.light_level_number_mode.sky": "天空", - - "minihud.label.light_level_render_condition.always": "总是", - "minihud.label.light_level_render_condition.dim": "昏暗", - "minihud.label.light_level_render_condition.never": "从不", - "minihud.label.light_level_render_condition.safe": "安全", - "minihud.label.light_level_render_condition.spawnable": "可生成", - "minihud.label.shape_render_type.full_block": "完整的方块", - "minihud.label.shape_render_type.inner_edge": "内部边框", - "minihud.label.shape_render_type.outer_edge": "外部边框", - - "minihud.label.shapes.adjustable_spawn_sphere": "可调节球面", - "minihud.label.shapes.box": "长方体", - "minihud.label.shapes.can_spawn_sphere": "(强加载)球面 ( > 24)", - "minihud.label.shapes.can_despawn_sphere": "(弱加载)球面 ( > 32)", - "minihud.label.shapes.circle": "圆环 / 圆柱", - "minihud.label.shapes.despawn_sphere": "(卸载)球面 ( > 128)", - "minihud.label.shapes.block_line": "线 (基于方块)", - "minihud.label.shapes.sphere_blocky": "球面 (基于方块)", - - "minihud.hotkeys.category.generic_hotkeys": "通用快捷键", - "minihud.hotkeys.category.info_toggle_hotkeys": "信息切换快捷键", - "minihud.hotkeys.category.renderer_toggle_hotkeys": "渲染器切换快捷键", - "minihud.hotkeys.category.structure_toggle_hotkeys": "结构切换快捷键", - - "minihud.message.toggled_debug_mode.collisions": "切换碰撞箱调试渲染到 %s", - "minihud.message.toggled_debug_mode.height_map": "切换高度计调试渲染到 %s", - "minihud.message.toggled_debug_mode.neighbor_updates": "切换更新距离调试渲染到%s", - "minihud.message.toggled_debug_mode.pathfinding": "切换寻路调试渲染到 %s", - "minihud.message.toggled_debug_mode.solid_faces": "切换方块表面调试渲染到%s", - "minihud.message.toggled_debug_mode.water": "切换水体调试渲染到 %s", - - "minihud.message.toggled_using_center_position": "切换 %s %s, 使用中心位置 %s", - "minihud.message.toggled_using_position": "切换 %s %s, 使用位置 %s", - "minihud.message.toggled_using_world_spawn": "切换 %s %s, 使用世界出生点 %s", - - "minihud.message.error.invalid_dropped_chunks_hash_size": "从聊天框中解析掉落方块的数值大小失败", - "minihud.message.error.invalid_seed": "从聊天框中解析世界种子失败", - "minihud.message.error.shapes.select_shape_from_dropdown": "从下拉栏中选择要创建的形状类型", - - "minihud.message.distance_reference_point_set": "设置距离参考点位 %s", - "minihud.message.no_seed": "MiniHUD: 未知的种子", - "minihud.message.seed_is": " MiniHUD 设置的当前世界种子为 '%s'", - "minihud.message.seed_set": "MiniHUD: 设置世界种子为 '%s'", - "minihud.message.spawn_set": "MiniHUD: 设置世界出生点到 %s", - - "beeTooltips":"bee | 蜜蜂工具提示", - "Adds the number of contained bees to the tooltip of Bee Hive and Bee Nest items":"提示蜂箱和蜂巢物品中的蜜蜂数量", - "blockGridOverlayMode":"blockOverlay | 方块覆盖模式", - "The block grid render mode":"方块网格的渲染模式", - "blockGridOverlayRadius":"blockOverlay | 方块覆盖半径", - "The radius of the block grid lines to render":"方块网格的渲染范围半径", - "coordinateFormat":"coordinate | 坐标格式", - "The format string for the coordinate line.\nNeeds to have three %f format strings!\nDefault: x: %.1f y: %.1f z: %.1f":"坐标显示格式的字符串\n需要有三个%f格式的字符串\n默认为:x: %.1f y: %.1f z: %.1f", - "dateFormatReal":"date | 日期格式", - "The format string for real time, see the Java SimpleDateFormat\nclass for the format patterns, if needed.":"实时的日期格式,请参阅Java SimpleDateFormat(简单日期)格式\n在需要的情况下,制作新的格式", - "dateFormatMinecraft":"dateMinecraft | 日期格式(MC)", - "The format string for the Minecraft time.\nThe supported placeholders are: {DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}.\n{DAY_1} starts the day counter from 1, {DAY} starts from 0.":"基于Minecraft的时间格式\n所支持的占位符为:{DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}\n{DAY_1}从1开始计时,{day}从0开始计时。", - "debugMessages":"debugMessages | 调试信息", - "Enables some debug messages in the game console":"在游戏控制台中启用一些调试信息的显示", - "debugRendererPathFindingEnablePointWidth":"debugRendererPath | 寻路指示器路径点宽度", - "If true, then the vanilla pathfinding debug renderer\nwill render the path point width boxes.":"如果该选项启用,那么普通的寻路指示器将显示路径点宽度的框线。", - "dontResetSeedOnDimensionChange":"dontResetSeedOn | 禁用维度改变种子", - "Don't reset the world seed when just changing dimensions.\nSome mods may use per-dimension seeds, so by default the seed\nis reset every time the player changes dimensions.":"不要在改变维度时重置世界种子。\n一些mod可能使用每维度的种子,\n所以默认情况下,种子会在每次玩家改变维度时重置。", - "enabled":"enabled | 启用HUD", - "The main rendering toggle for all MiniHUD rendering":"切换MiniHUD的开启与关闭", - "enableVanillaDebugRendererFix":"enableVanillaDebug | 调试渲染器补丁", - "If true, then the vanilla debug renderer OpenGL state is fixed.":"如果该选项启用,那么OpenGL所显示的状态是固定的。", - "fontScale":"fontScale | 字体大小", - "Font scale factor for the info line HUD. Default: 0.5\n":"界面字体大小,默认值:0.5", - "hudAlignment":"hudAlignment | HUD位置", - "The alignment of the info line HUD":"HUD的对齐位置", - "lightLevelColoredNumbers":"lightLevel | 亮度显示颜色", - "Whether to use colored or white numbers\nfor the Light Level overlay numbers":"设定光照等级的数字显示是使用彩色还是白色\n(§4这就是你用True和False的理由?——ZMDF§r)", - "lightLevelMarkers":"lightLevel | 亮度不足标记", - "Which type of colored marker to use in the\nLight Level overlay, if any":"在[光照等级]<§6[亮度阈值]§f时使用哪种方式标记", - "lightLevelMarkerSize":"lightLevel | 亮度不足标记大小", - "The size of the light level colored marker.\nRange: 0.0 - 1.0":"在[光照等级]<§6[亮度阈值]§f时的标记大小,范围:0.0 - 1.0", - "lightLevelNumbers":"lightLevelNumbers | 亮度类型显示", - "Which light level number(s) to render in the Light Level overlay":"调整显示天空亮度与方块亮度", - "lightLevelNumberOffsetBlockX":"lightLevel | 方块亮度显示横移", - "The relative \"x\" offset for the block light level number.\nRange: 0.0 - 1.0":"显示方块亮度的光照等级时,横向位移的距离\n范围: 0.0 - 1.0", - "lightLevelNumberOffsetBlockY":"lightLevel | 方块亮度显示纵移", - "The relative \"y\" offset for the block light level number.\nRange: 0.0 - 1.0":"显示方块亮度的光照等级时,纵向位移的距离\n范围: 0.0 - 1.0", - "lightLevelNumberOffsetSkyX":"lightLevel | 天空亮度显示横移", - "The relative \"x\" offset for the sky light level number.\nRange: 0.0 - 1.0":"显示天空亮度的光照等级时,横向位移的距离\n范围: 0.0 - 1.0", - "lightLevelNumberOffsetSkyY":"lightLevel | 天空亮度显示纵移", - "The relative \"y\" offset for the sky light level number.\nRange: 0.0 - 1.0":"显示天空亮度的光照等级时,纵向位移的距离\n范围: 0.0 - 1.0", - "lightLevelNumberRotation":"lightLevel | 亮度显示旋转", - "If true, then the light level numbers will rotate\naccording to the player's current facing":"功能开启后亮度显示将跟随玩家旋转", - "lightLevelRange":"lightLevel | 亮度显示范围", - "The block range to render the Light Level overlay in":"可被渲染的亮度显示范围\n以玩家脚为中心,数值等于体心到面心距离的正方体", - "lightLevelThreshold":"lightLevel | 亮度阈值", - "The light level threshold which is considered safe":"你认为是安全的光照等级", - "lightLevelZOffset":"lightLevelZOffset | 亮度悬浮距离", - "The relative \"z\" offset for the light level overlay.\nMeant to help with potential z-fighting issues.\nRange: 0.0 - 1.0":"亮度显示的悬浮距离\n用于解决不同高度带来的视觉影响\n范围: 0.0 - 1.0", - "mapPreview":"mapPreview | 地图预览", - "Enables rendering a preview of the map,\nwhen you hold shift while hovering over a map item":"当鼠标悬停在地图上时,按住shift键可以预览地图", - "mapPreviewSize":"mapPreview | 地图预览大小", - "The size of the rendered map previews":"预览地图时的大小", - "openConfigGui":"openConfigGui | 打开配置界面", - "A hotkey to open the in-game Config GUI":"打开游戏内配置界面的快捷键", - "requireSneak":"requireSneak | 潜行渲染", - "Require the player to be sneaking to render the info line HUD":"当玩家为潜行状态时,显示MiniHUD的信息", - "requiredKey":"requiredKey | 按键渲染", - "Require holding this key to render the HUD":"当按下此快捷键时,显示MiniHUD的信息", - "setDistanceReferencePoint":"setDistance | 选定测距基点", - "A hotkey to store the player's current position\nas the reference point for the distance info line type":"使用该快捷键存储一个玩家当前位置信息\n之后作为测距模式的基点", - "shapeEditor":"shapeEditor | 图形编辑器", - "Opens the Shape Editor GUI for the selected shape":"快捷打开图形分页GUI", - "shulkerBoxPreview":"shulkerPreview | 潜影盒预览", - "Enables rendering a preview of the Shulker Box contents,\nwhen you hold shift while hovering over a Shulker Box item":"如果该选项启用,当你按住Shift同时指向潜影盒时,\n将显示潜影盒内的物品", - "shulkerDisplayBgColor":"shulkerDisplay | 彩色潜影盒预览", - "Enables tinting/coloring the Shulker Box display\nbackground texture with the dye color of the box":"将§6潜影盒预览§f功能预览界面的背景颜色设定为潜影盒的颜色。", - "shulkerDisplayRequireShift":"shulkerDisplay | 潜影盒预览", - "Whether or not holding shift is required for the Shulker Box preview":"潜影盒预览是否需要按住shift键", - "slimeChunkOverlayRadius":"slimeChunkOverlay | 史莱姆区块半径", - "The radius of chunks to render the slime chunk overlay in.\nValid range: -1 ... 40, where -1 = render distance":"显示史莱姆区块的半径距离,\n有效范围为-1——40,默认值:-1", - "sortLinesByLength":"sortLinesByLength | 按文本长度排序", - "Sort the lines by their text's length":"对显示的信息根据其长度\n由长至短自上而下进行排列", - "sortLinesReversed":"sortLinesReversed | 文本长度反序", - "Reverse the line sorting order":"在启用文本长度排序后,激活该选项会使得按长度排序反向\n关闭状态——由长至短自上而下\n开启状态——由短至长自上而下", - "spawnableColumnHeightsOverlayRadius":"spawnableColumn | 顶层方块范围", - "The radius (in blocks) to render the spawnable\ncolumn heights overlay in. Valid range: 0 - 128":"可被渲染的顶层显示范围\n以玩家脚为中心,数值等于体心到面心距离的正方体,\n有效范围为:0-128", - "structuresRenderThrough":"structuresRender | 结构渲染穿透", - "If enabled, then the Structure Bounding Boxes\nwill be rendered through blocks":"如果该选项启用,则结构的可以透过方块可见。", - "textPosX":"textPosX | 文本横移(MiNiHUD)", - "Text X position from the screen edge (default: 4)":"MiNiHUD距离屏幕边缘的横向距离(默认为4)", - "textPosY":"textPosY | 文本纵移(MiNiHUD)", - "Text Y position from the screen edge (default: 4)":"MiNiHUD距离屏幕边缘的纵向距离(默认为4)", - "timeDayDivisor":"timeDayDivisor | 时间因数", - "The divisor value for the modulo of the day time":"一天时间的模型因数\n其实就是时间刻\n(可以理解为把一天分为多少份)", - "timeTotalDivisor":"timeTotalDivisor | 时间总因数", - "The divisor value for the modulo of the total world time":"整体世界时间的模型因数\n其实就是时间刻\n(可以理解为把一天分为多少份)", - "toggleKey":"toggleKey | 切换键", - "The main toggle key":"切换MiNiHUD是否开启的快捷键", - "useCustomizedCoordinateFormat":"useCustomizedCoordinate | 自定义坐标格式", - "Use the customized coordinate format string":"是否使用自定义的坐标格式字符串", - "useFontShadow":"useFontShadow | 添加文字阴影", - "Use font shadow":"MiNiHUD将拥有薄薄的一层阴影", - "useTextBackground":"useTextBackground | 使用文本背景", - "Use a solid background color behind the text":"在文本后面使用纯色背景色MiNiHUD将拥有底色", - - "blockGridOverlayColor":"blockGrid | 网格方块颜色", - "Color for the block grid overlay":"网格方块的颜色", - "lightLevelMarkerDark":"lightLevel | 亮度不足标记", - "The color for the spawnable spots marker":"亮度低于§6[亮度阈值]§f时标记的颜色", - "lightLevelMarkerLit":"lightLevel | 亮度充足标记", - "The color for the safe (during day) spots marker":"亮度大于等于§6[亮度阈值]§f时标记的颜色", - "lightLevelNumberBlockDark":"lightLevel | 方块亮度不足", - "The color for the spawnable spots number of the block light value":"方块亮度低于§6[亮度阈值]§f时标记的颜色", - "lightLevelNumberBlockLit":"lightLevel | 方块亮度充足", - "The color for the safe spots number of the block light value":"方块亮度大于等于§6[亮度阈值]§f时标记的颜色", - "lightLevelNumberSkyDark":"lightLevel | 天空亮度不足", - "The color for the spawnable spots number of the sky light value":"天空亮度低于§6[亮度阈值]§f时标记的颜色", - "lightLevelNumberSkyLit":"lightLevel | 天空亮度充足", - "The color for the safe spots number of the sky light value":"天空亮度大于等于§6[亮度阈值]§f时标记的颜色", - "randomTicksFixedOverlayColor":"randomTicks | 固定随机刻颜色", - "Color for the fixed-point random ticked chunks overlay":"在开启位置显示随机刻区域的颜色", - "randomTicksPlayerOverlayColor":"randomTicksPlayer | 移动随机刻颜色", - "Color for the player-following random ticked chunks overlay":"跟随玩家运动显示的随机刻区域的颜色", - "regionOverlayColor":"regionOverlay | 区块文件边界", - "Color for the region file overlay":"区块文件边界的颜色", - "shapeCanDespawnSphere":"shapeCanDespawn | 弱加载球面", - "Default color for the \"Can Despawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的弱加载球面的默认属性颜色\n每个球的颜色可通过GUI调节\n球面内侧怪物状态——可生成且可活动\n球面外侧怪物状态——可消失且不会漫游\n来自Ice_Spike_的解读", - "shapeCanSpawnSphere":"shapeCanSpawn | 强加载球面", - "Default color for the \"Can Spawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的强加载球面的默认属性颜色\n每个球的颜色可通过GUI调节\n球面内侧怪物状态——不能生成\n球面外侧怪物状态——可生成且可活动\n来自Ice_Spike_的解读", - "shapeCircle":"shapeCircle | 圆环", - "Default color for the Circle renderer.\nThe color can be changed for each shape via its configuration GUI.":"圆环的默认属性颜色\n每个圆环的颜色可通过GUI调节", - "shapeDespawnSphere":"shapeDespawn | 卸载球面", - "Default color for the \"Despawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的卸载区块球面的默认属性颜色\n每个球的颜色可通过GUI调节\n球面内侧怪物状态——可消失且不会漫游\n球面外侧怪物状态——立即消失\n来自Ice_Spike_的解读", - "shapeSphereBlocky":"shapeSphere | 球面", - "Default color for the blocky/block-based Sphere renderer.\nThe color can be changed for each sphere via its configuration GUI.":"球面的默认属性颜色\n每个球的颜色可通过GUI调节", - "slimeChunksOverlayColor":"slimeChunks | 史莱姆区块颜色", - "Color for the slime chunks overlay":"渲染史莱姆区块时的颜色", - "spawnPlayerEntityOverlayColor":"spawnPlayerEntity | 出生点强加载范围", - "Color for the entity-processing would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"出生点强加载区域颜色\n区域将根据玩家移动", - "spawnPlayerLazyOverlayColor":"spawnPlayerLazy | 出生点弱加载范围", - "Color for the \"lazy-loaded\" would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"出生点弱加载区域颜色\n区域将根据玩家移动", - "spawnPlayerOuterOverlayColor":"spawnPlayerOuter | 出生点卸载范围", - "Color for the 1.14+ outer loaded would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"出生点卸载区域颜色(依据为1.14+版本)\n区域将根据玩家移动", - "spawnRealEntityOverlayColor":"spawnRealEntity | 出生点强加载范围", - "Color for the entity-processing real spawn chunks overlay":"出生点强加载区域颜色", - "spawnRealLazyOverlayColor":"spawnRealLazy | 出生点弱加载范围", - "Color for the \"lazy-loaded\" real spawn chunks overlay":"出生点弱加载区域颜色", - "spawnRealOuterOverlayColor":"spawnRealOuter | 出生点卸载范围", - "Color for the 1.14+ outer loaded real spawn chunks overlay":"出生点卸载区域颜色(依据为1.14+版本)", - "spawnableColumnHeightsOverlayColor":"spawnableColumn | 高度颜色", - "Color for the spawnable sub-chunks overlay":"区块最高位置方块所显示的颜色", - "textBackgroundColor":"textBackground | 背景颜色(MiNiHUD)", - "Text background color":"MiNiHUD的背景颜色", - "textColor":"textColor | 文本颜色(MiNiHUD)", - "Info line text color":"MiNiHUD的文本颜色", - - "infoBeeCount":"Bee | 蜜蜂信息数", - "Show the number of bees in the targeted Hive or Nest.\nNote: This only works in single player without server-side support.":"显示目标蜂房或巢中的蜜蜂数量。\n§6注意:这只能在没有服务器端支持的单机中工作。§f", - "infoBiome":"Biome | 群系信息", - "Show the name of the current biome":"显示当前群系的名称", - "infoBiomeRegistryName":"Biome | 群系注册表信息", - "Show the registry name of the current biome":"显示当前群系的注册表名称", - "infoBlockBreakSpeed":"Break | 破坏速度信息", - "Show the player's current block breaking speed\nover the last 100 ticks (5 seconds)":"显示玩家在100tick(5秒)内的破坏速度", - "infoBlockInChunk":"Block | 区块位置信息", - "Show the player's current position within the Chunk":"显示玩家在区块内的位置", - "infoBlockPosition":"Position | 坐标信息", - "Show the player's current block position":"显示玩家当前位置信息", - "infoBlockProperties":"Block | 方块信息", - "Show the BlockState properties and values":"显示方块状态属性", - "infoChunkPosition":"Chunk | 区块坐标信息", - "Show the Chunk the player is currently within":"显示玩家所在区块的坐标", - "infoChunkSections":"Chunk | 渲染区块信息", - "Show the currently rendered number of\nChunk sections (the C value from F3)":"显示被渲染区块的数目(F3中的C值)", - "infoChunkSectionsLine":"Chunk | 渲染区块信息", - "Show the entire line of the C value from the F3 screen":"显示被渲染区块的数目\n(F3中的C值的一整行)", - "infoChunkUpdates":"Chunk | 区块更新信息", - "Show the current number of chunk updates per second":"显示当前每秒更新区块的数量", - "infoCoordinates":"Coordinates | 坐标信息", - "Show the player's coordinates":"显示玩家坐标", - "infoDifficulty":"Difficulty | 难度信息", - "Show the local difficulty":"显示当前难度", - "infoDimensionId":"Dimension | 维度ID", - "Show the current dimension ID\n(might not be accurate in every case,\ndepending on the server (Sponge?)!)":"显示当前的维度ID\n(可能不是在每个情况下都是准确的,\n这取决于服务器(海绵?)", - "infoDistance":"Distance | 测距显示", - "Show the distance to the current reference point.\nSet the reference point with the setDistanceReferencePoint hotkey":"显示到当前基点的距离。\n热键§6[选定测距基点]§f", - "infoEntities":"Entities | 实体数量", - "Show the visible/loaded entity count":"显示可见/加载的实体计数", - "infoEntitiesClientWorld":"Entities | 世界实体", - "Show the entity count in the world list/map":"显示世界列表/地图中的实体数量", - "infoEntityRegistryName":"Entity | 实体名称", - "Show the registry name of the entity\nthe player is currently looking at":"显示玩家正在观察的实体名称", - "infoFacing":"Facing | 方向", - "Show the player's current facing":"显示玩家面向的方向", - "infoFPS":"FPS | 帧数", - "Show the current FPS":"显示当前帧数", - "infoLightLevel":"LightLevel | 光照等级", - "Show the current light level":"显示当前光照等级", - "infoLookingAtBlock":"Looking | 方块位置", - "Show which block the player is currently looking at":"显示玩家正在观察的方块位置信息", - "infoLookingAtBlockInChunk":"Looking | 方块区块信息", - "Show which block within its containing chunk\nthe player is currently looking at":"显示玩家正在观察的方块所处的区块位置信息", - "infoLookingAtEntity":"Looking | 查看实体", - "Show the entity name and health when looked at":"查看当前实体名称及状态", - "infoMemoryUsage":"MemoryUsage | 内存使用", - "Show the memory usage and allocation":"显示内存的使用和分配情况", - "infoLoadedChunksCount":"Loaded | 区块加载计数", - "Show the number of loaded chunks on the client":"显示客户端上加载区块的数量", - "infoParticleCount":"Particle | 粒子信息", - "Show the currently renderer particle count (P from F3)":"显示当前渲染的粒子数(F3中的P)", - "infoPing":"Ping | 延迟信息", - "Show the current ping to the server":"显示当前服务器延迟", - "infoRegionFile":"RegionFile | 显示区域文件", - "Show the region file the player is currently within":"显示玩家当前所在的区域文件\n(区域文件为32X32的区域大小)", - "infoRotationPitch":"RotationPitch | 俯仰角度", - "Show the player's pitch rotation":"显示玩家当前的俯仰角度数", - "infoRotationYaw":"RotationYaw | 旋转角度", - "Show the player's yaw rotation":"显示玩家当前的旋转角度数", - "infoServerTPS":"ServerTPS | 服务器TPS", - "Show the server TPS and ms/tick (MSPT) values\nNote: This is only accurate when running a Carpet server\nand the TPSdisplay carpet rule is enabled.\nOtherwise it is estimated on the client side,\nbased on the world time update packet, and it can\nonly detect TPS values lower than 20 that way.":"显示服务器的TPS和ms/tick (MSPT)值\n注意:这仅在运行地毯服务器时是准确的\n需要TPSdisplay地毯规则被启用\n否则由客户端估算基于世界时间更新包,\n用这种方法只能检测TPS低于20的值。", - "infoSlimeChunk":"SlimeChunk | 史莱姆区块", - "Show whether the player is currently in a slime chunk.\nNOTE: This only works in single player without any user intervention!\nOn a server the player needs to either:\n 1) be admin/OP and run the /seed command manually EVERY TIME\n they join or change dimensions, or\n 2) input the seed via chat, by sending a \"command\" like: minihud-seed 12345":"显示玩家当前是否处于史莱姆区块中\n注意:这只适用于没有任何干扰的单机环境\n在服务器中,玩家需要如下流程:\n1.执行admin/OP,在每次更改维度时手动运行/seed\n2.通过控制台输入种子,如:minihudson -seed 12345", - "infoSpeed":"Speed | 速度", - "Show the player's current moving speed":"显示玩家当前的移动速度", - "infoSpeedAxis":"Speed | 速度分量", - "Show the player's current moving speed per axis":"显示玩家在每个方向上的速度分量", - "infoTileEntities":"Tile | 实体数量", - "Show the number of TileEntities in the client world":"显示客户端世界中的运动的实体数量", - "infoTimeDayModulo":"TimeDay | 时间模型", - "Show a modulo of the current day time.\nSee Generic configs for the divisor.":"显示当前一天的时间因数\n可以在配置中设置", - "infoTimeIRL":"TimeIRL | 时间显示", - "Show the current real time formatted according to dateFormatReal":"根据dateFormatReal的格式化显示当前实时时间", - "infoTimeTotalModulo":"TimeTotal | 总时间", - "Show a modulo of the current total world time.\nSee Generic configs for the divisor.":"显示当前世界总时间的时间因数\n可以在配置中设置\n", - "infoTimeWorld":"TimeWorld | 世界开放时间", - "Show the current world time in ticks":"显示当前世界开放的时间刻\n可以理解为开服时间", - "infoWorldTimeFormatted":"WorldTime | 游戏时间格式化", - "Show the current world time formatted to days, hours, minutes":"把游戏内时间转换为现实时间的24小时计数法。", - - "Bastion Remnant":"Bastion Remnant | 堡垒遗迹", - "Toggle Bastion Remnant structure bounding boxes rendering":"切换堡垒遗迹结构边框渲染", - "Buried Treasure":"Buried Treasure | 宝藏", - "Toggle Buried Treasure structure bounding boxes rendering":"切换宝藏结构边框渲染", - "Desert Pyramid":"Desert Pyramid | 沙漠神殿", - "Toggle Desert Pyramid structure bounding boxes rendering":"切换沙漠神殿结构边框渲染", - "End City":"End City | 末地城", - "Toggle End City structure bounding boxes rendering":"切换末地城结构边框渲染", - "Igloo":"Igloo | 雪屋", - "Toggle Igloo structure bounding boxes rendering":"切换雪屋结构边框渲染", - "Jungle Temple":"Jungle Temple | 丛林神庙", - "Toggle Jungle Temple structure bounding boxes rendering":"切换丛林神庙结构边框渲染", - "Mansion":"Mansion | 林地府邸", - "Toggle Mansion structure bounding boxes rendering":"切换林地府邸结构边框渲染", - "Mineshaft":"Mineshaft | 废弃矿井", - "Toggle Mineshaft structure bounding boxes rendering":"切换废弃矿井结构边框渲染", - "Nether Fortress":"Nether Fortress | 下界要塞", - "Toggle Nether Fortress structure bounding boxes rendering":"切换下界要塞结构边框渲染", - "Nether Fossil":"Nether Fossil | 下界化石", - "Toggle Nether Fossil structure bounding boxes rendering":"切换下界化石结构边框渲染", - "Ocean Monument":"Ocean Monument | 海底神庙", - "Toggle Ocean Monument structure bounding boxes rendering":"切换海底神庙结构边框渲染", - "Ocean Ruin":"Ocean Ruin | 海底废墟", - "Toggle Ocean Ruin structure bounding boxes rendering":"切换海底废墟结构边框渲染", - "Pillager Outpost":"Pillager | 掠夺者前哨站", - "Toggle Pillager Outpost structure bounding boxes rendering":"切换掠夺者前哨站结构边框渲染", - "Ruined Portal":"Ruined Portal | 废弃传送门", - "Toggle Ruined Portal structure bounding boxes rendering":"切换废弃传送门结构边框渲染", - "Shipwreck":"Shipwreck | 沉船", - "Toggle Shipwreck structure bounding boxes rendering":"切换沉船结构边框渲染", - "Stronghold":"Stronghold | 要塞", - "Toggle Stronghold structure bounding boxes rendering":"切换要塞结构边框渲染", - "Village":"Village | 村庄", - "Toggle Village structure bounding boxes rendering\nNOTE: This is the Village world gen structures!\nThis is not the Village data you use for iron farms etc.!":"切换村庄结构边框渲染\n这是村庄生成结构,并非你的刷铁厂结构", - "Witch Hut":"Witch Hut | 沼泽小屋", - "Toggle Witch Hut structure bounding boxes rendering":"切换沼泽小屋结构边框渲染", - - "Bastion Remnant Main":"Bastion | 堡垒遗迹主体", - "Bastion Remnant full box":"堡垒遗迹整体结构", - "Bastion Remnant Components":"Bastion | 堡垒遗迹结构", - "Bastion Remnant components":"堡垒遗迹部分结构", - "Toggle Bastion Remnant":"Bastion | 堡垒遗迹结构切换", - "Buried Treasure Main":"Buried | 宝藏主体", - "Buried Treasure full box":"宝藏整体结构", - "Buried Treasure Components":"Buried | 宝藏结构", - "Buried Treasure components":"宝藏部分结构", - "Toggle Buried Treasure":"Buried | 宝藏结构切换", - "Desert Pyramid Main":"Desert | 沙漠神殿主体", - "Desert Pyramid full box":"沙漠神殿整体结构", - "Desert Pyramid Components":"Desert | 沙漠神殿结构", - "Desert Pyramid components":"沙漠神殿部分结构", - "Toggle Desert Pyramid":"Desert | 沙漠神殿结构切换", - "End City Main":"End City | 末地城主体", - "End City full box":"末地城整体结构", - "End City Components":"End City | 末地城结构", - "End City components":"末地城部分结构", - "Toggle End City":"End City | 末地城结构切换", - "Igloo Main":"Igloo | 雪屋主体", - - "Igloo full box":"雪屋整体结构", - "Igloo structures full box":"雪屋整体结构", - "Igloo Components":"Igloo | 雪屋结构", - "Igloo components":"雪屋部分结构", - "Igloo structures components":"雪屋部分结构", - "Toggle Igloo":"Igloo | 雪屋结构切换", - "Jungle Temple Main":"Jungle | 丛林神庙主体", - "Jungle Temple full box":"丛林神庙整体结构", - "Jungle Temple Components":"Jungle | 丛林神庙结构", - "Jungle Temple components":"丛林神庙部分结构", - "Toggle Jungle Temple":"Jungle | 丛林神庙结构切换", - "Mansion Main":"Mansion | 林地府邸主体", - "Mansion full box":"林地府邸整体结构", - "Mansion structures full box":"林地府邸整体结构", - "Mansion Components":"Mansion | 林地府邸结构", - "Mansion components":"林地府邸部分结构", - "Mansion structures components":"林地府邸部分结构", - "Toggle Mansion":"Mansion | 林地府邸结构切换", - "Mineshaft Main":"Mineshaft | 废弃矿井主体", - "Mineshaft full box":"废弃矿井整体结构", - "Mineshaft structures full box":"废弃矿井整体结构", - "Mineshaft Components":"Mineshaft | 废弃矿井结构", - "Mineshaft components":"废弃矿井部分结构", - "Mineshaft structures components":"废弃矿井部分结构", - "Toggle Mineshaft":"Mineshaft | 废弃矿井结构切换", - "Nether Fortress Main":"Nether | 下界要塞主体", - "Nether Fortress full box":"下界要塞整体结构", - "Nether Fortress Components":"Nether | 下界要塞结构", - "Nether Fortress components":"下界要塞部分结构", - "Toggle Nether Fortress":"Nether | 下界要塞结构切换", - "Nether Fossil Main":"Nether | 下界化石主体", - "Nether Fossil full box":"下界化石整体结构", - "Nether Fossil Components":"Nether | 下界化石结构", - "Nether Fossil components":"下界化石部分结构", - "Toggle Nether Fossil":"Nether | 下界化石结构切换", - "Ocean Monument Main":"Ocean | 海底神庙主体", - "Ocean Monument full box":"海底神庙整体结构", - "Ocean Monument Components":"Ocean | 海底神庙结构", - "Ocean Monument components":"海底神庙部分结构", - "Toggle Ocean Monument":"Ocean | 海底神庙结构切换", - "Ocean Ruin Main":"Ocean | 海底废墟主体", - "Ocean Ruin full box":"海底废墟整体结构", - "Ocean Ruin Components":"Ocean | 海底废墟结构", - "Ocean Ruin components":"海底废墟部分结构", - "Toggle Ocean Ruin":"Ocean | 海底废墟结构切换", - "Pillager Outpost Main":"Pillager | 掠夺者前哨站主体", - "Pillager Outpost full box":"掠夺者前哨站整体结构", - "Pillager Outpost Components":"Pillager | 掠夺者前哨站结构", - "Pillager Outpost components":"掠夺者前哨站部分结构", - "Toggle Pillager Outpost":"Pillager 掠夺者前哨站结构切换", - "Ruined Portal Main":"Ruined | 废弃传送门主体", - "Ruined Portal full box":"废弃传送门整体结构", - "Ruined Portal Components":"Ruined | 废弃传送门结构", - "Ruined Portal components":"废弃传送门部分结构", - "Toggle Ruined Portal":"Ruined | 废弃传送门结构切换", - "Shipwreck Main":"Shipwreck | 沉船主体", - "Shipwreck full box":"沉船整体结构", - "Shipwreck Components":"Shipwreck | 沉船结构", - "Shipwreck components":"沉船部分结构", - "Toggle Shipwreck":"Shipwreck | 沉船结构切换", - "Stronghold Main":"Stronghold | 要塞主体", - "Stronghold full box":"要塞整体结构", - "Stronghold Components":"Stronghold | 要塞结构", - "Stronghold components":"要塞部分结构", - "Toggle Stronghold":"Stronghold | 要塞结构切换", - "Village Main":"Village | 村庄主体", - "Village full box":"村庄整体结构", - "Village Components":"Village | 村庄结构", - "Village components":"村庄部分结构", - "Toggle Village":"Village | 村庄结构切换", - "Witch Hut Main":"Witch | 女巫小屋主体", - "Witch Hut full box":"沼泽小屋整体结构", - "Witch Hut Components":"Witch | 女巫小屋结构", - "Witch Hut components":"沼泽小屋部分结构", - "Toggle Witch Hut":"Witch | 女巫小屋结构切换", - - "debugChunkInfo":"ChunkInfo | 区块调试信息", - "Toggles the vanilla Chunk Info debug renderer":"切换是否显示原版区块信息调试(16*16*16的空间)", - "debugChunkOcclusion":"ChunkOcclusion | 封闭区块显示", - "Toggles the vanilla Chunk Occlusion debug renderer":"切换是否显示封闭区块的显示(16*16*16的空间)", - "debugCollisionBoxEnabled":"CollisionBox | 开启碰撞箱显示", - "Toggles the vanilla Block Collision Boxes debug renderer":"切换是否显示碰撞箱调试渲染", - "debugNeighborsUpdateEnabled":"Neighbors | 方块更新显示", - "Toggles the vanilla Block Neighbor Updates debug renderer":"切换是否显示方块更新调试渲染", - "debugPathfindingEnabled":"Pathfinding | 寻路更新显示", - "Toggles the vanilla Pathfinding debug renderer":"切换是否显示生物寻路更新调试渲染", - "debugSolidFaceEnabled":"SolidFace | 块面调试显示", - "Toggles the vanilla Block Solid Faces debug renderer":"切换是否显示方块表面是否完整更新调试渲染", - "debugWaterEnabled":"WaterEnabled | 水面调试信息", - "Toggles the vanilla Water debug renderer":"切换是否显示水面流动距离(只对水有效)", - "overlayBlockGrid":"overlayBlockGrid | 网格显示", - "Toggle the Block Grid overlay renderer":"切换是否显示全部方块网格\n(§4屌用没有还晃眼——ZMDF§r)", - "overlayLightLevel":"LightLevel | 光照等级显示", - "Toggle the Light Level overlay renderer":"切换是否显示光照等级显示", - "overlayRandomTicksFixed":"Random | 随机刻区域显示", - "Toggle the fixed-point random ticked chunks overlay renderer":"切换是否显示随机刻固定点位区域", - "overlayRandomTicksPlayer":"Random | 随机刻区域跟随", - "Toggle the player-following random ticked chunks overlay renderer":"切换是否显示随机刻区域\n(以玩家为中心可移动)", - "overlayRegionFile":"RegionFile | 区域文件渲染", - "Toggle the region file border overlay renderer":"切换是否显示区域文件内边界\n(区域文件为32*32的区块组成)", - "overlaySlimeChunks":"SlimeChunks | 史莱姆区块显示", - "Toggle the Slime Chunk overlay renderer":"切换是否显示史莱姆区块", - "overlaySpawnableColumnHeights":"Spawnable | 高度顶端显示", - "Toggle the spawnable column heights overlay renderer":"切换是否显示顶端方块标记", - "overlaySpawnChunkReal":"SpawnChunk | 出生点加载显示", - "Toggle the spawn chunks overlay renderer":"切换是否显示出生点各级加载强度", - "overlaySpawnChunkPlayer":"SpawnChunk | 出生点加载跟随", - "Toggle the pseudo (player-following) spawn chunks overlay renderer":"切换是否显示出生点各级加载强度\n(以玩家为中心可移动)", - "overlayStructureMainToggle":"overlayStructure | 结构渲染器", - "Main toggle for all structure bounding boxes":"切换是否显示所有的结构的边框", - "shapeRenderer":"shapeRenderer | 图形渲染器", - "The main toggle for the shape renderer":"切换是否显示图形渲染器渲染的图形", - - // "20200920更新":"这只是一个更新TAG", - - "honeyTooltips":"honeyTooltips | 蜂蜜信息显示", - "Adds the honey level to the tooltip of Bee Hive and Bee Nest items":"在指向蜂巢和蜂箱时添加蜂蜜等级信息", - "infoHoneyLevel":"HoneyLevel | 蜂蜜等级信息", - "Show the honey level the targeted Hive or Nest.\nNote: This only works in single player without server-side support.":"在指向蜂巢和蜂箱时显示蜂蜜等级信息\n注意:该功能只可在单机使用", - - // "20211204更新":"这只是一个更新TAG", - //通用 - "axolotlTooltipsTooltips":"axolotl | 美西螈品种提示", - "Adds the Axolotl variant name to the bucket tooltip":"将美西螈品种名称添加到桶的工具提示中", - - //结构渲染器 - "debugChunkBorder":"ChunkBorder | 区块边界显示", - "Toggles the vanilla Chunk Border debug renderer":"打开区块边界显示,效果与F3+G一样。", - - //信息 - "infoHorseSpeed":"HorseSpeed | 马速度属性", - "Show the speed (m/s) of the horse being ridden.":"显示玩家当前所骑的马的速度属性(米/秒)。", - "infoHorseJump":"HorseJump | 马跳跃属性", - "Show the jump height of the horse being ridden.":"显示玩家当前所骑的马的跳跃属性(格)", - "infoSpeedHV":"SpeedHV | 玩家速度分量", - "Show the player's current moving speed both horizontally and vertically.":"显示玩家当前水平和垂直的移动速度。", - - // "20220129更新":"这只是一个更新TAG", - //通用 - "beaconRangeAutoUpdate":"beaconRange | 信标范围更新", - "This enables the Beacon Range renderer to update automatically\nwhen block or chunk change packets are received.\nThose updates can have a performance impact if tons of blocks are changing often.\nYou can toggle off/on the renderer to update to those changes manually.":"这使得信标范围渲染器能够在接收到方块或区块变更时进行自动更新。\n但是如果有大量的方块经常改变,这些更新可能会对性能造成影响。\n您可以关闭/打开渲染器来手动更新这些更改。", - "biomeOverlaySingleColor":"biomeOverlay | 群系单一颜色边界", - "If enabled, then the Biome Border Overlay will use\nthe same color for all biomes. This can look \"less messy\"\nwhen the adjacent biome's colors and lines aren't blending\ninto a huge mess of colors.":"如果启用,那么生物群落边界叠加时将为所有生物群落使用相同的颜色。\n当相邻的生物群系的颜色和线条没有混合成一大堆乱七八糟的颜色时,\n这样看起来“不会那么凌乱”。", - "dontClearStoredSeedOnDimensionChange":"SeedOnChange | 维度变化不更改种子", - "Don't clear the stored world seed when just changing dimensions.\nSome mods may use per-dimension seeds, so you may need to change\nthis in case the different dimensions on your server/mod pack\nhave different world seeds.":"当只是改变维度时,不要清除存储的世界种子。\n有些mod可能会使用每个维度的种子,所以你可能需要修改这个,\n以防你的服务器mod中不同维度有不同的世界种子。", - "lightLevelAutoHeight":"lightLevel | 光照渲染自动高度", - "If enabled, then the Light Level overlay will be\nautomatically raised to render on top of the block's shape.\n§6Note: This will make the overlay also render\n§6on top of things like slabs, where mobs will not be able to spawn,\n§6unless you turn on the collision check option as well.":"如果启用,那么光照等级的覆盖层将自动提升到渲染块形状的顶部。\n§6注:这将使覆盖层也会呈现在像半砖一样的东西上,\n§6在那里生物将不能生成,除非你打开光照碰撞检查选项阻止它显示。", - "lightLevelCollisionCheck":"lightLevel | 光照渲染碰撞检查", - "If enabled, then the Light Level overlay is not rendered\nif there is any block with a collision box in the way.\n§6Note: This is not a proper check for spawnability!\n§6This would omit any block even partially sticking into the lower spawn block!\n§6For example open trapdoors or doors would prevent the overlay from showing.":"如果启用,那么如果存在任何带有碰撞箱的方块,光照等级的覆盖层将不会被渲染。\n§6注意:这不能检查该方块是否能够刷怪!开启该功能后将忽略任何关闭状态也会刷怪的方块,\n§6例如,打开活板门或门时可以阻止覆盖层显示。", - "lightLevelRenderThrough":"lightLevel | 光照渲染透视", - "If enabled, then the Light Level overlay\nwill be rendered through blocks":"如果启用,那么光照等级的覆盖层将穿过块进行渲染\n§6填洞小帮手,就是眼得瞎", - "lightLevelSkipBlockCheck":"lightLevel | 光照渲染略过生成检测", - "Should the Light Level Overlay skip the spawnability\ncheck of the block below. This would make the\noverlay also appear on top of slabs and glass etc.":"光照等级显示是否跳过下面方块的怪物生成检查。\n这将使覆盖层也出现在半砖和玻璃等的顶部。\n§6妈妈再也不用担心做冰道的时候看不见光照等级了", - "lightLevelUnderWater":"lightLevel | 水下光照渲染", - "Should the light level overlay render under water":"水下也能看到光照等级渲染", - "mainRenderingToggle":"mainToggle | 主开关", - "The main rendering toggle for all MiniHUD rendering,\nincluding the info lines AND all the overlay renderers":"MiniHUD渲染的主开关,包括信息行和所有覆盖渲染器", - "lightLevelMarkerCondition":"lightLevel | 光照渲染标记显示", - "When to render the colored light level marker":"何时渲染光照等级彩色标记", - "lightLevelNumberCondition":"lightLevel | 光照渲染数字显示", - "When to render the light level number":"何时渲染光照等级数字", - "biomeOverlayRange":"biomeOverlay | 群系水平渲染范围", - "The horizontal chunk radius to render for the Biome Border Overlay":"群系边界渲染的水平区块半径", - "biomeOverlayRangeVertical":"biomeOverlay | 群系垂直渲染范围", - "The vertical (sub-)chunk radius to render for the Biome Border Overlay":"群系边界渲染的垂直区块半径", - "lightLevelThresholdDim":"lightLevel | 光照渲染Dim阈值", - "The §omaximum§r light level which is considered \"dim\".\nThis is an optional user-configurable extra level between \"dark\" and \"safe\".\nSet it below the safe threshold to disable it.":"被认为是“§oDim(昏暗)§r”的最大亮度。\n这是一个介于“dark(§c红色数字§r)”和“safe(§a绿色数字§r)”\n之间的用户可配置的额外级别。将其设置在安全阈值以下以禁用它。", - "lightLevelThresholdSafe":"lightLevel | 光照渲染Safe阈值", - "lightLevelRenderOffset":"lightLevel | 光照渲染Z轴偏移", - "The relative render offset for the light level overlay.\nMeant to help with potential z-fighting issues with the block surface.\nRange: 0.0 - 1.0":"光照等级渲染层的相对垂直偏移量。\n这是为了帮助解决方块表面潜在的Z轴冲突的问题。\n调节范围:0.0 - 1.0", - - //颜色 - "beaconRangeLvl1":"beaconLvl1 | 1级信标", - "Color for the Beacon Range lvl 1 overlay":"1级信标范围的颜色", - "beaconRangeLvl2":"beaconLvl2 | 2级信标", - "Color for the Beacon Range lvl 2 overlay":"2级信标范围的颜色", - "beaconRangeLvl3":"beaconLvl3 | 3级信标", - "Color for the Beacon Range lvl 3 overlay":"3级信标范围的颜色", - "beaconRangeLvl4":"beaconLvl4 | 4级信标", - "Color for the Beacon Range lvl 4 overlay":"4级信标范围的颜色", - "lightLevelMarkerBlockLit":"lightLevel | 亮度充足标记", - "lightLevelMarkerDim":"lightLevel | 亮度昏暗标记", - "The color for the \"dim\" marker (user-definable level)":"“dim(昏暗)”等级标记的颜色(用户可自定义级别)", - "lightLevelMarkerSkyLit":"lightLevel | 天空亮度标记", - "lightLevelNumberBlockDim":"lightLevel | 方块亮度昏暗数显", - "The color for the \"dim\" (user-definable level) block light number":"“dim(昏暗)”等级数显的颜色(用户可自定义级别)", - "lightLevelNumberSkyDim":"lightLevel | 天空亮度昏暗数显", - "The color for the \"dim\" (user-definable level) sky light number":"“dim(昏暗)”等级天空亮度数显的颜色(用户可自定义级别)", - "shapeAdjustableSpawnSphere":"SpawnSphere | 可调节生成球体", - "Default color for the \"Adjustable Spawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"“可调节生成球体”的默认颜色。\n每个球体的颜色可以通过其配置GUI进行更改。", - "shapeBox":"shapeBox | 长方体", - "Default color for the Box shape\nThe color can be changed for each shape via its configuration GUI.":"长方体的默认颜色,可以通过其配置GUI进行更改。", - "shapeLineBlocky":"LineBlocky | 线", - "Default color for the Line (Blocky) renderer.\nThe color can be changed for each shape via its configuration GUI.":"Line(块状)渲染器的默认颜色,可以通过其配置GUI进行更改。", - - //信息 - "Show the number of bees in the targeted Hive or Nest.\n§6Note: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"显示目标蜂巢或蜂箱中的蜜蜂数量。\n§6注意:这仅适用于单人游戏(没有服务器端支持,\n§6将无法正常显示,但会在有Servux mod 时可能出现)。", - "infoCoordinatesScaled":"Coordinates | 地狱坐标映射", - "Show the player's coordinates scaled by the dimension's scale factor.\nOnly works in the overworld and the nether,\nand assumes the vanilla nether portal scaling factor.":"根据维度的比例系数显示玩家的坐标。只适用于主世界和地狱,\n并且地狱与主世界的比例系数是原版的系数。", - "infoFurnaceXp":"FurnaceXp | 熔炉经验显示", - "Show the amount of XP in the looked at Furnace.\n§6Note: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"显示目标熔炉中的经验。\n§6注意:这仅适用于单人游戏(没有服务器端支持,\n§6将无法正常显示,但会在有Servux mod 时可能出现)。", - "Show the honey level the targeted Hive or Nest.\nNote: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"显示目标蜂巢或蜂箱中的蜜蜂数量。\n§6注意:这仅适用于单人游戏(没有服务器端支持,\n§6将无法正常显示,但会在有Servux mod 时可能出现)。", - "infoSprinting":"Sprinting | 奔跑状态", - "Show the \"Sprinting\" info line if the player is sprinting":"如果玩家正在冲刺,显示“冲刺”信息行\n§c我自己不知道我在跑是吧?", - - //渲染器 - "overlayBeaconRange":"BeaconRange | 信标范围显示", - "Toggle the Beacon Range overlay renderer":"切换是否显示信标范围", - "overlayBiomeBorder":"BiomeBorder | 群系边界显示", - "Toggle the Biome Border overlay renderer":"切换是否显示群系边界", - - // "20220731更新":"这只是一个更新TAG", - "offsetSubtitleHud":"offset | 偏移字幕Hud", - "If the Info Lines HUD is set to the bottom right corner,\nand subtitles are enabled, then the subtitles will\nbe offset to appear above the Info Lines text.":"如果信息HUD设置为右下角,\n并且字幕设置为启用,\n那么字幕将被偏移显示在信息HUD上方。", - "conduitRange":"conduit | 潮涌核心", - "Color for the Conduit Range overlay":"潮涌核心覆盖范围的颜色", - "Unknown":"Unknown | 未知结构", - "Toggle Unknown structure bounding boxes rendering":"未知结构包围框渲染", - "Unknown Main":"Unknown | 未知结构主体", - "Unknown structure full box":"未知结构主体", - "Unknown Components":"Unknown | 未知结构", - "Unknown structure components":"未知结构", - "overlayConduitRange":"overlayConduit | 潮涌核心范围", - "Toggle the Conduit Range overlay renderer":"显示潮涌核心覆盖范围", - - // "20230619更新":"这只是一个更新TAG", - "The format string for the Minecraft time.\nThe supported placeholders are: {DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}, {MOON}.\n{DAY_1} starts the day counter from 1, {DAY} starts from 0.":"默认格式为:§eMC time:(day 0) 00:00:xx§r\n功能为定义MC时间的显示格式\n支持的占位符有:\n{DAY_1}(初始值为1的日)、{DAY}(初始值为0的日)、\n{HOUR}(小时)、{MIN}(分钟)、{SEC}(秒)、\n{MOON}(月相)。", - "infoMobCaps":"MobCaps | 刷怪占用", - "Show the mob caps\n\n§dNote: Currently only works on Carpet servers!\n§6The data is currently only parsed from the player list footer on Carpet servers,\n§6if you have subscribed to the data with '/log mobcaps'":"显示刷怪占用\n\n§d注意:目前只适用于地毯端服务器!\n§6数据目前只能从Carpet服务器上的list列表解析(TAB抬头显示)\n§6当然前提是如果您已使用'/log mobcaps'向服务器获取了数据", - - "minihud.gui.title.configs": "MiniHUD 配置汉化——醉梦巅峰(ZMDF)-2023.06.19" -} diff --git a/src/main/resources/assets/minihud/lang/zh_tw.json b/src/main/resources/assets/minihud/lang/zh_tw.json deleted file mode 100644 index 28b521a5..00000000 --- a/src/main/resources/assets/minihud/lang/zh_tw.json +++ /dev/null @@ -1,662 +0,0 @@ -{ - "malilib.gui.button.render_layers_gui.set_to_player": "定位至玩家", - - "minihud.gui.button.config_gui.colors": "顏色", - "minihud.gui.button.config_gui.generic": "通用", - "minihud.gui.button.config_gui.info_toggles": "訊息——功能切換", - "minihud.gui.button.config_gui.info_line_order": "訊息——數值設定", - "minihud.gui.button.config_gui.info_lines": "訊息", - "minihud.gui.button.config_gui.info_hotkeys": "訊息——快捷鍵", - "minihud.gui.button.config_gui.renderers": "渲染器", - "minihud.gui.button.config_gui.renderer_toggles": "渲染器開關", - "minihud.gui.button.config_gui.renderer_hotkeys": "渲染器快捷鍵", - "minihud.gui.button.config_gui.shapes": "圖形", - "minihud.gui.button.config_gui.structures": "結構", - - "minihud.gui.button.add_shape": "新增形狀", - "minihud.gui.button.configure": "設定", - "minihud.gui.button.remove": "移除", - "minihud.gui.button.shape_entry.enabled": "啟用: %s", - "minihud.gui.button.shape_renderer.spawn_sphere.toggle_use_quadrants": "使用角象限生成 %s", - "minihud.gui.button.shape_renderer_toggle": "圖形渲染器 %s", - "minihud.gui.button.shape_renderer.toggle_combine_quads": "單塊顯示: %s", - "minihud.gui.button.hover.shape_renderer.spawn_sphere.toggle_use_quadrants": "§7角象限生成基本上是在由中心和邊緣距離定義的\n§7矩形區域的四角上生成了4個獨立的球體。\n§7角象限生成是舊的生成方式,此時如果半徑增加\n§7到一定數量,它就會變得離譜(特別是在基點)。\n§7新的生成方式將不再使用角象限生成,\n§7而是“在邊緣滑動生成球體”來建立最終的形狀。", - "minihud.gui.label.block_snap": "方塊對齊: %s", - "minihud.gui.label.center_colon": "中心:", - "minihud.gui.label.center_value": "中心: %s", - "minihud.gui.label.circle.main_axis_colon": "軸:", - "minihud.gui.label.circle.main_axis_value": "軸: %s", - "minihud.gui.label.color": "顏色:", - "minihud.gui.label.display_name_colon": "顯示名稱:", - "minihud.gui.label.effective_center_value": "實際中心: %s", - "minihud.gui.label.height_colon": "高度:", - "minihud.gui.label.height_value": "高度: %s", - "minihud.gui.label.margin_colon": "邊距:", - "minihud.gui.label.margin_value": "邊距: %s", - "minihud.gui.label.radius_colon": "半徑:", - "minihud.gui.label.radius_value": "半徑: %s", - "minihud.gui.label.render_type_colon": "渲染類型:", - "minihud.gui.hover.shape.block_snap": "§7方塊對齊: §b%s", - "minihud.gui.hover.shape.center_value": "§7中心點: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.hover.shape.circle.main_axis_value": "§7軸: §b%s", - "minihud.gui.hover.shape.effective_center_value": "§7有效中心點: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.hover.shape.height_value": "§7高度: §6%s", - "minihud.gui.hover.shape.margin_value": "§7邊距: §6%s", - "minihud.gui.hover.shape.radius_value": "§7半徑: §6%s", - "minihud.gui.hover.shape.type_value": "§7類型: §b%s", - "minihud.gui.label.shape.block_snap": "方塊對齊: %s", - "minihud.gui.label.shape.box.grid_enabled": "啟用網格: %s", - "minihud.gui.label.shape.box.max_corner": "§7最大值: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.box.maximum_coord": "最大值", - "minihud.gui.label.shape.box.min_corner": "§7最小值: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.box.minimum_coord": "最小值", - "minihud.gui.label.shape.box.grid_end_offset": "網格終點偏移值", - "minihud.gui.label.shape.box.grid_size": "網格大小", - "minihud.gui.label.shape.box.grid_start_offset": "網格起點偏移值", - "minihud.gui.label.shape.circle.main_axis_colon": "軸:", - "minihud.gui.label.shape.line.start": "§7點1: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.line.end": "§7點2: x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.shape.render_type_colon": "渲染類型:", - "minihud.gui.label.shape.type_value": "類型: %s", - - "minihud.gui.label.hover.shape.block_snap": "§7方塊對齊: §b%s", - "minihud.gui.label.hover.shape.center_value": "§7中心點 - x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.hover.shape.circle.main_axis_value": "§7軸: §b%s", - "minihud.gui.label.hover.shape.effective_center_value": "§7實際中心 - x: §9%s§7, y: §9%s§7, z: §9%s", - "minihud.gui.label.hover.shape.height_value": "§7高度: §6%s", - "minihud.gui.label.hover.shape.margin_value": "§邊距: §6%s", - "minihud.gui.label.hover.shape.radius_value": "§7半徑: §6%s", - "minihud.gui.label.hover.shape.type_value": "§7類型: §b%s", - - "minihud.gui.title.shape_editor": "形狀編輯", - "minihud.gui.title.shape_manager": "形狀管理", - - "minihud.label.axolotl_tooltip.label": "§7品種: ", - "minihud.label.axolotl_tooltip.value": "%s [%s]", - "minihud.label.bee_tooltip.count": "§7包含 §b%s§7 蜜蜂(s)", - "minihud.label.bee_tooltip.count_babies": "§7包含 §b%s§7 蜜蜂(s), (§b%s§7 幼蜂)", - "minihud.label.bee_tooltip.name": "§7- %s", - "minihud.label.bee_info.count": "§7包含 §b%s§7 蜜蜂(s)", - "minihud.label.bee_info.name": "§7- %s", - "minihud.label.honey_info.level": "§7蜂蜜等級 §b%s§7/5", - - - "minihud.label.blockgridmode.all": "所有", - "minihud.label.blockgridmode.non_air": "真空", - "minihud.label.blockgridmode.adjacent": "相鄰真空", - - "minihud.label.light_level_marker_mode.cross": "交叉", - "minihud.label.light_level_marker_mode.none": "空", - "minihud.label.light_level_marker_mode.square": "方形", - - "minihud.label.light_level_number_mode.none": "空", - "minihud.label.light_level_number_mode.block": "塊", - "minihud.label.light_level_number_mode.both": "兩者", - "minihud.label.light_level_number_mode.sky": "天空", - - "minihud.label.light_level_render_condition.always": "總是", - "minihud.label.light_level_render_condition.dim": "昏暗", - "minihud.label.light_level_render_condition.never": "從不", - "minihud.label.light_level_render_condition.safe": "安全", - "minihud.label.light_level_render_condition.spawnable": "可生成", - "minihud.label.shape_render_type.full_block": "完整的方塊", - "minihud.label.shape_render_type.inner_edge": "內部邊框", - "minihud.label.shape_render_type.outer_edge": "外部邊框", - - "minihud.label.shapes.adjustable_spawn_sphere": "可調節球面", - "minihud.label.shapes.box": "長方體", - "minihud.label.shapes.can_spawn_sphere": "(強載入)球面 ( > 24)", - "minihud.label.shapes.can_despawn_sphere": "(弱載入)球面 ( > 32)", - "minihud.label.shapes.circle": "圓環 / 圓柱", - "minihud.label.shapes.despawn_sphere": "(卸載)球面 ( > 128)", - "minihud.label.shapes.block_line": "線 (基於方塊)", - "minihud.label.shapes.sphere_blocky": "球面 (基於方塊)", - - "minihud.hotkeys.category.generic_hotkeys": "通用快捷鍵", - "minihud.hotkeys.category.info_toggle_hotkeys": "訊息切換快捷鍵", - "minihud.hotkeys.category.renderer_toggle_hotkeys": "渲染器切換快捷鍵", - "minihud.hotkeys.category.structure_toggle_hotkeys": "結構切換快捷鍵", - - "minihud.message.toggled_debug_mode.collisions": "切換碰撞箱除錯渲染到 %s", - "minihud.message.toggled_debug_mode.height_map": "切換高度計除錯渲染到 %s", - "minihud.message.toggled_debug_mode.neighbor_updates": "切換更新距離除錯渲染到%s", - "minihud.message.toggled_debug_mode.pathfinding": "切換尋路除錯渲染到 %s", - "minihud.message.toggled_debug_mode.solid_faces": "切換方塊表面除錯渲染到%s", - "minihud.message.toggled_debug_mode.water": "切換水體除錯渲染到 %s", - - "minihud.message.toggled_using_center_position": "切換 %s %s, 使用中心位置 %s", - "minihud.message.toggled_using_position": "切換 %s %s, 使用位置 %s", - "minihud.message.toggled_using_world_spawn": "切換 %s %s, 使用世界重生點 %s", - - "minihud.message.error.invalid_dropped_chunks_hash_size": "從聊天框中解析掉落方塊的數值大小失敗", - "minihud.message.error.invalid_seed": "從聊天框中解析世界種子失敗", - "minihud.message.error.shapes.select_shape_from_dropdown": "從下拉欄中選擇要建立的形狀類型", - - "minihud.message.distance_reference_point_set": "設定距離參考點位 %s", - "minihud.message.no_seed": "MiniHUD: 未知的種子", - "minihud.message.seed_is": " MiniHUD 設定的目前世界種子為 '%s'", - "minihud.message.seed_set": "MiniHUD: 設定世界種子為 '%s'", - "minihud.message.spawn_set": "MiniHUD: 設定世界重生點到 %s", - - "beeTooltips":"bee | 蜜蜂工具提示", - "Adds the number of contained bees to the tooltip of Bee Hive and Bee Nest items":"提示蜂箱和蜂巢物品中的蜜蜂數量", - "blockGridOverlayMode":"blockOverlay | 方塊覆蓋模式", - "The block grid render mode":"方塊網格的渲染模式", - "blockGridOverlayRadius":"blockOverlay | 方塊覆蓋半徑", - "The radius of the block grid lines to render":"方塊網格的渲染範圍半徑", - "coordinateFormat":"coordinate | 坐標格式", - "The format string for the coordinate line.\nNeeds to have three %f format strings!\nDefault: x: %.1f y: %.1f z: %.1f":"坐標顯示格式的字串\n需要有三個%f格式的字串\n預設為:x: %.1f y: %.1f z: %.1f", - "dateFormatReal":"date | 日期格式", - "The format string for real time, see the Java SimpleDateFormat\nclass for the format patterns, if needed.":"即時的日期格式,請參閱Java SimpleDateFormat(簡單日期)格式\n在需要的情況下,製作新的格式", - "dateFormatMinecraft":"dateMinecraft | 日期格式(MC)", - "The format string for the Minecraft time.\nThe supported placeholders are: {DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}.\n{DAY_1} starts the day counter from 1, {DAY} starts from 0.":"基於Minecraft的時間格式\n所支持的占位符為:{DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}\n{DAY_1}從1開始計時,{day}從0開始計時。", - "debugMessages":"debugMessages | 除錯訊息", - "Enables some debug messages in the game console":"在遊戲控制台中啟用一些除錯訊息的顯示", - "debugRendererPathFindingEnablePointWidth":"debugRendererPath | 尋路指示器路徑點寬度", - "If true, then the vanilla pathfinding debug renderer\nwill render the path point width boxes.":"如果該選項啟用,那麼普通的尋路指示器將顯示路徑點寬度的框線。", - "dontResetSeedOnDimensionChange":"dontResetSeedOn | 禁用維度改變種子", - "Don't reset the world seed when just changing dimensions.\nSome mods may use per-dimension seeds, so by default the seed\nis reset every time the player changes dimensions.":"不要在改變維度時重設世界種子。\n一些mod可能使用每維度的種子,\n所以預設情況下,種子會在每次玩家改變維度時重設。", - "enabled":"enabled | 啟用HUD", - "The main rendering toggle for all MiniHUD rendering":"切換MiniHUD的開啟與關閉", - "enableVanillaDebugRendererFix":"enableVanillaDebug | 除錯渲染器補丁", - "If true, then the vanilla debug renderer OpenGL state is fixed.":"如果該選項啟用,那麼OpenGL所顯示的狀態是固定的。", - "fontScale":"fontScale | 字體大小", - "Font scale factor for the info line HUD. Default: 0.5\n":"界面字體大小,預設值:0.5", - "hudAlignment":"hudAlignment | HUD位置", - "The alignment of the info line HUD":"HUD的對齊位置", - "lightLevelColoredNumbers":"lightLevel | 亮度顯示顏色", - "Whether to use colored or white numbers\nfor the Light Level overlay numbers":"設定光照等級的數字顯示是使用彩色還是白色\n(§4這就是你用True和False的理由?——ZMDF§r)", - "lightLevelMarkers":"lightLevel | 亮度不足標記", - "Which type of colored marker to use in the\nLight Level overlay, if any":"在[光照等級]<§6[亮度閾值]§f時使用哪種方式標記", - "lightLevelMarkerSize":"lightLevel | 亮度不足標記大小", - "The size of the light level colored marker.\nRange: 0.0 - 1.0":"在[光照等級]<§6[亮度閾值]§f時的標記大小,範圍:0.0 - 1.0", - "lightLevelNumbers":"lightLevelNumbers | 亮度類型顯示", - "Which light level number(s) to render in the Light Level overlay":"調整顯示天空亮度與方塊亮度", - "lightLevelNumberOffsetBlockX":"lightLevel | 方塊亮度顯示橫移", - "The relative \"x\" offset for the block light level number.\nRange: 0.0 - 1.0":"顯示方塊亮度的光照等級時,橫向位移的距離\n範圍: 0.0 - 1.0", - "lightLevelNumberOffsetBlockY":"lightLevel | 方塊亮度顯示縱移", - "The relative \"y\" offset for the block light level number.\nRange: 0.0 - 1.0":"顯示方塊亮度的光照等級時,縱向位移的距離\n範圍: 0.0 - 1.0", - "lightLevelNumberOffsetSkyX":"lightLevel | 天空亮度顯示橫移", - "The relative \"x\" offset for the sky light level number.\nRange: 0.0 - 1.0":"顯示天空亮度的光照等級時,橫向位移的距離\n範圍: 0.0 - 1.0", - "lightLevelNumberOffsetSkyY":"lightLevel | 天空亮度顯示縱移", - "The relative \"y\" offset for the sky light level number.\nRange: 0.0 - 1.0":"顯示天空亮度的光照等級時,縱向位移的距離\n範圍: 0.0 - 1.0", - "lightLevelNumberRotation":"lightLevel | 亮度顯示旋轉", - "If true, then the light level numbers will rotate\naccording to the player's current facing":"功能開啟後亮度顯示將跟隨玩家旋轉", - "lightLevelRange":"lightLevel | 亮度顯示範圍", - "The block range to render the Light Level overlay in":"可被渲染的亮度顯示範圍\n以玩家腳為中心,數值等於體心到面心距離的正方體", - "lightLevelThreshold":"lightLevel | 亮度閾值", - "The light level threshold which is considered safe":"你認為是安全的光照等級", - "lightLevelZOffset":"lightLevelZOffset | 亮度懸浮距離", - "The relative \"z\" offset for the light level overlay.\nMeant to help with potential z-fighting issues.\nRange: 0.0 - 1.0":"亮度顯示的懸浮距離\n用於解決不同高度帶來的視覺影響\n範圍: 0.0 - 1.0", - "mapPreview":"mapPreview | 地圖預覽", - "Enables rendering a preview of the map,\nwhen you hold shift while hovering over a map item":"當滑鼠懸停在地圖上時,按住shift鍵可以預覽地圖", - "mapPreviewSize":"mapPreview | 地圖預覽大小", - "The size of the rendered map previews":"預覽地圖時的大小", - "openConfigGui":"openConfigGui | 打開設定界面", - "A hotkey to open the in-game Config GUI":"打開遊戲內設定界面的快捷鍵", - "requireSneak":"requireSneak | 潛行渲染", - "Require the player to be sneaking to render the info line HUD":"當玩家為潛行狀態時,顯示MiniHUD的訊息", - "requiredKey":"requiredKey | 按鍵渲染", - "Require holding this key to render the HUD":"當按下此快捷鍵時,顯示MiniHUD的訊息", - "setDistanceReferencePoint":"setDistance | 選擇測距基點", - "A hotkey to store the player's current position\nas the reference point for the distance info line type":"使用該快捷鍵儲存一個玩家目前位置訊息\n之後作為測距模式的基點", - "shapeEditor":"shapeEditor | 圖形編輯器", - "Opens the Shape Editor GUI for the selected shape":"快捷打開圖形分頁GUI", - "shulkerBoxPreview":"shulkerPreview | 界伏盒預覽", - "Enables rendering a preview of the Shulker Box contents,\nwhen you hold shift while hovering over a Shulker Box item":"如果該選項啟用,當你按住Shift同時指向界伏盒時,\n將顯示界伏盒內的物品", - "shulkerDisplayBgColor":"shulkerDisplay | 彩色界伏盒預覽", - "Enables tinting/coloring the Shulker Box display\nbackground texture with the dye color of the box":"將§6界伏盒預覽§f功能預覽界面的背景顏色設定為界伏盒的顏色。", - "shulkerDisplayRequireShift":"shulkerDisplay | 界伏盒預覽", - "Whether or not holding shift is required for the Shulker Box preview":"界伏盒預覽是否需要按住shift鍵", - "slimeChunkOverlayRadius":"slimeChunkOverlay | 史萊姆區塊半徑", - "The radius of chunks to render the slime chunk overlay in.\nValid range: -1 ... 40, where -1 = render distance":"顯示史萊姆區塊的半徑距離,\n有效範圍為-1——40,預設值:-1", - "sortLinesByLength":"sortLinesByLength | 按文本長度排序", - "Sort the lines by their text's length":"對顯示的訊息根據其長度\n由長至短自上而下進行排列", - "sortLinesReversed":"sortLinesReversed | 文本長度反序", - "Reverse the line sorting order":"在啟用文本長度排序後,啟用該選項會使得按長度排序反向\n關閉狀態——由長至短自上而下\n開啟狀態——由短至長自上而下", - "spawnableColumnHeightsOverlayRadius":"spawnableColumn | 頂層方塊範圍", - "The radius (in blocks) to render the spawnable\ncolumn heights overlay in. Valid range: 0 - 128":"可被渲染的頂層顯示範圍\n以玩家腳為中心,數值等於體心到面心距離的正方體,\n有效範圍為:0-128", - "structuresRenderThrough":"structuresRender | 結構渲染穿透", - "If enabled, then the Structure Bounding Boxes\nwill be rendered through blocks":"如果該選項啟用,則結構的可以透過方塊可見。", - "textPosX":"textPosX | 文本橫移(MiNiHUD)", - "Text X position from the screen edge (default: 4)":"MiNiHUD距離螢幕邊緣的橫向距離(預設為4)", - "textPosY":"textPosY | 文本縱移(MiNiHUD)", - "Text Y position from the screen edge (default: 4)":"MiNiHUD距離螢幕邊緣的縱向距離(預設為4)", - "timeDayDivisor":"timeDayDivisor | 時間因數", - "The divisor value for the modulo of the day time":"一天時間的模型因數\n其實就是時間刻\n(可以理解為把一天分為多少份)", - "timeTotalDivisor":"timeTotalDivisor | 時間總因數", - "The divisor value for the modulo of the total world time":"整體世界時間的模型因數\n其實就是時間刻\n(可以理解為把一天分為多少份)", - "toggleKey":"toggleKey | 切換鍵", - "The main toggle key":"切換MiNiHUD是否開啟的快捷鍵", - "useCustomizedCoordinateFormat":"useCustomizedCoordinate | 自訂坐標格式", - "Use the customized coordinate format string":"是否使用自訂的坐標格式字串", - "useFontShadow":"useFontShadow | 新增文字陰影", - "Use font shadow":"MiNiHUD將擁有薄薄的一層陰影", - "useTextBackground":"useTextBackground | 使用文本背景", - "Use a solid background color behind the text":"在文本後面使用純色背景色MiNiHUD將擁有底色", - - "blockGridOverlayColor":"blockGrid | 網格方塊顏色", - "Color for the block grid overlay":"網格方塊的顏色", - "lightLevelMarkerDark":"lightLevel | 亮度不足標記", - "The color for the spawnable spots marker":"亮度低於§6[亮度閾值]§f時標記的顏色", - "lightLevelMarkerLit":"lightLevel | 亮度充足標記", - "The color for the safe (during day) spots marker":"亮度大於等於§6[亮度閾值]§f時標記的顏色", - "lightLevelNumberBlockDark":"lightLevel | 方塊亮度不足", - "The color for the spawnable spots number of the block light value":"方塊亮度低於§6[亮度閾值]§f時標記的顏色", - "lightLevelNumberBlockLit":"lightLevel | 方塊亮度充足", - "The color for the safe spots number of the block light value":"方塊亮度大於等於§6[亮度閾值]§f時標記的顏色", - "lightLevelNumberSkyDark":"lightLevel | 天空亮度不足", - "The color for the spawnable spots number of the sky light value":"天空亮度低於§6[亮度閾值]§f時標記的顏色", - "lightLevelNumberSkyLit":"lightLevel | 天空亮度充足", - "The color for the safe spots number of the sky light value":"天空亮度大於等於§6[亮度閾值]§f時標記的顏色", - "randomTicksFixedOverlayColor":"randomTicks | 固定隨機刻顏色", - "Color for the fixed-point random ticked chunks overlay":"在開啟位置顯示隨機刻區域的顏色", - "randomTicksPlayerOverlayColor":"randomTicksPlayer | 移動隨機刻顏色", - "Color for the player-following random ticked chunks overlay":"跟隨玩家運動顯示的隨機刻區域的顏色", - "regionOverlayColor":"regionOverlay | 區塊文件邊界", - "Color for the region file overlay":"區塊文件邊界的顏色", - "shapeCanDespawnSphere":"shapeCanDespawn | 弱載入球面", - "Default color for the \"Can Despawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的弱載入球面的預設屬性顏色\n每個球的顏色可通過GUI調節\n球面內側怪物狀態——可生成且可活動\n球面外側怪物狀態——可消失且不會漫遊\n來自Ice_Spike_的解讀", - "shapeCanSpawnSphere":"shapeCanSpawn | 強載入球面", - "Default color for the \"Can Spawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的強載入球面的預設屬性顏色\n每個球的顏色可通過GUI調節\n球面內側怪物狀態——不能生成\n球面外側怪物狀態——可生成且可活動\n來自Ice_Spike_的解讀", - "shapeCircle":"shapeCircle | 圓環", - "Default color for the Circle renderer.\nThe color can be changed for each shape via its configuration GUI.":"圓環的預設屬性顏色\n每個圓環的顏色可通過GUI調節", - "shapeDespawnSphere":"shapeDespawn | 卸載球面", - "Default color for the \"Despawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"怪物生成的卸載區塊球面的預設屬性顏色\n每個球的顏色可通過GUI調節\n球面內側怪物狀態——可消失且不會漫遊\n球面外側怪物狀態——立即消失\n來自Ice_Spike_的解讀", - "shapeSphereBlocky":"shapeSphere | 球面", - "Default color for the blocky/block-based Sphere renderer.\nThe color can be changed for each sphere via its configuration GUI.":"球面的預設屬性顏色\n每個球的顏色可通過GUI調節", - "slimeChunksOverlayColor":"slimeChunks | 史萊姆區塊顏色", - "Color for the slime chunks overlay":"渲染史萊姆區塊時的顏色", - "spawnPlayerEntityOverlayColor":"spawnPlayerEntity | 重生點強載入範圍", - "Color for the entity-processing would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"重生點強載入區域顏色\n區域將根據玩家移動", - "spawnPlayerLazyOverlayColor":"spawnPlayerLazy | 重生點弱載入範圍", - "Color for the \"lazy-loaded\" would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"重生點弱載入區域顏色\n區域將根據玩家移動", - "spawnPlayerOuterOverlayColor":"spawnPlayerOuter | 重生點卸載範圍", - "Color for the 1.14+ outer loaded would-be spawn chunks overlay of\nhow the spawn chunks would be if the spawn were\nto be at the player's current position":"重生點卸載區域顏色(依據為1.14+版本)\n區域將根據玩家移動", - "spawnRealEntityOverlayColor":"spawnRealEntity | 重生點強載入範圍", - "Color for the entity-processing real spawn chunks overlay":"重生點強載入區域顏色", - "spawnRealLazyOverlayColor":"spawnRealLazy | 重生點弱載入範圍", - "Color for the \"lazy-loaded\" real spawn chunks overlay":"重生點弱載入區域顏色", - "spawnRealOuterOverlayColor":"spawnRealOuter | 重生點卸載範圍", - "Color for the 1.14+ outer loaded real spawn chunks overlay":"重生點卸載區域顏色(依據為1.14+版本)", - "spawnableColumnHeightsOverlayColor":"spawnableColumn | 高度顏色", - "Color for the spawnable sub-chunks overlay":"區塊最高位置方塊所顯示的顏色", - "textBackgroundColor":"textBackground | 背景顏色(MiNiHUD)", - "Text background color":"MiNiHUD的背景顏色", - "textColor":"textColor | 文本顏色(MiNiHUD)", - "Info line text color":"MiNiHUD的文本顏色", - - "infoBeeCount":"Bee | 蜜蜂訊息數", - "Show the number of bees in the targeted Hive or Nest.\nNote: This only works in single player without server-side support.":"顯示目標蜂房或巢中的蜜蜂數量。\n§6注意:這只能在沒有伺服器端支持的單機中工作。§f", - "infoBiome":"Biome | 生態系訊息", - "Show the name of the current biome":"顯示目前生態系的名稱", - "infoBiomeRegistryName":"Biome | 生態系註冊表訊息", - "Show the registry name of the current biome":"顯示目前生態系的註冊表名稱", - "infoBlockBreakSpeed":"Break | 破壞速度訊息", - "Show the player's current block breaking speed\nover the last 100 ticks (5 seconds)":"顯示玩家在100tick(5秒)內的破壞速度", - "infoBlockInChunk":"Block | 區塊位置訊息", - "Show the player's current position within the Chunk":"顯示玩家在區塊內的位置", - "infoBlockPosition":"Position | 坐標訊息", - "Show the player's current block position":"顯示玩家目前位置訊息", - "infoBlockProperties":"Block | 方塊訊息", - "Show the BlockState properties and values":"顯示方塊狀態屬性", - "infoChunkPosition":"Chunk | 區塊坐標訊息", - "Show the Chunk the player is currently within":"顯示玩家所在區塊的坐標", - "infoChunkSections":"Chunk | 渲染區塊訊息", - "Show the currently rendered number of\nChunk sections (the C value from F3)":"顯示被渲染區塊的數目(F3中的C值)", - "infoChunkSectionsLine":"Chunk | 渲染區塊訊息", - "Show the entire line of the C value from the F3 screen":"顯示被渲染區塊的數目\n(F3中的C值的一整行)", - "infoChunkUpdates":"Chunk | 區塊更新訊息", - "Show the current number of chunk updates per second":"顯示目前每秒更新區塊的數量", - "infoCoordinates":"Coordinates | 坐標訊息", - "Show the player's coordinates":"顯示玩家坐標", - "infoDifficulty":"Difficulty | 難易度訊息", - "Show the local difficulty":"顯示目前難易度", - "infoDimensionId":"Dimension | 維度ID", - "Show the current dimension ID\n(might not be accurate in every case,\ndepending on the server (Sponge?)!)":"顯示目前的維度ID\n(可能不是在每個情況下都是準確的,\n這取決於伺服器(海綿?)", - "infoDistance":"Distance | 測距顯示", - "Show the distance to the current reference point.\nSet the reference point with the setDistanceReferencePoint hotkey":"顯示到目前基點的距離。\n快速鍵§6[選擇測距基點]§f", - "infoEntities":"Entities | 實體數量", - "Show the visible/loaded entity count":"顯示可見/載入的實體計數", - "infoEntitiesClientWorld":"Entities | 世界實體", - "Show the entity count in the world list/map":"顯示世界列表/地圖中的實體數量", - "infoEntityRegistryName":"Entity | 實體名稱", - "Show the registry name of the entity\nthe player is currently looking at":"顯示玩家正在觀察的實體名稱", - "infoFacing":"Facing | 方向", - "Show the player's current facing":"顯示玩家面向的方向", - "infoFPS":"FPS | 幀數", - "Show the current FPS":"顯示目前幀數", - "infoLightLevel":"LightLevel | 光照等級", - "Show the current light level":"顯示目前光照等級", - "infoLookingAtBlock":"Looking | 方塊位置", - "Show which block the player is currently looking at":"顯示玩家正在觀察的方塊位置訊息", - "infoLookingAtBlockInChunk":"Looking | 方塊區塊訊息", - "Show which block within its containing chunk\nthe player is currently looking at":"顯示玩家正在觀察的方塊所處的區塊位置訊息", - "infoLookingAtEntity":"Looking | 查看實體", - "Show the entity name and health when looked at":"查看目前實體名稱及狀態", - "infoMemoryUsage":"MemoryUsage | 記憶體使用", - "Show the memory usage and allocation":"顯示記憶體的使用和分配情況", - "infoLoadedChunksCount":"Loaded | 區塊載入計數", - "Show the number of loaded chunks on the client":"顯示使用者端上載入區塊的數量", - "infoParticleCount":"Particle | 粒子訊息", - "Show the currently renderer particle count (P from F3)":"顯示目前渲染的粒子數(F3中的P)", - "infoPing":"Ping | 延遲訊息", - "Show the current ping to the server":"顯示目前伺服器延遲", - "infoRegionFile":"RegionFile | 顯示區域文件", - "Show the region file the player is currently within":"顯示玩家目前所在的區域文件\n(區域文件為32X32的區域大小)", - "infoRotationPitch":"RotationPitch | 俯仰角度", - "Show the player's pitch rotation":"顯示玩家目前的俯仰角度數", - "infoRotationYaw":"RotationYaw | 旋轉角度", - "Show the player's yaw rotation":"顯示玩家目前的旋轉角度數", - "infoServerTPS":"ServerTPS | 伺服器TPS", - "Show the server TPS and ms/tick (MSPT) values\nNote: This is only accurate when running a Carpet server\nand the TPSdisplay carpet rule is enabled.\nOtherwise it is estimated on the client side,\nbased on the world time update packet, and it can\nonly detect TPS values lower than 20 that way.":"顯示伺服器的TPS和ms/tick (MSPT)值\n注意:這僅在運行地毯伺服器時是準確的\n需要TPSdisplay地毯規則被啟用\n否則由使用者端估算基於世界時間更新包,\n用這種方法只能檢測TPS低於20的值。", - "infoSlimeChunk":"SlimeChunk | 史萊姆區塊", - "Show whether the player is currently in a slime chunk.\nNOTE: This only works in single player without any user intervention!\nOn a server the player needs to either:\n 1) be admin/OP and run the /seed command manually EVERY TIME\n they join or change dimensions, or\n 2) input the seed via chat, by sending a \"command\" like: minihud-seed 12345":"顯示玩家目前是否處於史萊姆區塊中\n注意:這只適用於沒有任何干擾的單機環境\n在伺服器中,玩家需要如下流程:\n1.執行admin/OP,在每次更改維度時手動運行/seed\n2.通過控制台輸入種子,如:minihudson -seed 12345", - "infoSpeed":"Speed | 速度", - "Show the player's current moving speed":"顯示玩家目前的移動速度", - "infoSpeedAxis":"Speed | 速度分量", - "Show the player's current moving speed per axis":"顯示玩家在每個方向上的速度分量", - "infoTileEntities":"Tile | 實體數量", - "Show the number of TileEntities in the client world":"顯示使用者端世界中的運動的實體數量", - "infoTimeDayModulo":"TimeDay | 時間模型", - "Show a modulo of the current day time.\nSee Generic configs for the divisor.":"顯示目前一天的時間因數\n可以在設定中設定", - "infoTimeIRL":"TimeIRL | 時間顯示", - "Show the current real time formatted according to dateFormatReal":"根據dateFormatReal的格式化顯示目前即時時間", - "infoTimeTotalModulo":"TimeTotal | 總時間", - "Show a modulo of the current total world time.\nSee Generic configs for the divisor.":"顯示目前世界總時間的時間因數\n可以在設定中設定\n", - "infoTimeWorld":"TimeWorld | 世界開放時間", - "Show the current world time in ticks":"顯示目前世界開放的時間刻\n可以理解為開服時間", - "infoWorldTimeFormatted":"WorldTime | 遊戲時間格式化", - "Show the current world time formatted to days, hours, minutes":"把遊戲內時間轉換為現實時間的24小時計數法。", - - "Bastion Remnant":"Bastion Remnant | 堡壘遺跡", - "Toggle Bastion Remnant structure bounding boxes rendering":"切換堡壘遺跡結構邊框渲染", - "Buried Treasure":"Buried Treasure | 寶藏", - "Toggle Buried Treasure structure bounding boxes rendering":"切換寶藏結構邊框渲染", - "Desert Pyramid":"Desert Pyramid | 沙漠神殿", - "Toggle Desert Pyramid structure bounding boxes rendering":"切換沙漠神殿結構邊框渲染", - "End City":"End City | 終界城", - "Toggle End City structure bounding boxes rendering":"切換終界城結構邊框渲染", - "Igloo":"Igloo | 雪屋", - "Toggle Igloo structure bounding boxes rendering":"切換雪屋結構邊框渲染", - "Jungle Temple":"Jungle Temple | 叢林神廟", - "Toggle Jungle Temple structure bounding boxes rendering":"切換叢林神廟結構邊框渲染", - "Mansion":"Mansion | 林地府邸", - "Toggle Mansion structure bounding boxes rendering":"切換林地府邸結構邊框渲染", - "Mineshaft":"Mineshaft | 廢棄礦坑", - "Toggle Mineshaft structure bounding boxes rendering":"切換廢棄礦坑結構邊框渲染", - "Nether Fortress":"Nether Fortress | 地獄要塞", - "Toggle Nether Fortress structure bounding boxes rendering":"切換地獄要塞結構邊框渲染", - "Nether Fossil":"Nether Fossil | 地獄化石", - "Toggle Nether Fossil structure bounding boxes rendering":"切換地獄化石結構邊框渲染", - "Ocean Monument":"Ocean Monument | 海底神殿", - "Toggle Ocean Monument structure bounding boxes rendering":"切換海底神殿結構邊框渲染", - "Ocean Ruin":"Ocean Ruin | 海底廢墟", - "Toggle Ocean Ruin structure bounding boxes rendering":"切換海底廢墟結構邊框渲染", - "Pillager Outpost":"Pillager | 掠奪者前哨站", - "Toggle Pillager Outpost structure bounding boxes rendering":"切換掠奪者前哨站結構邊框渲染", - "Ruined Portal":"Ruined Portal | 廢棄傳送門", - "Toggle Ruined Portal structure bounding boxes rendering":"切換廢棄傳送門結構邊框渲染", - "Shipwreck":"Shipwreck | 沉船", - "Toggle Shipwreck structure bounding boxes rendering":"切換沉船結構邊框渲染", - "Stronghold":"Stronghold | 要塞", - "Toggle Stronghold structure bounding boxes rendering":"切換要塞結構邊框渲染", - "Village":"Village | 村莊", - "Toggle Village structure bounding boxes rendering\nNOTE: This is the Village world gen structures!\nThis is not the Village data you use for iron farms etc.!":"切換村莊結構邊框渲染\n這是村莊生成結構,並非你的刷鐵廠結構", - "Witch Hut":"Witch Hut | 沼澤小屋", - "Toggle Witch Hut structure bounding boxes rendering":"切換沼澤小屋結構邊框渲染", - - "Bastion Remnant Main":"Bastion | 堡壘遺跡主體", - "Bastion Remnant full box":"堡壘遺跡整體結構", - "Bastion Remnant Components":"Bastion | 堡壘遺跡結構", - "Bastion Remnant components":"堡壘遺跡部分結構", - "Toggle Bastion Remnant":"Bastion | 堡壘遺跡結構切換", - "Buried Treasure Main":"Buried | 寶藏主體", - "Buried Treasure full box":"寶藏整體結構", - "Buried Treasure Components":"Buried | 寶藏結構", - "Buried Treasure components":"寶藏部分結構", - "Toggle Buried Treasure":"Buried | 寶藏結構切換", - "Desert Pyramid Main":"Desert | 沙漠神殿主體", - "Desert Pyramid full box":"沙漠神殿整體結構", - "Desert Pyramid Components":"Desert | 沙漠神殿結構", - "Desert Pyramid components":"沙漠神殿部分結構", - "Toggle Desert Pyramid":"Desert | 沙漠神殿結構切換", - "End City Main":"End City | 終界城主體", - "End City full box":"終界城整體結構", - "End City Components":"End City | 終界城結構", - "End City components":"終界城部分結構", - "Toggle End City":"End City | 終界城結構切換", - "Igloo Main":"Igloo | 雪屋主體", - - "Igloo full box":"雪屋整體結構", - "Igloo structures full box":"雪屋整體結構", - "Igloo Components":"Igloo | 雪屋結構", - "Igloo components":"雪屋部分結構", - "Igloo structures components":"雪屋部分結構", - "Toggle Igloo":"Igloo | 雪屋結構切換", - "Jungle Temple Main":"Jungle | 叢林神廟主體", - "Jungle Temple full box":"叢林神廟整體結構", - "Jungle Temple Components":"Jungle | 叢林神廟結構", - "Jungle Temple components":"叢林神廟部分結構", - "Toggle Jungle Temple":"Jungle | 叢林神廟結構切換", - "Mansion Main":"Mansion | 林地府邸主體", - "Mansion full box":"林地府邸整體結構", - "Mansion structures full box":"林地府邸整體結構", - "Mansion Components":"Mansion | 林地府邸結構", - "Mansion components":"林地府邸部分結構", - "Mansion structures components":"林地府邸部分結構", - "Toggle Mansion":"Mansion | 林地府邸結構切換", - "Mineshaft Main":"Mineshaft | 廢棄礦坑主體", - "Mineshaft full box":"廢棄礦坑整體結構", - "Mineshaft structures full box":"廢棄礦坑整體結構", - "Mineshaft Components":"Mineshaft | 廢棄礦坑結構", - "Mineshaft components":"廢棄礦坑部分結構", - "Mineshaft structures components":"廢棄礦坑部分結構", - "Toggle Mineshaft":"Mineshaft | 廢棄礦坑結構切換", - "Nether Fortress Main":"Nether | 地獄要塞主體", - "Nether Fortress full box":"地獄要塞整體結構", - "Nether Fortress Components":"Nether | 地獄要塞結構", - "Nether Fortress components":"地獄要塞部分結構", - "Toggle Nether Fortress":"Nether | 地獄要塞結構切換", - "Nether Fossil Main":"Nether | 地獄化石主體", - "Nether Fossil full box":"地獄化石整體結構", - "Nether Fossil Components":"Nether | 地獄化石結構", - "Nether Fossil components":"地獄化石部分結構", - "Toggle Nether Fossil":"Nether | 地獄化石結構切換", - "Ocean Monument Main":"Ocean | 海底神殿主體", - "Ocean Monument full box":"海底神殿整體結構", - "Ocean Monument Components":"Ocean | 海底神殿結構", - "Ocean Monument components":"海底神殿部分結構", - "Toggle Ocean Monument":"Ocean | 海底神殿結構切換", - "Ocean Ruin Main":"Ocean | 海底廢墟主體", - "Ocean Ruin full box":"海底廢墟整體結構", - "Ocean Ruin Components":"Ocean | 海底廢墟結構", - "Ocean Ruin components":"海底廢墟部分結構", - "Toggle Ocean Ruin":"Ocean | 海底廢墟結構切換", - "Pillager Outpost Main":"Pillager | 掠奪者前哨站主體", - "Pillager Outpost full box":"掠奪者前哨站整體結構", - "Pillager Outpost Components":"Pillager | 掠奪者前哨站結構", - "Pillager Outpost components":"掠奪者前哨站部分結構", - "Toggle Pillager Outpost":"Pillager 掠奪者前哨站結構切換", - "Ruined Portal Main":"Ruined | 廢棄傳送門主體", - "Ruined Portal full box":"廢棄傳送門整體結構", - "Ruined Portal Components":"Ruined | 廢棄傳送門結構", - "Ruined Portal components":"廢棄傳送門部分結構", - "Toggle Ruined Portal":"Ruined | 廢棄傳送門結構切換", - "Shipwreck Main":"Shipwreck | 沉船主體", - "Shipwreck full box":"沉船整體結構", - "Shipwreck Components":"Shipwreck | 沉船結構", - "Shipwreck components":"沉船部分結構", - "Toggle Shipwreck":"Shipwreck | 沉船結構切換", - "Stronghold Main":"Stronghold | 要塞主體", - "Stronghold full box":"要塞整體結構", - "Stronghold Components":"Stronghold | 要塞結構", - "Stronghold components":"要塞部分結構", - "Toggle Stronghold":"Stronghold | 要塞結構切換", - "Village Main":"Village | 村莊主體", - "Village full box":"村莊整體結構", - "Village Components":"Village | 村莊結構", - "Village components":"村莊部分結構", - "Toggle Village":"Village | 村莊結構切換", - "Witch Hut Main":"Witch | 女巫小屋主體", - "Witch Hut full box":"沼澤小屋整體結構", - "Witch Hut Components":"Witch | 女巫小屋結構", - "Witch Hut components":"沼澤小屋部分結構", - "Toggle Witch Hut":"Witch | 女巫小屋結構切換", - - "debugChunkInfo":"ChunkInfo | 區塊除錯訊息", - "Toggles the vanilla Chunk Info debug renderer":"切換是否顯示原版區塊訊息除錯(16*16*16的空間)", - "debugChunkOcclusion":"ChunkOcclusion | 封閉區塊顯示", - "Toggles the vanilla Chunk Occlusion debug renderer":"切換是否顯示封閉區塊的顯示(16*16*16的空間)", - "debugCollisionBoxEnabled":"CollisionBox | 開啟碰撞箱顯示", - "Toggles the vanilla Block Collision Boxes debug renderer":"切換是否顯示碰撞箱除錯渲染", - "debugNeighborsUpdateEnabled":"Neighbors | 方塊更新顯示", - "Toggles the vanilla Block Neighbor Updates debug renderer":"切換是否顯示方塊更新除錯渲染", - "debugPathfindingEnabled":"Pathfinding | 尋路更新顯示", - "Toggles the vanilla Pathfinding debug renderer":"切換是否顯示生物尋路更新除錯渲染", - "debugSolidFaceEnabled":"SolidFace | 塊面除錯顯示", - "Toggles the vanilla Block Solid Faces debug renderer":"切換是否顯示方塊表面是否完整更新除錯渲染", - "debugWaterEnabled":"WaterEnabled | 水面除錯訊息", - "Toggles the vanilla Water debug renderer":"切換是否顯示水面流動距離(只對水有效)", - "overlayBlockGrid":"overlayBlockGrid | 網格顯示", - "Toggle the Block Grid overlay renderer":"切換是否顯示全部方塊網格\n(§4屌用沒有還晃眼——ZMDF§r)", - "overlayLightLevel":"LightLevel | 光照等級顯示", - "Toggle the Light Level overlay renderer":"切換是否顯示光照等級顯示", - "overlayRandomTicksFixed":"Random | 隨機刻區域顯示", - "Toggle the fixed-point random ticked chunks overlay renderer":"切換是否顯示隨機刻固定點位區域", - "overlayRandomTicksPlayer":"Random | 隨機刻區域跟隨", - "Toggle the player-following random ticked chunks overlay renderer":"切換是否顯示隨機刻區域\n(以玩家為中心可移動)", - "overlayRegionFile":"RegionFile | 區域文件渲染", - "Toggle the region file border overlay renderer":"切換是否顯示區域文件內邊界\n(區域文件為32*32的區塊組成)", - "overlaySlimeChunks":"SlimeChunks | 史萊姆區塊顯示", - "Toggle the Slime Chunk overlay renderer":"切換是否顯示史萊姆區塊", - "overlaySpawnableColumnHeights":"Spawnable | 高度頂端顯示", - "Toggle the spawnable column heights overlay renderer":"切換是否顯示頂端方塊標記", - "overlaySpawnChunkReal":"SpawnChunk | 重生點載入顯示", - "Toggle the spawn chunks overlay renderer":"切換是否顯示重生點各級載入強度", - "overlaySpawnChunkPlayer":"SpawnChunk | 重生點載入跟隨", - "Toggle the pseudo (player-following) spawn chunks overlay renderer":"切換是否顯示重生點各級載入強度\n(以玩家為中心可移動)", - "overlayStructureMainToggle":"overlayStructure | 結構渲染器", - "Main toggle for all structure bounding boxes":"切換是否顯示所有的結構的邊框", - "shapeRenderer":"shapeRenderer | 圖形渲染器", - "The main toggle for the shape renderer":"切換是否顯示圖形渲染器渲染的圖形", - - // "20200920更新":"這只是一個更新TAG", - - "honeyTooltips":"honeyTooltips | 蜂蜜訊息顯示", - "Adds the honey level to the tooltip of Bee Hive and Bee Nest items":"在指向蜂巢和蜂箱時新增蜂蜜等級訊息", - "infoHoneyLevel":"HoneyLevel | 蜂蜜等級訊息", - "Show the honey level the targeted Hive or Nest.\nNote: This only works in single player without server-side support.":"在指向蜂巢和蜂箱時顯示蜂蜜等級訊息\n注意:該功能只可在單機使用", - - // "20211204更新":"這只是一個更新TAG", - //通用 - "axolotlTooltipsTooltips":"axolotl | 六角恐龍品種提示", - "Adds the Axolotl variant name to the bucket tooltip":"將六角恐龍品種名稱新增到桶的工具提示中", - - //結構渲染器 - "debugChunkBorder":"ChunkBorder | 區塊邊界顯示", - "Toggles the vanilla Chunk Border debug renderer":"打開區塊邊界顯示,效果與F3+G一樣。", - - //訊息 - "infoHorseSpeed":"HorseSpeed | 馬速度屬性", - "Show the speed (m/s) of the horse being ridden.":"顯示玩家目前所騎的馬的速度屬性(米/秒)。", - "infoHorseJump":"HorseJump | 馬跳躍屬性", - "Show the jump height of the horse being ridden.":"顯示玩家目前所騎的馬的跳躍屬性(格)", - "infoSpeedHV":"SpeedHV | 玩家速度分量", - "Show the player's current moving speed both horizontally and vertically.":"顯示玩家目前水平和垂直的移動速度。", - - // "20220129更新":"這只是一個更新TAG", - //通用 - "beaconRangeAutoUpdate":"beaconRange | 烽火台範圍更新", - "This enables the Beacon Range renderer to update automatically\nwhen block or chunk change packets are received.\nThose updates can have a performance impact if tons of blocks are changing often.\nYou can toggle off/on the renderer to update to those changes manually.":"這使得烽火台範圍渲染器能夠在接收到方塊或區塊變更時進行自動更新。\n但是如果有大量的方塊經常改變,這些更新可能會對性能造成影響。\n您可以關閉/打開渲染器來手動更新這些更改。", - "biomeOverlaySingleColor":"biomeOverlay | 生態系單一顏色邊界", - "If enabled, then the Biome Border Overlay will use\nthe same color for all biomes. This can look \"less messy\"\nwhen the adjacent biome's colors and lines aren't blending\ninto a huge mess of colors.":"如果啟用,那麼生態系邊界疊加時將為所有生態系使用相同的顏色。\n當相鄰的生態系的顏色和線條沒有混合成一大堆亂七八糟的顏色時,\n這樣看起來“不會那麼凌亂”。", - "dontClearStoredSeedOnDimensionChange":"SeedOnChange | 維度變化不更改種子", - "Don't clear the stored world seed when just changing dimensions.\nSome mods may use per-dimension seeds, so you may need to change\nthis in case the different dimensions on your server/mod pack\nhave different world seeds.":"當只是改變維度時,不要清除儲存的世界種子。\n有些mod可能會使用每個維度的種子,所以你可能需要修改這個,\n以防你的伺服器mod中不同維度有不同的世界種子。", - "lightLevelAutoHeight":"lightLevel | 光照渲染自動高度", - "If enabled, then the Light Level overlay will be\nautomatically raised to render on top of the block's shape.\n§6Note: This will make the overlay also render\n§6on top of things like slabs, where mobs will not be able to spawn,\n§6unless you turn on the collision check option as well.":"如果啟用,那麼光照等級的覆蓋層將自動提升到渲染塊形狀的頂部。\n§6註:這將使覆蓋層也會呈現在像半磚一樣的東西上,\n§6在那裡生物將不能生成,除非你打開光照碰撞檢查選項阻止它顯示。", - "lightLevelCollisionCheck":"lightLevel | 光照渲染碰撞檢查", - "If enabled, then the Light Level overlay is not rendered\nif there is any block with a collision box in the way.\n§6Note: This is not a proper check for spawnability!\n§6This would omit any block even partially sticking into the lower spawn block!\n§6For example open trapdoors or doors would prevent the overlay from showing.":"如果啟用,那麼如果存在任何帶有碰撞箱的方塊,光照等級的覆蓋層將不會被渲染。\n§6注意:這不能檢查該方塊是否能夠刷怪!開啟該功能後將忽略任何關閉狀態也會刷怪的方塊,\n§6例如,打開暗門或門時可以阻止覆蓋層顯示。", - "lightLevelRenderThrough":"lightLevel | 光照渲染透視", - "If enabled, then the Light Level overlay\nwill be rendered through blocks":"如果啟用,那麼光照等級的覆蓋層將穿過塊進行渲染\n§6填洞小幫手,就是眼得瞎", - "lightLevelSkipBlockCheck":"lightLevel | 光照渲染略過生成檢測", - "Should the Light Level Overlay skip the spawnability\ncheck of the block below. This would make the\noverlay also appear on top of slabs and glass etc.":"光照等級顯示是否跳過下面方塊的怪物生成檢查。\n這將使覆蓋層也出現在半磚和玻璃等的頂部。\n§6媽媽再也不用擔心做冰道的時候看不見光照等級了", - "lightLevelUnderWater":"lightLevel | 水下光照渲染", - "Should the light level overlay render under water":"水下也能看到光照等級渲染", - "mainRenderingToggle":"mainToggle | 主開關", - "The main rendering toggle for all MiniHUD rendering,\nincluding the info lines AND all the overlay renderers":"MiniHUD渲染的主開關,包括訊息行和所有覆蓋渲染器", - "lightLevelMarkerCondition":"lightLevel | 光照渲染標記顯示", - "When to render the colored light level marker":"何時渲染光照等級彩色標記", - "lightLevelNumberCondition":"lightLevel | 光照渲染數字顯示", - "When to render the light level number":"何時渲染光照等級數字", - "biomeOverlayRange":"biomeOverlay | 生態系水平渲染範圍", - "The horizontal chunk radius to render for the Biome Border Overlay":"生態系邊界渲染的水準區塊半徑", - "biomeOverlayRangeVertical":"biomeOverlay | 生態系垂直渲染範圍", - "The vertical (sub-)chunk radius to render for the Biome Border Overlay":"生態系邊界渲染的垂直區塊半徑", - "lightLevelThresholdDim":"lightLevel | 光照渲染Dim閾值", - "The §omaximum§r light level which is considered \"dim\".\nThis is an optional user-configurable extra level between \"dark\" and \"safe\".\nSet it below the safe threshold to disable it.":"被認為是“§oDim(昏暗)§r”的最大亮度。\n這是一個介於“dark(§c紅色數字§r)”和“safe(§a綠色數字§r)”\n之間的使用者可設定的額外級別。將其設定在安全閾值以下以禁用它。", - "lightLevelThresholdSafe":"lightLevel | 光照渲染Safe閾值", - "lightLevelRenderOffset":"lightLevel | 光照渲染Z軸偏移", - "The relative render offset for the light level overlay.\nMeant to help with potential z-fighting issues with the block surface.\nRange: 0.0 - 1.0":"光照等級渲染層的相對垂直偏移量。\n這是為了幫助解決方塊表面潛在的Z軸衝突的問題。\n調節範圍:0.0 - 1.0", - - //顏色 - "beaconRangeLvl1":"beaconLvl1 | 1級烽火台", - "Color for the Beacon Range lvl 1 overlay":"1級烽火台範圍的顏色", - "beaconRangeLvl2":"beaconLvl2 | 2級烽火台", - "Color for the Beacon Range lvl 2 overlay":"2級烽火台範圍的顏色", - "beaconRangeLvl3":"beaconLvl3 | 3級烽火台", - "Color for the Beacon Range lvl 3 overlay":"3級烽火台範圍的顏色", - "beaconRangeLvl4":"beaconLvl4 | 4級烽火台", - "Color for the Beacon Range lvl 4 overlay":"4級烽火台範圍的顏色", - "lightLevelMarkerBlockLit":"lightLevel | 亮度充足標記", - "lightLevelMarkerDim":"lightLevel | 亮度昏暗標記", - "The color for the \"dim\" marker (user-definable level)":"“dim(昏暗)”等級標記的顏色(使用者可自訂級別)", - "lightLevelMarkerSkyLit":"lightLevel | 天空亮度標記", - "lightLevelNumberBlockDim":"lightLevel | 方塊亮度昏暗數顯", - "The color for the \"dim\" (user-definable level) block light number":"“dim(昏暗)”等級數顯的顏色(使用者可自訂級別)", - "lightLevelNumberSkyDim":"lightLevel | 天空亮度昏暗數顯", - "The color for the \"dim\" (user-definable level) sky light number":"“dim(昏暗)”等級天空亮度數顯的顏色(使用者可自訂級別)", - "shapeAdjustableSpawnSphere":"SpawnSphere | 可調節生成球體", - "Default color for the \"Adjustable Spawn Sphere\" overlay.\nThe color can be changed for each sphere via its configuration GUI.":"“可調節生成球體”的預設顏色。\n每個球體的顏色可以通過其設定GUI進行更改。", - "shapeBox":"shapeBox | 長方體", - "Default color for the Box shape\nThe color can be changed for each shape via its configuration GUI.":"長方體的預設顏色,可以通過其設定GUI進行更改。", - "shapeLineBlocky":"LineBlocky | 線", - "Default color for the Line (Blocky) renderer.\nThe color can be changed for each shape via its configuration GUI.":"Line(塊狀)渲染器的預設顏色,可以通過其設定GUI進行更改。", - - //訊息 - "Show the number of bees in the targeted Hive or Nest.\n§6Note: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"顯示目標蜂巢或蜂箱中的蜜蜂數量。\n§6注意:這僅適用於單人遊戲(沒有伺服器端支持,\n§6將無法正常顯示,但會在有Servux mod 時可能出現)。", - "infoCoordinatesScaled":"Coordinates | 地獄坐標映射", - "Show the player's coordinates scaled by the dimension's scale factor.\nOnly works in the overworld and the nether,\nand assumes the vanilla nether portal scaling factor.":"根據維度的比例係數顯示玩家的坐標。只適用於主世界和地獄,\n並且地獄與主世界的比例係數是原版的係數。", - "infoFurnaceXp":"FurnaceXp | 熔爐經驗顯示", - "Show the amount of XP in the looked at Furnace.\n§6Note: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"顯示目標熔爐中的經驗。\n§6注意:這僅適用於單人遊戲(沒有伺服器端支持,\n§6將無法正常顯示,但會在有Servux mod 時可能出現)。", - "Show the honey level the targeted Hive or Nest.\nNote: This only works in single player (without server-side support,\n§6which doesn't exist yet, but will be in the Servux mod at some point).":"顯示目標蜂巢或蜂箱中的蜜蜂數量。\n§6注意:這僅適用於單人遊戲(沒有伺服器端支持,\n§6將無法正常顯示,但會在有Servux mod 時可能出現)。", - "infoSprinting":"Sprinting | 奔跑狀態", - "Show the \"Sprinting\" info line if the player is sprinting":"如果玩家正在衝刺,顯示“衝刺”訊息行\n§c我自己不知道我在跑是吧?", - - //渲染器 - "overlayBeaconRange":"BeaconRange | 烽火台範圍顯示", - "Toggle the Beacon Range overlay renderer":"切換是否顯示烽火台範圍", - "overlayBiomeBorder":"BiomeBorder | 生態系邊界顯示", - "Toggle the Biome Border overlay renderer":"切換是否顯示生態系邊界", - - // "20220731更新":"這只是一個更新TAG", - "offsetSubtitleHud":"offset | 偏移字幕Hud", - "If the Info Lines HUD is set to the bottom right corner,\nand subtitles are enabled, then the subtitles will\nbe offset to appear above the Info Lines text.":"如果訊息HUD設定為右下角,\n並且字幕設定為啟用,\n那麼字幕將被偏移顯示在訊息HUD上方。", - "conduitRange":"conduit | 海靈核心", - "Color for the Conduit Range overlay":"海靈核心覆蓋範圍的顏色", - "Unknown":"Unknown | 未知結構", - "Toggle Unknown structure bounding boxes rendering":"未知結構包圍框渲染", - "Unknown Main":"Unknown | 未知結構主體", - "Unknown structure full box":"未知結構主體", - "Unknown Components":"Unknown | 未知結構", - "Unknown structure components":"未知結構", - "overlayConduitRange":"overlayConduit | 海靈核心範圍", - "Toggle the Conduit Range overlay renderer":"顯示海靈核心覆蓋範圍", - - // "20230619更新":"這只是一個更新TAG", - "The format string for the Minecraft time.\nThe supported placeholders are: {DAY_1}, {DAY}, {HOUR}, {MIN}, {SEC}, {MOON}.\n{DAY_1} starts the day counter from 1, {DAY} starts from 0.":"預設格式為:§eMC time:(day 0) 00:00:xx§r\n功能為定義MC時間的顯示格式\n支持的占位符有:\n{DAY_1}(初始值為1的日)、{DAY}(初始值為0的日)、\n{HOUR}(小時)、{MIN}(分鐘)、{SEC}(秒)、\n{MOON}(月相)。", - "infoMobCaps":"MobCaps | 刷怪占用", - "Show the mob caps\n\n§dNote: Currently only works on Carpet servers!\n§6The data is currently only parsed from the player list footer on Carpet servers,\n§6if you have subscribed to the data with '/log mobcaps'":"顯示刷怪占用\n\n§d注意:目前只適用於地毯端伺服器!\n§6數據目前只能從Carpet伺服器上的list列表解析(TAB抬頭顯示)\n§6當然前提是如果您已使用'/log mobcaps'向伺服器獲取了數據", - - "minihud.gui.title.configs": "MiniHUD 設定漢化——醉夢巔峰(ZMDF)-2023.06.19" -} \ No newline at end of file diff --git a/src/main/resources/assets/tweakeroo/lang/zh_cn.json b/src/main/resources/assets/tweakeroo/lang/zh_cn.json deleted file mode 100644 index bd10bcb2..00000000 --- a/src/main/resources/assets/tweakeroo/lang/zh_cn.json +++ /dev/null @@ -1,742 +0,0 @@ -{ - "tweakeroo.gui.button.config_gui.disable_hotkeys": "禁用类功能快捷键", - "tweakeroo.gui.button.config_gui.disable_toggle": "禁用类功能", - "tweakeroo.gui.button.config_gui.disables": "禁用类功能", - "tweakeroo.gui.button.config_gui.fixes": "修复", - "tweakeroo.gui.button.config_gui.generic": "通用功能", - "tweakeroo.gui.button.config_gui.generic_hotkeys": "通用功能快捷键", - "tweakeroo.gui.button.config_gui.lists": "配置表单", - "tweakeroo.gui.button.config_gui.placement": "方块放置模式", - "tweakeroo.gui.button.config_gui.tweaks": "工具", - "tweakeroo.gui.button.config_gui.tweak_hotkeys": "工具快捷键", - "tweakeroo.gui.button.config_gui.tweak_toggles": "工具开关", - - "tweakeroo.gui.button.misc.command_block.set_name": "命名", - "tweakeroo.gui.button.misc.command_block.update_execution": "循环: %s", - "tweakeroo.gui.button.misc.command_block.update_execution.off": "循环: §c关闭", - "tweakeroo.gui.button.misc.command_block.update_execution.looping": "循环", - "tweakeroo.gui.button.misc.command_block.hover.update_execution": "是否允许每个Tick内进行多次触发", - - - "tweakeroo.hotkeys.category.disable_toggle_hotkeys": "禁用快捷键切换", - "tweakeroo.hotkeys.category.generic_hotkeys": "通用快捷键", - "tweakeroo.hotkeys.category.tweak_toggle_hotkeys": "开启快捷键切换", - - "tweakeroo.label.placement_restriction_mode.column": "列", - "tweakeroo.label.placement_restriction_mode.diagonal": "对角线", - "tweakeroo.label.placement_restriction_mode.face": "面", - "tweakeroo.label.placement_restriction_mode.layer": "层", - "tweakeroo.label.placement_restriction_mode.line": "线", - "tweakeroo.label.placement_restriction_mode.plane": "平面", - - "tweakeroo.label.config_comment.single_player_only": "", - //§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r 在原文后加\n自动添加下面内容 - - "tweakeroo.label.snap_aim_mode.both": "旋转与翻转", - "tweakeroo.label.snap_aim_mode.pitch": "翻转", - "tweakeroo.label.snap_aim_mode.yaw": "旋转", - - "tweakeroo.message.death_coordinates": "§6你死亡了§r @ [§b%d, %d, %d§r] 在 §a%s", - "tweakeroo.message.focusing_game": "§6对焦§f 游戏窗口 ", - "tweakeroo.message.potion_effects_running_out": "§6警告:%s 种药水效果将于 %s 秒后消失§r", - "tweakeroo.message.repair_mode.swapped_repairable_item_to_slot": "将可修复的物品移至第 %s 格中", - "tweakeroo.message.set_after_clicker_count_to": "将快速点击的次数修改为 %s", - "tweakeroo.message.set_breaking_grid_size_to": "设置破坏范围 %s", - "tweakeroo.message.set_breaking_restriction_mode_to": "设置破坏模式 %s", - "tweakeroo.message.set_fly_speed_preset_to": "调整预设的飞行速度 %s (速度: %s)", - "tweakeroo.message.set_fly_speed_to": "将飞行速度由 %s 调整至 %s", - "tweakeroo.message.set_hotbar_slot_cycle_max_to": "设置快捷栏循环的最大值 %s", - "tweakeroo.message.set_hotbar_slot_randomizer_max_to": "设置快捷栏的最大随机栏位至 %s", - "tweakeroo.message.set_placement_grid_size_to": "调整放置区域 %s", - "tweakeroo.message.set_placement_limit_to": "方块放置数量限制为 %s", - "tweakeroo.message.set_placement_restriction_mode_to": "设置方块放置模式为 %s", - "tweakeroo.message.set_snap_aim_pitch_step_to": "已将朝向对齐工具的俯仰角度间距设置为 %s", - "tweakeroo.message.set_snap_aim_yaw_step_to": "已将朝向对齐工具的旋转角度间距设置为 %s", - "tweakeroo.message.set_zoom_fov_to": "设置视角范围为 %s", - "tweakeroo.message.sign_text_copied": "已复制告示牌文字", - "tweakeroo.message.snapped_to_pitch": "将仰角的朝向角度对齐为 %s", - "tweakeroo.message.snapped_to_yaw": "将旋转的朝向角度对齐为 %s", - "tweakeroo.message.swapped_low_durability_item_for_better_durability": "已经将低耐久物品自动切换为高耐久物品", - "tweakeroo.message.swapped_low_durability_item_for_dummy_item": "将低耐久物品自动切换为虚拟物品", - "tweakeroo.message.swapped_low_durability_item_off_players_hand": "移除玩家手中的低耐久物品", - "tweakeroo.message.toggled": "将 %s 切换为 %s", - "tweakeroo.message.toggled_after_clicker_on": "切换连点器 %s, 点击频率 %s", - "tweakeroo.message.toggled_breaking_grid_on": "调整破坏网格区域 %s, 区域范围 %s", - "tweakeroo.message.toggled_fly_speed_on": "调整飞行速度为 %s, 初始速度 %s, 当前速度 %s", - "tweakeroo.message.toggled_fast_placement_mode_on": "切换快速放置模式 %s, 模式为 %s", - "tweakeroo.message.toggled_placement_grid_on": "调整放置网格区域 %s, 区域范围 %s", - "tweakeroo.message.toggled_placement_limit_on": "调整放置数量 %s, 数量为 %s", - "tweakeroo.message.toggled_slot_cycle_on": "切换快捷栏循环为 %s, 最大栏位为 %s", - "tweakeroo.message.toggled_slot_randomizer_on": "切换快捷栏随机为 %s, 最大栏位为 %s", - "tweakeroo.message.toggled_snap_aim_on_both": "对齐旋转与翻转角度 %s, 旋转角度为 %s, 翻转角度为 %s", - "tweakeroo.message.toggled_snap_aim_on_pitch": "对齐翻转角度为 %s, 翻转角度为 %s", - "tweakeroo.message.toggled_snap_aim_on_yaw": "对齐旋转角度为 %s, 旋转角度为 %s", - "tweakeroo.message.toggled_zoom_on": "调整缩放视角 %s, 视角范围为: %s", - "tweakeroo.message.unfocusing_game": "§6失焦§f 游戏窗口", - "tweakeroo.message.value.off": "关闭", - "tweakeroo.message.value.on": "开启", - "tweakeroo.message.warning.block_type_break_restriction": "§6方块破坏类型限制调整为防止破坏方块", - "tweakeroo.message.warning.entity_type_attack_restriction": "§6实体攻击类型限制调整为防止攻击实体", - - - - // "通用功能快捷键 " - "accurateBlockPlacementInto":"accurateInto | 精准放置模式", - "The key to activate the accurate block placement\nmode/overlay for placing the block facing\ninto the clicked block face":"激活精确放置的快捷键,使用后方块将放置于点击的块面上", - "accurateBlockPlacementReverse":"accurateReverse | 精准放置(反向)", - "The key to activate the accurate block placement\nmode/overlay for placing the block facing\nthe opposite way from what it would normally be":"激活精确放置的快捷键,使用后方块将反向放置于点击的块面上", - "breakingRestrictionModeColumn":"breaking | 破坏范围限制 直线 ", - "Switch the Breaking Restriction mode to the Column mode":"将破坏范围限制在 当前直线。", - "breakingRestrictionModeDiagonal":"breaking | 破坏范围限制 对角线 ", - "Switch the Breaking Restriction mode to the Diagonal mode":"将破坏范围限制在 对角线。", - "breakingRestrictionModeFace":"breaking | 破坏范围限制 面朝", - "Switch the Breaking Restriction mode to the Face mode":"将破坏范围限制在 面朝方向。", - "breakingRestrictionModeLayer":"breaking | 破坏范围限制 水平面", - "Switch the Breaking Restriction mode to the Layer mode":"将破坏范围限制在 同水平面上。", - "breakingRestrictionModeLine":"breaking | 破坏范围限制 棱边", - "Switch the Breaking Restriction mode to the Line mode":"将破坏范围限制在 放置方块的棱边上。", - "breakingRestrictionModePlane":"breaking | 破坏范围限制 平面", - "Switch the Breaking Restriction mode to the Plane mode":"将破坏范围限制在 同平面上。", - "copySignText":"copySignText | 告示牌文本复制", - "Copies the text from an already-placed sign.\nThat text can be used with the tweakSignCopy tweak.":"开启后上一个告示牌中输入的文本将作为初始值输入至下一个告示牌。", - "elytraCamera":"elytraCamera | 环顾四周", - "The key to lock the current real player rotations, only allowing the\ninputs (mouse) to affect separate \"camera rotations\" used only for the rendering\nwhile this key is active.\nMeant for freely looking down/around while elytra flying straight.":"按住此快捷键会锁定玩家当前的视角方向,\n使玩家鼠标输入仅改变摄像机视角而不改变移动方向。 \n应用此功能需要开启§6[工具开关]-[环顾四周]§f", - "flexibleBlockPlacementAdjacent":"flexible | 方块灵活放置(相邻)", - "The key to activate the flexible block placement\nmode/overlay for placing the block in an adjacent position":"按下以激活灵活放置模式,按下该按键时可将方块放置在当前方块的 相邻 的位置。", - "flexibleBlockPlacementOffset":"flexible | 方块灵活放置(棱角)", - "The key to activate the flexible block placement\nmode/overlay for placing the block in a\noffset or diagonal position":"按下以激活灵活放置模式,按下该按键时可将方块放置在当前方块的 斜角或隔空 的位置。", - "flexibleBlockPlacementRotation":"flexible | 方块灵活放置(旋转)", - "The key to activate the flexible block placement\nmode/overlay for placing the block with\na rotation/facing":"按下以激活灵活放置模式,按下该按键时可将方块以选定的方向放置。 \n注:要使此项功能能够正常使用,\n通常需要在服务器开启§6Carpet§f的§e精确放置协议§f的环境下\n同时启用§6Tweakeroo§f的§e地毯精确放置协议§f功能。", - "flyPreset1":"flyPreset1 | 飞行预设1", - "Switch to fly preset 1":"按下此快捷键以切换至飞行速度预设1", - "flyPreset2":"flyPreset2 | 飞行预设2", - "Switch to fly preset 2":"切换至飞行预设2", - "flyPreset3":"flyPreset3 | 飞行预设3", - "Switch to fly preset 3":"切换至飞行预设3", - "flyPreset4":"flyPreset4 | 飞行预设4", - "Switch to fly preset 4":"切换至飞行预设4", - "hotbarScroll":"hotbarScroll | 物品栏循环使用", - "The key to hold to allow scrolling the hotbar\nthrough the player inventory rows":"使用快捷键切换功能开关。 \n启用该选项会在玩家每次使用完物品后自动切换至物品栏下一物品,\n切换范围可在§6[通用功能]-[物品栏循环最大值]§f中设置。", - "hotbarSwapBase":"hotbarSwapBase | 显示背包内容物", - "The base key to show the hotbar/inventory overlay":"按下快捷键时,将显示背包内容物。 \n显示位置可在§6[通用功能]-[背包显示位置]§f处更改", - "hotbarSwap1":"hotbarSwap1 | 顶层快捷切换", - "Swap the hotbar with the top-most inventory row":"按下快捷键时,将物品栏与背包顶层一行交换", - "hotbarSwap2":"hotbarSwap2 | 中层快捷切换", - "Swap the hotbar with the middle inventory row":"按下快捷键时,将物品栏与背包中层一行交换", - "hotbarSwap3":"hotbarSwap3 | 底层快捷切换", - "Swap the hotbar with the bottom-most inventory row":"按下快捷键时,将物品栏与背包底层一行交换", - "inventoryPreview":"§6inventoryPreview | 容器预览§f", - "The key to activate the inventory preview feature":"按下快捷键时,可预览容器内的物品。 \n§6此项通常仅在单人时生效。§f", - "openConfigGui":"openConfigGui | 打开配置界面", - "The key open the in-game config GUI":"打开§6Tweakeroo§f配置界面的快捷键。", - "placementYMirror":"placementYMirror | Y轴镜像放置", - "The key to mirror the targeted y-position within the block":"按下快捷键时,将方块以Y轴镜像的方式放置出来。\n需要开启§6[工具开关]-[Y轴镜像放置]§f。", - "playerInventoryPeek":"§6InventoryPeek | 玩家背包预览§f", - "The key to activate the player inventory peek/preview feature":"按下快捷键时,可预览准心指向的玩家的背包。 \n§6此项通常仅在单人时生效。§f", - "placementRestrictionModeColumn":"fastPlacement | 方块放置限制 直线", - "Switch the Placement Restriction mode to the Column mode":"将快速放置的方块放置范围限制在 当前直线。", - "placementRestrictionModeDiagonal":"fastPlacement | 方块放置限制 对角线", - "Switch the Placement Restriction mode to the Diagonal mode":"将快速放置的方块放置范围限制在 对角线 \n§6注意:此功能无法凭空放置方块。§f", - "placementRestrictionModeFace":"fastPlacement | 方块放置限制 面朝", - "Switch the Placement Restriction mode to the Face mode":"将快速放置的方块放置范围限制在 面朝方向。", - "placementRestrictionModeLayer":"fastPlacement | 方块放置限制 水平面", - "Switch the Placement Restriction mode to the Layer mode":"将快速放置的方块放置范围限制在 同水平面上。", - "placementRestrictionModeLine":"fastPlacement | 方块放置限制 棱边", - "Switch the Placement Restriction mode to the Line mode":"将快速放置的方块放置范围限制在 放置方块的棱边上。", - "placementRestrictionModePlane":"fastPlacement | 方块放置限制 平面", - "Switch the Placement Restriction mode to the Plane mode":"将快速放置的方块放置范围限制在 同平面上。", - "skipAllRendering":"skipAllRender | 跳过全部渲染", - "Toggles skipping _all_ rendering":"使用快捷键切换开启/关闭。 \n开启此项后,所有的渲染运算都会被跳过。", - "skipWorldRendering":"skipWorldRender | 跳过世界渲染", - "Toggles skipping world rendering":"使用快捷键切换开启/关闭。 \n开启此项后,所有关于世界的渲染运算都会被跳过。", - "toolPick":"toolPick | 自动选择工具", - "Switches to the effective tool for the targeted block":"按下快捷键后切换到适合采集当前方块的工具。", - "zoomActivate":"zoomActivate | 激活望远镜", - "Zoom activation hotkey":"望远镜激活热键。", - - // "工具开关" - "carpetAccuratePlacementProtocol":"carpetAccurate | Carpet精确放置协议", - "If enabled, then the Flexible Block Placement and the\nAccurate Block Placement use the protocol implemented\nin the recent carpet mod versions":"启用后,灵活放置的精确放置功能将基于Carpet协议实现。\n使用Carpet协议能够让你在服务器上也可以精确放置。\n§6Carpet协议需要服务器安装有Carpet MOD§f", - "fastPlacementRememberOrientation":"fastPlacement | 快速放置记忆", - "If enabled, then the fast placement mode will always remember\nthe orientation of the first block you place.\nWithout this, the orientation will only be remembered\nwith the flexible placement enabled and active.":"启用后,快速放置会记忆放置的第一个方块的方向,\n使后面的方块与其朝向相同。\n否则只有使用方块灵活放置时,才会记住方向。", - "rememberFlexibleFromClick":"rememberFlexible | 灵活放置记忆", - "If enabled, then the flexible block placement status\nwill be remembered from the first placed block,\nas long as the use key is held down.":"如果启用,灵活放置将会记忆第一个方块的放置状态", - "tweakAccurateBlockPlacement":"AccurateBlock | 精准放置模式", - "Enables a simpler version of Flexible placement, similar to\nthe Carpet mod, so basically either facing into or out\nfrom the block face clicked on.":"启用后需要在§6[通用功能快捷键]§f中设置热键,\n按住热键激活后会使方块朝向为鼠标对着的面。\n§6该功能在多人游戏中使用需要开启carpet精确放置协议。§f", - "tweakAfterClicker":"AfterClicker | 放置后点击", - "Enables a \"after clicker\" tweak, which does automatic right\nclicks on the just-placed block.\nUseful for example for Repeaters (setting the delay).\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"启用该功能后,它会对刚刚放置的方块快速右键一定次数,\n这在放置一盒四挡中继器时非常有用。\n按住快捷键时滚动滚轮可以调整放置后右键的次数。\n§6注意:如开启了§eCarpet精确放置协议§6此功能会无法正常生效。§f", - "tweakAimLock":"AimLock | 视角锁定", - "Enables an aim lock, locking the yaw and pitch rotations\nto the current values.\nThis is separate from the snap aim lock,\nwhich locks them to the snapped value.\nThis allows locking them \"freely\" to the current value.":"开启后会锁定当前视角。", - "tweakAngelBlock":"AngelBlock | 凭空放置", - "Enables an \"Angel Block\" tweak, which allows\nplacing blocks in mid-air in Creative mode":"此功能将让你能够在空中放置方块。\n§6该功能仅在创造模式生效。§f", - "tweakBlockReachOverride":"BlockReachOverride | 方块放置间距", - "Overrides the block reach distance with\nthe one set in Generic -> blockReachDistance":"在通用当功能中的“blockReachDistance”设置放置距离\n将覆盖默认的放置距离", - "tweakBreakingGrid":"BreakingGrid | 破坏间距限制", - "When enabled, you can only break blocks in\na grid pattern, with a configurable interval.\nTo quickly adjust the interval, scroll while\nholding down the tweak toggle keybind.":"当启用时,您只能等距的破坏方块。\n按住快捷键时滚动滑轮可以快速调整设置。", - "tweakBreakingRestriction":"BreakingRestriction | 破坏范围限制", - "Enables the Breaking Restriction mode\n (Plane, Layer, Face, Column, Line, Diagonal).\nBasically only allows you to break blocks\nin those patterns, while holding down the attack key.":"启用破坏范围限制时,将你挖掘的范围限制在\n一个水平面、直线、平面、对角线、棱边上。", - "tweakChatBackgroundColor":"ChatBackgroundColor | 聊天背景颜色", - "Overrides the default chat background color\nwith the one from Generics -> 'chatBackgroundColor'":"将聊天栏的背景颜色设置为§6[通用功能]-[聊天背景颜色]§f中所选择的颜色。", - "tweakChatPersistentText":"ChatPersistentText | 聊天草稿保存", - "Stores the text from the chat input text field\nand restores it when the chat is opened again":"关闭聊天栏时不会将已输入的内容清空,而是作为草稿保存。", - "tweakChatTimestamp":"ChatTimestamp | 聊天时间显示", - "Adds timestamps to chat messages":"在每一条信息前显示信息发送的时间", - "tweakCommandBlockExtraFields":"CommandBlock | 命令方块额外选项", - "Adds extra fields to the Command Block GUI, for settings\nthe name of the command block, and seeing the stats results":"在命令方块的GUI中添加额外的部分,用于设置命令方块的名称,并查看运行结果。", - "tweakCustomFlatPresets":"CustomFlatPresets | 自定义世界预设", - "Allows adding custom flat world presets to the list.\nThe presets are defined in Lists -> flatWorldPresets":"开启此选项后会在§6[生成世界]-[超平坦]-[预设]§f中添加自定义的预设。\n自定义预设可在§6[配置表单]-[自定义世界预设]§f中编辑添加。", - "tweakElytraCamera":"ElytraCamera | 环顾四周", - "Allows locking the real player rotations while holding the 'elytraCamera' activation key.\nThe controls will then only affect the separate 'camera rotations' for the rendering/camera.\nMeant for things like looking down/around while elytra flying nice and straight.":"启用此功能后需要在§6[通用功能快捷键]-[环顾四周]§f中设定激活快捷键。\n按住此快捷键会锁定玩家当前的视角方向,\n使玩家鼠标输入仅改变摄像机视角而不改变移动方向。\n这让玩家能够在飞行环顾四周,观赏风景。", - "§6tweakEmptyShulkerBoxesStack§r":"§6EmptyShulker | 空潜影盒堆叠§r", - "Enables empty Shulker Boxes stacking up to 64.\nNOTE: They will also stack inside inventories!\nOn servers this will cause desyncs/glitches\nunless the server has a mod that does the same.\nIn single player this changes shulker box based system behaviour.\n":"开启功能后潜影盒可以进行堆叠。\n注意:潜影盒在拾起后也会堆叠在玩家的背包内!\n而这将导致服务器出现问题,\n除非服务器有插件与其兼容。在单人游戏中,这项功能改变了潜影盒的属性。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "§6tweakEmptyShulkerBoxesStackOnGround§r":"§6EmptyS.B.Stack | 空盒掉落物合并§r", - "Enables empty Shulker Boxes stacking up to 64\nwhen as items on the ground\n":"该功能使空潜影盒能够在地面上以掉落物的形式合并,\n合并上限为一组(64个)。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "tweakExplosionReducedParticles":"ExplosionReduced | 爆炸粒子优化", - "If enabled, then all explosion particles will use the\nEXPLOSION_NORMAL particle instead of possibly\nthe EXPLOSION_LARGE or EXPLOSION_HUGE particles":"启用后,所有爆炸的粒子效果将使用“中等”体积的粒子,\n而不产生“大型”和“巨型”体积的粒子。\n这能在大量TNT爆炸时提高你的帧数。", - "tweakF3Cursor":"F3Cursor | 使用F3准心", - "Enables always rendering the F3 screen cursor":"启用后屏幕准心为按住F3时的样式。", - "tweakFakeSneaking":"FakeSneaking | 伪潜行", - "Enables \"fake sneaking\" ie. prevents you from falling from edges\nwithout slowing down the movement speed":"启用后,你将不会从方块边缘落下,类似潜行但不会降低移动速度。", - "tweakFastBlockPlacement":"FastBlockPlacement | 方块快速放置", - "Enables fast/convenient block placement when moving\nthe cursor over new blocks":"当准心移动到新方块上时放置一次,已达到快速放置的效果。\n该功能拥有多种限制器,可以在§6[通用功能快捷键]§f中查看热键设置(默认为Z+1~6)。", - "tweakFastLeftClick":"FastLeftClick | 左键快速点击", - "Enables automatic fast left clicking while holding down\nthe attack button (left click).\nThe number of clicks per tick is set in the Generic configs.":"可以在一游戏刻中点击多次左键。\n点击速度可在§6[通用功能]§f中进行设置,默认为一游戏刻2点击次。", - "tweakFastRightClick":"FastRightClick | 右键快速点击", - "Enables automatic fast right clicking while holding down\nthe use button (right click).\nThe number of clicks per tick is set in the Generic configs.":"可以在一游戏刻中点击多次右键。\n点击速度可在§6[通用功能]§f中进行设置,默认为一游戏刻2点击次。。", - "§6tweakFillCloneLimit§r":"§6FillCloneLimit | 更改填充方块上限§r", - "Enables overriding the /fill and /clone command\nblock limits in single player.\nThe new limit can be set in the Generic configs,\nin the 'fillCloneLimit' config value\n":"该功能可在单人模式当中覆写fill命令可影响的方块数量的限制\n新的数量可在通用功能的“fillClone | 填充方块上限”的配置数值中设置。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "tweakFlySpeed":"FlySpeed | 飞行速度控制", - "Enables overriding the fly speed in creative or spectator mode\nand using some presets for it":"开启后可以调整飞行速度,包括创造模式、旁观者、灵魂出窍时的飞行速度。\n此功能拥有4个预设槽,可在§6[通用功能]§f中设置。\n槽位切换快捷键需要在§6[通用功能快捷键]§f中进行设置,默认为空。", - "tweakFlexibleBlockPlacement":"FlexibleBlock | 方块灵活放置", - "Enables placing blocks in different orientations\nor with an offset, while holding down the\nhotkeys for those modes.":"按住此功能快捷键时,可以以不同的方向或角度放置方块。\n快捷键可在§6[通用功能快捷键]§f中进行设置。(默认为Ctrl&Alt)", - "tweakFreeCamera":"FreeCamera | 灵魂出窍", - "Enables a free camera mode, similar to spectator mode,\nbut where the player will remain in place where\nyou first activate the free camera mode":"启用灵魂出窍后,你可以在身边随意控制视角,就像旁观者一样。\n但你实际的交互范围并不会随着视角改变。\n此功能在§6[通用功能]§f内有两个附属选项。", - "tweakFreeCameraMotion":"FreeCameraMotion | 灵魂/身体操作切换", - "When the Free Camera mode is enabled, if this feature is also enabled,\nthe movement inputs will affect the camera entity instead of the actual player.\nThis option is provided so that it's also possible to control\nthe actual player while in Free Camera mode, by disabling this option.\nNormally, if you just want to control the camera entity while in Free camera mode,\nthen just set the same hotkey for both features.":"使用此功能可以在灵魂出窍时移动玩家而不移动视角。", - "tweakGammaOverride":"GammaOverride | 伽马覆写", - "Overrides the video settings gamma value with\nthe one set in the Generic configs":"启用后会将Gamma覆写为设定值,当Gamma大于10时即可实现无限夜视的效果。\n覆写值可于§6[通用功能]-[伽马值设定]§f设定。\n(gamma也叫灰度系数,是亮度和对比度的辅助功能。)", - "tweakHandRestock":"HandRestock | 自动补货", - "Enables swapping a new stack to the main or the offhand\nwhen the previous stack runs out":"启用后会在当前物品将使用完前自动补充一组新物品手上。\n此功能在§6[通用功能]§f内有两个附属设置。", - "tweakHoldAttack":"HoldAttack | 长按左键", - "Emulates holding down the attack button":"模拟长按攻击键的效果。", - "tweakHoldUse":"HoldUse | 长按右键", - "Emulates holding down the use button":"模拟长按使用键的效果。", - "tweakHotbarScroll":"HotbarScroll | 物品栏滚动", - "Enables the hotbar swapping via scrolling feature":"可以通过滚动功能调节物品栏", - "tweakHotbarSlotCycle":"HotbarCycle | 物品栏循环滚动", - "Enables cycling the selected hotbar slot after each placed\nblock, up to the set max slot number.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"此功能会在放置方块后循环选中下一格物品栏。\n你可以在§6[通用功能]§f中设置循环范围上限。", - "tweakHotbarSlotRandomizer":"HotbarRandom | 物品栏随机滚动", - "Enables randomizing the selected hotbar slot after each placed\nblock, up to the set max slot number.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"此功能会在放置方块后随机选中一格物品栏。\n你可以在§6[通用功能]§f中设置随机范围上限。", - "tweakHotbarSwap":"HotbarSwap | 切换物品栏", - "Enables the hotbar swapping via hotkeys feature":"通过在§6[通用功能快捷键]§f中设置的快捷键来快速切换背包与物品栏。", - "§6tweakInventoryPreview§r":"§6InventoryPreview | 容器预览§r", - "Enables an inventory preview while having the cursor over\na block or an entity with an inventory and holding down\nthe configured hotkey.\n":"当光标停留容器让快上并按下快捷键时,启用容器预览。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "tweakItemUnstackingProtection":"ItemUnstacking | 不可堆叠物品保护", - "If enabled, then items configured in Lists -> unstackingItems\nwon't be allowed to spill out when using.\nThis is meant for example to prevent throwing buckets\ninto lava when filling them.":"启用后在背包已满时你将不会制造新的不可堆叠物品。\n例如:在你收集岩浆桶时,他可以避免背包满时丢出岩浆桶。\n可在§6[配置表单]-[不可堆叠物品]§f中设置不可堆叠物品列表。", - "tweakLavaVisibility":"LavaVisibility | 岩浆夜视", - "If enabled and the player has a Respiration helmet and/or\nWather Breathing active, the lava fog is greatly reduced.":"启用后当你装备拥有§6水下呼吸§f魔咒的头盔时,\n你可以在岩浆中看的更加清晰。", - "tweakMapPreview":"MapPreview | 地图预览", - "If enabled, then holding shift over maps in an inventory\nwill render a preview of the map":"启用后,在背包内按下shift可以预览地图。", - "tweakMovementKeysLast":"MovementKeysLast | 移动方向输入覆盖", - "If enabled, then opposite movement keys won't cancel each other,\nbut instead the last pressed key is the active input.":"启用此功能后,同时按下两个反方向的移动键时,\n不再相互抵消,而是向后输入的方向移动。", - "tweakPeriodicAttack":"PeriodicAttack | 周期性单击左键", - "Enables periodic attacks (left clicks)\nConfigure the interval in Generic -> periodicAttackInterval":"单击左键的时间间隔可以在§6[通用功能]-[单击左键间隔]§f中调整。", - "tweakPeriodicUse":"PeriodicUse | 周期性单击右键", - "Enables periodic uses (right clicks)\nConfigure the interval in Generic -> periodicUseInterval":"单击右键的时间间隔可以在§6[通用功能]-[单击右键间隔]§f中调整。", - "tweakPermanentSneak":"PermanentSneak | 一直潜行", - "If enabled, the player will be sneaking the entire time":"启用后会一直保持潜行状态。\n§6注意:此功能为货真价实的潜行,会降低移动速度。§f\n§6不降低移动速度的功能为§eFakeSneak伪潜行§6。§f", - "tweakPermanentSprint":"PermanentSprint | 一直奔跑", - "If enabled, the player will be always sprinting when moving forward":"如果启用,玩家将会一直保持奔跑状态", - "tweakPlacementGrid":"PlacementGrid | 放置间距限制", - "When enabled, you can only place blocks in\na grid pattern, with a configurable interval.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"当启用时,您只能等距的破坏方块。\n按住快捷键时滚动滑轮可以快速调整设置。", - "tweakPlacementLimit":"PlacementLimit | 放置数量限制", - "When enabled, you can only place a set number\nof blocks per use/right click.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"启用后,每次放置只可以放置一定数量的方块。\n单次放置方块的数量限制可以在§6[通用功能]-[放置数量限制]§f进行修改。", - "tweakPlacementRestriction":"PlacementRestriction | 放置范围限制", - "Enables the Placement Restriction mode\n (Plane, Layer, Face, Column, Line, Diagonal)":"启用放置范围限制时,将你能放置方块的范围限制在\n一个水平面、直线、平面、对角线、棱边上。", - "tweakPlacementRestrictionFirst":"PlacementRes.First | 限制放置位置", - "Restricts block placement so that you can only\nplace blocks against the same block type\nyou first clicked on":"限制方块的放置位置,你只能在第一次点击的相同方块上放置方块。", - "tweakPlacementRestrictionHand":"PlacementRes.Hand | 限制放置方块", - "Restricts block placement so that you can only\nplace blocks against the same block type\nyou are holding in your hand":"你只能放置和点击方块相同的方块。", - "tweakPlayerInventoryPeek":"PlayerInv.Peek | 玩家背包预览", - "Enables a player inventory peek/preview, while holding the\nconfigured hotkey key for it.":"开启后你可以使用§6容器预览§f快捷键预览玩家背包。 \n§6此项通常仅在单人时生效。§f", - "tweakPotionWarning":"PotionWarning | 效果不足警报", - "Prints a warning message to the hotbar when\nnon-ambient potion effects are about to run out":"当非环境提供的(非信标)效果即将消失时,在物品栏上方显示警报提醒。", - "tweakPrintDeathCoordinates":"PrintDeath | 发送死亡坐标", - "Enables printing the player's coordinates to chat on death.\nThis feature is originally from usefulmod by nessie.":"开启后在你死亡时会在聊天栏发送死亡坐标,此坐标仅自己可见。\n这个功能最初来源于nessie的usefulmod", - "tweakPickBeforePlace":"PickBeforePlace | 自动匹配放置", - "If enabled, then before each block placement, the same block\nis switched to hand that you are placing against":"开启后在放置时会把右键点击的方块从背包中自动取到手上并放置。", - "tweakPlayerListAlwaysVisible":"PlayerList | 一直显示玩家列表", - "If enabled, then the player list is always rendered without\nhaving to hold down the key (tab by default)":"如果启用,玩家列表将会一直显示而不需要按住按键(默认为TAB)", - "tweakRemoveOwnPotionEffects":"RemovePotionEffects | 移除药水动画", - "Removes the potion effect particles from the\nplayer itself in first person mode":"启用后会在第一人称视角中移除药水的效果粒子。", - "tweakRenderInvisibleEntities":"RenderInvisible | 不可见实体渲染", - "When enabled, invisible entities are rendered like\nthey would be in spectator mode.":"启用后不可见的实体会渲染为类似旁观者的半透明状态。", - "tweakRenderLimitEntities":"RenderLimitEntities | 限制实体渲染", - "Enables limiting the number of certain types of entities\nto render per frame. Currently XP Orbs and Item entities\nare supported, see Generic configs for the limits.":"启用后可以限制每帧渲染的特定实体的数量。\n渲染数量可以在§6[通用功能]§f中分别进行设置。\n§6目前支持限制经验球和掉落物实体。§f", - "tweakRepairMode":"RepairMode | 经验修补模式", - "If enabled, then fully repaired items held in hand will\nbe swapped to damaged items that have Mending on them.":"启用此功能时,会把耐久不满并带有经验修补的装备自动切换到手中。", - "tweakShulkerBoxDisplay":"S.B.Display | 潜影盒预览", - "Enables the Shulker Box contents display when hovering\nover them in an inventory and holding shift":"鼠标悬停在背包中的潜影盒上时,按下shift将可以预览潜影盒中的内容。", - "tweakSignCopy":"SignCopy | 告示牌复制", - "When enabled, placed signs will use the text from\nthe previously placed sign.\nCan be combined with tweakNoSignGui to quickly place copies\nof a sign, by enabling that tweak after making the first sign.":"开启后放置告示牌时将自动填充上一个告示牌的文本本。\n该功能可以与§6[禁用类功能]-[禁用告示牌GUI]§f配合使用。", - "tweakSnapAim":"SnapAim | 辅助瞄准", - "Enabled a snap aim tweak, to make the player face to pre-set exact yaw rotations":"启用辅助瞄准后,玩家的视角每次只能移动预先设置的角度(默认为45度)\n角度可以在§6[通用设置]§f中进行更改。", - "tweakSnapAimLock":"SnapAimLock | 辅助瞄准锁定", - "Enables a snap aim lock, locking the yaw and/or pitch rotations\nto the currently snapped value":"启用后会锁定玩家视角的水平移动。\n§6该功能需要开启辅助瞄准后才能生效。§f", - "tweakSpectatorTeleport":"SpectatorTeleport | 旁观者传送", - "Allows spectators to teleport to other spectators.\nThis is originally from usefulmod by nessie.":"启用后你可以在旁观者模式时传送到其他旁观者的位置上。\n该功能来源于nessie的usefulmod中", - "§6tweakStructureBlockLimit§r":"§6StructureLimit | 更改结构方块范围上限§r", - "Allows overriding the structure block limit.\nThe new limit is set in Generic -> structureBlockMaxSize\n":"启用后会更改结构方块的范围上限。\n你可以在§6[通用功能]§f中设置结构方块的范围上限。(默认值: 128)\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "tweakSwapAlmostBrokenTools":"SwapBrokenTools | 工具防损坏", - "If enabled, then any damageable items held in the hand that\nare about to break will be swapped to fresh ones":"开启此功能后,耐久将要耗尽的工具会被替换为更高耐久的工具。", - "tweakTabCompleteCoordinate":"TabComplete | 坐标补全升级", - "If enabled, then tab-completing coordinates while not\nlooking at a block, will use the player's position\ninstead of adding the ~ character.":"开启此功能后,在坐标补全时如果准心没有指向方块,\n则会使用玩家坐标补全而不是相对坐标(~ ~ ~)。", - "tweakToolSwitch":"ToolSwitch | 工具自动选择", - "Enables automatically switching to an effective tool for the targeted block":"开启后将在挖掘方块时自动切换为有效工具。", - "tweakYMirror":"YMirror | Y轴镜像放置", - "Mirrors the targeted y-position within the block bounds.\nThis is basically for placing slabs or stairs\nin the opposite top/bottom state from normal,\nif you have to place them against another slab for example.":"启用后按下快捷键时,方块将放置为Y轴镜像的姿势。\n这功能主要是为了放置上下相反的半砖和楼梯。\n快捷键默认为空,需要在§6[通用功能快捷键]-[Y轴镜像放置]§f中设置。", - "tweakZoom":"Zoom | 启用望远镜", - "Enables using the zoom hotkey to, well, zoom in":"启用后需要在§6[通用功能快捷键]-[激活望远镜]§f中设置快捷键来使用望远镜。", - - - // "配置表单" - "fastPlacementItemListType":"fast | 快速放置限制方式", - "The item restriction type for the Fast Block Placement tweak":"用于限制§6快速放置方块§f的列表类型。", - "fastPlacementItemBlackList":"fast | 快速放置黑名单", - "The items that are NOT allowed to be used for the Fast Block Placement tweak,\nif the fastPlacementItemListType is set to Black List":"如果§6快速放置限制类型§f为黑名单,\n该列表中的方块均不可用于快速放置。", - "fastPlacementItemWhiteList":"fast | 快速放置白名单", - "The items that are allowed to be used for the Fast Block Placement tweak,\nif the fastPLacementItemListType is set to White List":"如果§6快速放置限制类型§f为白名单,\n那么只有该列表中的方块可用于快速放置。", - "fastRightClickBlockListType":"fast | 快速右键方块限制方式", - "The targeted block restriction type for the Fast Right Click tweak":"用于限制§6右键快速点击§f的列表类型。", - "fastRightClickBlockBlackList":"fast | 快速右键方块黑名单", - "The blocks that are NOT allowed to be right clicked on with\nthe Fast Right Click tweak, if the fastRightClickBlockListType is set to Black List":"如果§6快速右键方块限制类型§f为黑名单,\n该列表中的方块均不可用于右键快速点击。", - "fastRightClickBlockWhiteList":"fast | 快速右键方块白名单", - "The blocks that are allowed to be right clicked on with\nthe Fast Right Click tweak, if the fastRightClickBlockListType is set to White List":"如果§6快速右键方块限制类型§f为白名单,\n那么只有该列表中的方块可用于右键快速点击。", - "fastRightClickListType":"fast | 快速右键物品限制方式", - "The item restriction type for the Fast Right Click tweak":"用于限制§6右键快速点击§f的列表类型。", - "fastRightClickBlackList":"fast | 快速右键物品黑名单", - "The items that are NOT allowed to be used for the Fast Right Click tweak,\nif the fastRightClickListType is set to Black List":"如果§6快速右键物品限制类型§f为黑名单,\n手持该列表中物品时不会使用右键快速点击。", - "fastRightClickWhiteList":"fast | 快速右键物品白名单", - "The items that are allowed to be used for the Fast Right Click tweak,\nif the fastRightClickListType is set to White List":"如果§6快速右键物品限制类型§f为白名单,\n只有手持该列表中物品时能够使用右键快速点击。", - "flatWorldPresets":"flatWorld | 世界预设设置", - "Custom flat world preset strings.\nThese are in the format: name;blocks_string;biome;generation_features;icon_item\nThe blocks string format is the vanilla format, such as: 62*minecraft:dirt,minecraft:grass\nThe biome can be the registry name, or the int ID\nThe icon item name format is minecraft:iron_nugget":"自定义世界预设。格式为:名称;方块类型;生物群系;地形;图标(使用英文符号)。\n比如:\"62*minecraft:dirt,minecraft:grass\"\n生物群系可以使用数字ID或文字格式,图标请使用原版格式,如: minecraft:iron_nugget", - "potionWarningListType":"potion | 效果不足警报限制方式", - "The list type for potion warning effects":"用于限制§6效果不足警报§f的列表类型。。", - "potionWarningBlackList":"potion | 效果不足警报黑名单", - "The potion effects that will not be warned about":"不会被提醒的药水效果列表。", - "potionWarningWhiteList":"potion | 效果不足警报白名单", - "The only potion effects that will be warned about":"会被提醒的药水效果列表。", - "repairModeSlots":"repair | 经验修补模式的应用范围", - "The slots the repair mode should use\nValid values: mainhand, offhand, head, chest, legs, feet":"经验修补模式应用的范围。\n有效值:\n> 主手(mainhand)\n> 副手(offhand)\n> 头部(head)\n> 胸部(chest)\n> 腿部(legs)\n> 鞋子(feet)", - "unstackingItems":"unstacking | 不可堆叠保护列表", - "The items that should be considered for the\n'tweakItemUnstackingProtection' tweak":"功能§6不可堆叠物品保护§f所保护的物品。", - - - // "修复" - "clientChunkEntityDupeFix":"client | 客户端幽灵实体修复", - "Fixes the client world chunks essentially duping their\nentities when chunk packets are received":"修复了客户端区块加载时数据包过多出现幽灵实体的情况。", - "elytraFix":"elytraFix | 鞘翅修复", - "Elytra deployment/landing fix by Earthcomputer and Nessie":"修复鞘翅的展开与着陆。\n方案由Earthcomputer和Nessie提供", - "profilerChartFix":"profilerChart | 图表修复", - "Adds a fix for the debug profiler pie chart, that broke in MC 1.14.4":"为调试页面在1.14.4版本中失效的饼图进行了修复。", - "ravagerClientBlockBreakFix":"ravager | 劫掠兽幽灵方块修复", - "Fixes Ravagers breaking blocks on the client side,\nwhich causes annoying ghost blocks/block desyncs":"修复了客户端在袭击后产生的幽灵方块等奇怪的东西", - "tileEntityUnloadOptimization":"tileEntity | 方块实体卸载优化", - "Optimizes the removal of unloading TileEntities from the World lists.\nThis can greatly improve performance if there are lots of\nTileEntities loaded and/or unloading at once.":"优化了从世界中删除并卸载方块实体的功能。\n如果有大量的方块实体同时加载和/或卸载,这可以大大改善性能。", - - - // "通用功能" - "afterClickerClickCount":"afterClicker | 放置后点击次数", - "The number of right clicks to do per placed block when\ntweakAfterClicker is enabled":"当放置方块后,右键点击的次数。", - "blockReachDistance":"blockReach | 方块放置距离", - "The block reach distance to use if the\noverride tweak is enabled.\nThe maximum the server allows is 8 for placing, 6 for breaking.":"更改你的手长,让你能够放置\\破坏更远的方块。\n服务器最多允许的距离为:八格放置与六格破坏\n §4注意:该功能不属于原版+TAS可实现或公平的功能,而且有很大的作弊争议。§f\n§4使用此功能前请询问服务器管理是否允许此功能使用。§f", - "breakingGridSize":"breaking | 破坏间隔调节", - "The grid interval size for the grid breaking mode.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"破坏间隔距离设置,按住此功能快捷键时滑动滚轮可以快速调整。", - "breakingRestrictionMode":"breaking | 破坏模式限制方式调节", - "The Breaking Restriction mode to use (hotkey-selectable)":"选择要使用的破坏限制模式。(也可使用快捷键选择)", - "chatBackgroundColor":"chatBack | 聊天背景颜色", - "The background color for the chat messages,\nif 'tweakChatBackgroundColor' is enabled":"设定聊天栏背景颜色,需要开启§6聊天背景颜色§6功能使用。", - "chatTimeFormat":"chatTime | 聊天时间格式", - "The time format for chat messages, if tweakChatTimestamp is enabled\nUses the Java SimpleDateFormat format specifiers.":"§6聊天时间显示§f功能所显示的时间格式。\n请使用Java的简易日期格式。", - "clientPlacementRotation":"clientPlacement | 客户端放置旋转", - "Enable single player and client side placement rotations,\nsuch as Accurate Placement working in single player without Carpet mod":"允许在单人游戏中放置旋转后的方块。\n功能类似\"精确放置\"但这不需要§eCarpet MOD§f。", - "elytraCameraIndicator":"elytraCamera | 显示仰角指示器", - "Whether or not to render the real pitch angle\nindicator when the elytra camera mode is active":"当使用§6四周环顾§f时,显示仰角指示器。", - "fastBlockPlacementCount":"fastBlock | 快速放置数量", - "The maximum number of blocks to place per game tick\nwith the Fast Block Placement tweak":"§6方块快速放置§f功能在每游戏刻能够放置方块的最大数量。", - "fastLeftClickCount":"fastLeft | 左键快速点击频率", - "The number of left clicks to do per game tick when\ntweakFastLeftClick is enabled and the attack button is held down":"设置§6左键快速点击§f的点击频率,数字为每游戏刻点击的次数。", - "fastRightClickCount":"fastRight | 右键快速点击频率", - "The number of right clicks to do per game tick when\ntweakFastRightClick is enabled and the use button is held down":"设置§6右键快速点击§f的点击频率,数字为每游戏刻点击的次数。", - "fillCloneLimit":"fillClone | 填充方块上限", - "The new /fill and /clone block limit in single player,\nif the tweak to override them is enabled":"设置§6更改填充方块上限§f功能的填充/克隆指令方块上限。\n§6注意:此功能在多人游戏中不生效。", - "flexibleBlockPlacementOverlayColor":"flexibleBlock | 灵活放置GUI颜色", - "The color of the currently pointed-at\nregion in block placement the overlay":"设定§6方块灵活放置§f功能启用时方块上覆盖层的颜色。", - "flySpeedPreset1":"flySpeed | 飞行速度预设1", - "The fly speed for preset 1":"飞行速度的预设值1。", - "flySpeedPreset2":"flySpeed | 飞行速度预设2", - "The fly speed for preset 2":"飞行速度的预设值2。", - "flySpeedPreset3":"flySpeed | 飞行速度预设3", - "The fly speed for preset 3":"飞行速度的预设值3。", - "flySpeedPreset4":"flySpeed | 飞行速度预设4", - "The fly speed for preset 4":"飞行速度的预设值4。", - "freeCameraMotionToggle":"free | 灵魂出窍绑定操作切换", - "If enabled, then toggling on/off the Free Camera mode\nwill also automatically toggle on/off the free camera motion feature":"开启此功能后,§6灵魂出窍§f的开关会与§6灵魂/身体操作切换§f的开关绑定在一起。\n也就是说,你每次开启灵魂出窍后会默认操控身体而不是视角。", - "gammaOverrideValue":"gammaOverride | 覆写伽马设定", - "The gamma value to use when the override option is enabled":"启用§6伽马覆写§f后,所覆写的伽马值。", - "handRestockPre":"handRestockPre | 预先补货", - "If enabled, then hand restocking happens\nbefore the stack runs out":"开启后会在手上的物品耗尽前提前补充新的物品。", - "hotbarSlotCycleMax":"hotbarSlot | 物品栏循环上限", - "This is the last hotbar slot to use/cycle through\nif the hotbar slot cycle tweak is enabled.\nBasically the cycle will jump back to the first slot\nwhen going over the maximum slot number set here.":"设定§6物品栏循环滚动§f可以滚动到的最后一个栏位。\n当超过设定的最大值时,会返回第一个栏位。", - "hotbarSlotRandomizerMax":"hotbarSlot | 物品栏随机上限", - "This is the last hotbar slot to use if the hotbar slot randomizer\ntweak is enabled. Basically the selected hotbar slot will be randomly\npicked from 1 to this maximum slot after an item use.":"设定§6物品栏随机滚动§f可以滚动到的最后一个栏位。\n当超过设定的最大值时,会返回第一个栏位。", - "hotbarSwapOverlayAlignment":"hotbarSwap | 背包显示位置", - "The positioning of the hotbar swap overlay":"设定显示背包内容物预览的位置。", - "hotbarSwapOverlayOffsetX":"hotbarSwap | 背包显示X轴偏移", - "The horizontal offset of the hotbar swap overlay":"设定显示背包内容物预览的水平偏移量。", - "hotbarSwapOverlayOffsetY":"hotbarSwap | 背包显示Y轴偏移", - "The vertical offset of the hotbar swap overlay":"设定显示背包内容物预览的垂直偏移量。", - "itemSwapDurabilityThreshold":"itemSwap | 工具耐久阈值", - "This is the durability threshold (in uses left)\nfor the low-durability item swap feature.\nNote that items with low total durability will go lower\nand be swapped at 5%% left.":"启用§6工具防损坏§f后,低于该耐久的工具会被自动交换。", - "lavaVisibilityOptifineCompat":"lavaVisibility | 兼容性岩浆夜视", - "Use an alternative version of the Lava Visibility,\nwhich is Optifine compatible (but more hacky).\nImplementation credit to Nessie.":"这是岩浆夜视的另一个版本,该版本可以与Optifine兼容(但他更illegal)。\n此功能由Nessie提供。", - "mapPreviewSize":"mapPreviewSize | 地图预览尺寸", - "The size of the rendered map previews":"使用§6地图预览§f时地图的尺寸。", - "periodicAttackInterval":"periodicAttack | 单击左键间隔", - "The number of game ticks between automatic attacks (left clicks)":"在§6周期性单击左键§f功能中,相邻两次单击的间隔时间。(单位gt)", - "periodicUseInterval":"periodicUse | 单击右键间隔", - "The number of game ticks between automatic uses (right clicks)":"在§6周期性单击右键§f功能中,相邻两次单击的间隔时间。(单位gt)", - "permanentSneakAllowInGUIs":"permanentSneak | 界面下永久潜行", - "If true, then the permanent sneak tweak will\nalso work while GUIs are open":"开启此功能后即便你打开了游戏内的任何界面,你仍然会保持潜行的状态。", - "placementGridSize":"placementGridSize | 放置间距大小", - "The grid interval size for the grid placement mode.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"当启用了§6放置间距限制§f功能时,设置放置间距的大小。\n按住该功能快捷键时滑动滚轮可以快速调整。", - "placementLimit":"placementLimit | 放置数量限制", - "The number of blocks you are able to place at maximum per\nright click, if tweakPlacementLimit is enabled.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"当启用了§6放置数量限制§f功能时,设置每次放置的方块数量。\n按住该功能快捷键时滑动滚轮可以快速调整。", - "placementRestrictionMode":"placement | 放置模式限制", - "The Placement Restriction mode to use (hotkey-selectable)":"使用的放置模式限制(可使用热键调节)", - "placementRestrictionTiedToFast":"placement | 放置范围限制绑定", - "When enabled, the Placement Restriction mode will toggle\nits state of/off when you toggle the Fast Placement mode.":"启用此功能后,当开启/关闭§6方块快速放置§f时,§6放置范围限制§f将同步开启/关闭。", - "potionWarningBeneficialOnly":"potion | 仅显示正面效果警报", - "Only warn about potion effects running out that are marked as \"beneficial\"":"开启后仅显示正面效果的§6效果不足警报§f。", - "potionWarningThreshold":"potionWarning | 效果警报阈值", - "The remaining duration of potion effects (in ticks)\nafter which the warning will start showing":"当开启§6效果不足警报§f时,当身上的效果剩余时间小于此值时会对玩家发出提示。", - "renderLimitItem":"renderLimitItem | 掉落物数量限制", - "Maximum number of item entities rendered per frame.\nUse -1 for normal behaviour, ie. to disable this limit.":"设定§6限制实体渲染§f功能对§e掉落物§f的最大渲染数量。\n填写-1代表不限制数量,即禁用此限制。", - "renderLimitXPOrb":"renderLimitXPOrb | 经验球数量限制", - "Maximum number of XP orb entities rendered per frame.\nUse -1 for normal behaviour, ie. to disable this limit.":"设定§6限制实体渲染§f功能对§e经验球§f的最大渲染数量。\n填写-1代表不限制数量,即禁用此限制。", - "shulkerDisplayBgColor":"shulkerDisplay | 彩色潜影盒预览", - "Enables tinting/coloring the Shulker Box display\nbackground texture with the dye color of the box":"将§6潜影盒预览§f功能预览界面的背景颜色设定为潜影盒的颜色。", - "shulkerDisplayRequireShift":"shulkerDisplay | 潜影盒预览", - "Whether or not holding shift is required for the Shulker Box preview":"潜影盒预览是否需要按住shift键", - "slotSyncWorkaround":"slotSync | 同步物品槽", - "This prevents the server from overriding the durability or\nstack size on items that are being used quickly for example\nwith the fast right click tweak.":"开启此项可以放置在服务器上快速使用时,\n物品的堆叠数或耐久度显示与实际不符。", - "snapAimIndicator":"snapAim | 瞄准辅助指示器", - "Whether or not to render the snap aim angle indicator":"是否显示瞄准辅助指示器。", - "snapAimIndicatorColor":"snapAim | 瞄准辅助指示器颜色", - "The color for the snap aim indicator background":"§6瞄准辅助指示器§f的背景颜色。", - "snapAimMode":"snapAimMode | 瞄准辅助模式", - "Snap aim mode: yaw, or pitch, or both":"切换瞄准辅助模式:水平角或俯仰角,或都显示。", - "snapAimPitchOvershoot":"snapAim | 瞄准辅助翻转过限", - "Whether or not to allow overshooting the pitch angle\nfrom the normal +/- 90 degrees up to +/- 180 degrees":"是否允许翻转角度大于正常的+/-90度 \n达到过限的+/-180度", - "snapAimPitchStep":"snapAim | 瞄准辅助水平角模式", - "The pitch angle step of the snap aim tweak":"§6瞄准辅助§f显示翻转角度指示器。", - "snapAimYawStep":"snapAim | 瞄准辅助俯仰角模式", - "The yaw angle step of the snap aim tweak":"§6瞄准辅助§f显示旋转角度指示器。", - "structureBlockMaxSize":"structureBlock | 结构方块范围限制", - "The maximum dimensions for a Structure Block's saved area":"修改§6更改结构方块范围上限§f功能结构方块能保存的最大范围。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "zoomFov":"zoomFov | 缩放时视角", - "The FOV value used for the zoom feature":"设置使用望远镜时的视野角度。", - - - // "禁用类" - "disableBlockBreakingParticles":"Block | 禁用方块破碎粒子", - "Removes the block breaking particles.\n(This is originally from usefulmod by nessie.)":"移除当方块破碎时产生的粒子效果。(由nessie制作)", - "disableDoubleTapSprint":"DoubleTapSprint | 禁用双击疾跑", - "Disables the double-tap-forward-key sprinting":"禁用后双击前进键时不会触发疾跑。", - "disableBossFog":"BossFog | 禁用Boss烟雾渲染", - "Removes the fog that boss mobs cause":"移除boss所产生的烟雾效果。", - "disableClientEntityUpdates":"ClientEntity | 禁用实体更新", - "Disables ALL except player entity updates on the client.\nThis is mainly meant for situations where you need to be\nable to do stuff to fix excessive entity count related problems":"禁用客户端中除了玩家外所有实体的更新。\n当你需要去处理实体过多环境下的情况时,这可以降低客户端的渲染压力。", - "disableDeadMobRendering":"DeadMob | 禁用怪物尸体渲染", - "Prevents rendering dead mobs (entities that are at 0 health)":"不渲染死亡的怪物(生命值为0的实体),但这并不影响你与尸体交互。", - "disableDeadMobTargeting":"DeadMob | 禁用怪物尸体交互", - "Prevents targeting entities that are at 0 health.\nThis fixes for example hitting already dead mobs.":"防止锁定生命值处于0的实体,开启后你将不会打到已死亡的怪物身上。\n §4注意:该功能不属于原版+TAS可实现或公平的功能。§f\n§4使用此功能前请询问服务器管理是否允许此功能使用。§f", - "disableEntityRendering":"Entity | 禁用实体渲染", - "Disables ALL except player entity rendering.\nThis is mainly meant for situations where you need to be\nable to do stuff to fix excessive entity count related problems":"禁用客户端中除了玩家外所有实体的渲染。\n当你需要去处理实体过多环境下的情况时,这可以极大地降低客户端的渲染压力。", - "§6disableEntityTicking§r":"§6Entity | 禁用实体运算§r", - "Prevent everything except player entities from getting ticked":"禁止除玩家以外的所有实体运算。", - "disableFallingBlockEntityRendering":"FallingBlock | 禁用掉落方块渲染", - "If enabled, then falling block entities won't be rendered at all":"开启后掉落中的方块将不会被渲染。", - "disableInventoryEffectRendering":"InventoryEffect | 禁用背包中效果", - "Removes the potion effect rendering from the inventory GUIs":"移除了背包中药水、附魔效果的渲染。", - "disableItemSwitchRenderCooldown":"ItemSwitch | 禁用装备动画", - "If true, then there won't be any cooldown/equip animation\nwhen switching the held item or using the item.":"开启后在你切换或使用物品时将不会有任何的冷却/装备动画。", - "disableMobSpawnerMobRendering":"MobSpawnerMob | 禁用怪物生成渲染", - "Removes the entity rendering from mob spawners":"移除了怪物生成时的实体渲染。", - "disableNetherFog":"NetherFog | 禁用下界迷雾", - "Removes the fog in the Nether":"移除下界空中的迷雾。", - "§6disableObserver§r":"§6Observer | 禁用侦测器§r", - "Disable Observers from triggering at all":"完全禁止侦测器被触发。", - "disableOffhandRendering":"Offhand | 禁用副手渲染", - "Disables the offhand item from getting rendered":"禁用副手持有物品时对副手的渲染。", - "disableParticles":"Particles | 禁用所有粒子", - "Disables all particles":"禁用所有的粒子效果。", - "disablePortalGuiClosing":"PortalGuiClosing | 禁止传送门关闭GUI", - "If enabled, then you can still open GUIs while in a Nether Portal":"如果启用,你可以在传送门中开启各种界面。", - "disableRainEffects":"RainEffects | 禁用下雨效果", - "Disables rain rendering and sounds":"禁用下雨时的视觉效果与声音。", - "disableRenderDistanceFog":"Render | 禁用远处迷雾", - "Disables the fog that increases around the render distance":"禁用视距边缘的迷雾。", - "disableSignGui":"SignGui | 禁用告示牌GUI", - "Prevent the Sign edit GUI from opening":"禁用告示牌打开时的编辑界面。", - "disableSlimeBlockSlowdown":"SlimeBlock | 禁用粘液块减速", - "Removes the slowdown from walking on Slime Blocks.\n(This is originally from usefulmod by nessie.)":"消除了在粘液块上移动时减速效果。\n此功能来自nessie制作的usefulmod。", - "disableTileEntityRendering":"TileEntity | 禁用方块实体渲染", - "Prevents all TileEntity renderers from rendering":"阻止所有的方块实体渲染。", - "§6disableTileEntityTicking§r":"§6TileEntity | 禁用方块实体计算§r", - "Prevent all TileEntities from getting ticked":"阻止所有的方块实体被加入运算。", - "§6disableVillagerTradeLocking§r":"§6Villager | 禁用村民交易锁定§r", - "Prevents villager trades from ever locking, by always incrementing\nthe max uses as well when the recipe uses is incremented":"通过在交易时增加最大次数限制来防止村民锁定交易。", - "disableWallUnsprint":"WallUnsprint | 禁用墙壁刹车", - "Touching a wall doesn't drop you out from sprint mode":"开启后在疾跑时撞上墙壁也不会停止疾跑状态。。", - - - // "主菜单" - "Advanced Keybind settings":"高级按键绑定设置", - "Activate On:":"激活", - "Allow empty keybind:":"允许绑定为空", - "Allow extra keys:":"允许额外的绑定", - "Order Sensitive:":"顺序敏感", - "Excluzmdfsive AdvancSinbinged":"检测版本问题", - "Cancel further processing:":"取消下一步处理", - "Exclusive:":"排他性", - "Context:":"连锁", - "- Left click to configure":"-点击左键配置", - "- Right click to reset to defaults":"-右键重置配置", - "Advanced Keybind Settings for placementRestrictionModeline":"高级热键绑定设置的位置限制模式", - - - - // "20200812更新":"这只是一个更新TAG", - // 通用设置更新 - "freeCameraPlayerMovement":"freeCamPlayer | 灵魂/身体操作切换", - "When enabled, the movement inputs in the Free Camera mode\nwill move the actual client player instead of the camera":"当启用时,在灵魂出窍模式下的移动输入将移动实际的客户端的视角而不是相机\n也就是说,当你开启这个功能时,你操纵的是角色本体", - "Toggle the Generic -> freeCameraPlayerMovement option":"切换通用功能中的\"freeCamPlayer | 灵魂/身体操作切换\"选项", - "zoomAdjustMouseSensitivity":"zoomAdjustMouse | 调整缩放灵敏度", - "If enabled, then the mouse sensitivity is reduced\nwhile the zoom feature is enabled and the zoom key is active":"开启此项后,在按下§6[激活望远镜]§f快捷键时,会降低鼠标灵敏度。", - "periodicHoldAttackDuration":"periodicHoldAttack | 左键按住时间", - "The number of game ticks to hold down attack":"这个数字是玩家持续按住左键的时间。(单位:游戏刻)", - "periodicHoldAttackInterval":"periodicHoldAttack | 左键按住间隔", - "The number of game ticks between starting to hold down attack (left click)":"这个数字是间隔多久按住一次。(单位:游戏刻)", - "periodicHoldUseDuration":"periodicHoldAttack | 右键按住时间", - "The number of game ticks to hold down use":"这个数字是玩家持续按住右键的时间。(单位:游戏刻)", - "periodicHoldUseInterval":"periodicHoldAttack | 右键按住间隔", - "The number of game ticks between starting to hold down use (right click)":"这个数字是间隔多久按住一次。(单位:游戏刻)", - // 列表更新 - "creativeExtraItems":"creativeExtra | 额外物品清单", - "Extra items that should be appended to the creative inventory.\nCurrently these will appear in the Transportation category.\nIn the future the group per added item will be customizable.":"在创造模式物品菜单中的[交通运输]中添加额外物品。", - // 功能开启设置更新 - "tweakCreativeExtraItems":"CreativeExtra | 创造额外物品", - "Adds custom items to item groups.\nSee Lists -> 'creativeExtraItems' to control which items are added to the groups.\nNote: Currently these will be added to the Transportation group\n(because it has the elast items), but in the future\nthe groups will be configurable per added item":"开启后会在创造模式物品菜单中的[交通运输]中添加额外物品。\n默认为命令方块与结构方块一类。\n你也可以在§6[配置表单]-[额外物品清单]§f中自行额外添加。", - "tweakFakeSneakPlacement":"FakeSneakPlacement | 屏蔽方块交互", - "This tweak offsets the click position to the adjacent air block\nfrom the block that you actually click on.\nThis basically allows you to place blocks against blocks\nthat have a click action, such as opening inventory GUIs,\nwithout having to sneak. Note that this doesn't not actually\nfake sneaking in any way, just the apparent effect is similar.":"该功能将你的点击位置从可交互的方块上调整到了他旁边的空气上,\n这让你可以在可交互的方块旁边直接放置方块而不打开交互界面。\n注意:这不是真正的伪潜行,只是看上去效果一样。", - "tweakPeriodicHoldAttack":"PeriodicHoldAttack | 周期性长按左键", - "Enables periodically holding attack for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldAttackInterval\nand the duration in periodicHoldAttackDuration\n§6Note: You should not use the normal hold attack§r\n§6or the periodic attack at the same time§r":"循环周期与单次按住时间可以在§6[通用功能]§f中调整。\n§6注意:请不要将此功能与长按左键一同使用。§f", - "tweakPeriodicHoldUse":"PeriodicHoldUse | 周期性长按右键", - "Enables periodically holding use for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldUseInterval\nand the duration in periodicHoldUseDuration\\n§6Note: You should not use the normal hold use§r\n§6or the periodic use at the same time§r":"循环周期与单次按住时间可以在§6[通用功能]§f中调整。\n§6注意:请不要将此功能与长按右键一同使用。§f", - "tweakRenderEdgeChunks":"RenderEdgeChunks | 渲染边界区块", - "Allows the edge-most client-loaded chunks to render.\nVanilla doesn't allow rendering chunks that don't have\nall the adjacent chunks loaded, meaning that the edge-most chunk\nof the client's loaded won't render in vanilla.\nThis is also very helpful in the Free Camera mode!":"允许渲染加载强度为“边界”的区块,这在灵魂出窍状态下比较有用。\n原版中不允许渲染加载强度为“边界”的区块,导致客户端加载的大部分边缘区块不能正常显示。", - // 通用设置快捷键更新 - "toggleGrabCursor":"toggleGrabCursor | 切换鼠标", - "Grabs or ungrabs the mouse cursor, depending on the current state":"将鼠标从当前窗口切换到外部窗口,在外部窗口的鼠标操作不影响游戏内操作。", - - // "20200920更新":"这只是一个更新TAG", - // 通用设置更新 - "freeCameraPlayerInputs":"freeCam | 灵魂出窍玩家操作", - "When enabled, the attacks and use actions\n(ie. left and right clicks) in Free Camera mode are\nlet through to the actual player.":"启用后,你才能在灵魂出窍状态下控制自己。", - "slotSyncWorkaroundAlways":"slotSync | 一直同步物品槽", - "Enables the slot sync workaround at all times when the use key\nis held, not only when using fast right click or fast block placement.\nThis is mainly for other mods that may quickly use items when\nholding down use, such as Litematica's Easy Place mode.":"启用这种工作方式后,会在按住右键时持续同步,\n例如使用§6方块快速放置§f或§6右键快速点击§f时。\n这在你使用当按住右键时会快速使用物品的其他MOD时会很有用,\n比如§elitematica§f的§6轻松放置功能§f。", - // 功能开启设置更新 - "tweakSneak_1.15.2":"Sneak1.15.2 | 潜行恢复", - "Restores the 1.15.2 sneaking behavior":"恢复了1.15.2的潜行行为", - // 通用设置快捷键更新 - "freeCameraPlayerInputs":"freeCam | 灵魂出窍玩家操作", - "Toggle the Generic -> freeCameraPlayerInputs option":"用于切换[通用设置]-[灵魂出窍玩家操作]功能的开启与关闭。", - "swapElytraChestplate":"swapElytra | 鞘翅胸甲", - "Swaps the currently equipped item in the chest slot between an Elytra and a Chest Plate":"按下快捷键时,更换胸部装备为鞘翅/胸甲。", - - // "20210227更新":"这只是一个更新TAG1.16.4", - "handRestockPreThreshold":"handRestock | 自动补货阈值", - "The stack size threshold at which Hand Restock will happen\nin the pre-restock mode":"在自动补货模式下的补货阈值", - "disableAxeStripping":"AxeStripping | 禁用斧头去皮", - "Disables stripping logs with an axe":"禁用斧头对原木右键会使原木变为去皮原木的操作", - "disableNauseaEffect":"NauseaEffect | 禁用恶心效果", - "Disables the nausea visual effects":"禁用恶心所导致的视觉效果", - "disableWorldViewBob":"WorldViewBob | 禁用视角摇晃", - "Disables the view bob wobble effect of the world, but not the hand":"禁用移动时的视角摇晃效果,不是禁用手部摇晃。", - - - // "20210227更新":"这只是一个更新TAG-1.17", - "disableArmorStandRendering":"ArmorStand | 禁用盔甲架渲染", - "Disabled all Armor Stand entity rendering":"禁用了所有盔甲架实体的渲染", - "tweakHangableEntityBypass":"HangableEntity | 忽略悬挂实体", - "Allows not targeting hangable entities (Item Frames and Paintings).\nThe Generic -> hangableEntityBypassInverse option can be used to control\nwhether you must be sneaking or not sneaking to be able to target the entity.":"启用此功能将改变玩家与悬挂类实体(展示框和画)的交互方式。\n开启后默认忽略与悬挂类实体的交互,\n可在§6[通用功能]-[悬挂实体交互方式]§f设置与悬挂类实体的交互方法。", - "§6tweakSculkPulseLength§r":"§6SculkPulseLength | 调整潜声植物脉冲§r", - "Allows modifying the Sculk Sensor pulse length. Set the pulse length in Generic -> sculkSensorPulseLength\n":"允许修改潜声传感器的脉冲长度,在通用设置sculkSensorPulseLength中进行调整。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "hangableEntityBypassInverse":"hangableEntity | 悬挂实体交互方式", - "If the hangableEntityTargetingBypass tweak is enabled,\nthen this controls whether the player must be or must not be\nsneaking to be able to target the hangable entity (Item Frame or Painting).\n > true - Sneaking = ignore/bypass the entity\n > false - Sneaking = target the entity":"此功能需要启用§6忽略悬挂实体§f。\n> §2开启时§f 潜行=忽略实体\n> §4关闭时§f 潜行=交互实体", - "sculkSensorPulseLength":"sculkSensor | 潜声植物脉冲长度", - "The pulse length for Sculk Sensors, if the 'tweakSculkPulseLength' tweak is enabled.":"启用§6调整潜声植物脉冲§f时,该数值为潜声植物发出的脉冲长度。(单位:游戏刻)", - - - // "20210612更新_1.17正式版" - // "禁用" - "disableChunkRendering":"Chunk | 禁用区块渲染", - "Disables chunk (re-)rendering. This will make any block changes non-visible\nuntil this is disable again and F3 + A is used to refresh the world rendering.\nThis might help with low fps in places with lot of block change.":"禁用区块渲染,这会导致所有方块不可见。\n恢复渲染需要在禁用此功能后使用 F3 + A 重新渲染世界。\n这可能会让你在大量方块改变时拥有不那么低的帧数。", - "disableClientLightUpdates":"Client | 禁用客户端光照更新", - "Disables all client-side light updates":"禁用客户端的所有光照更新。", - "disableRenderingScaffolding":"Renderingscaffold | 禁用脚手架渲染", - "Disables rendering of Scaffolding Blocks":"禁用脚手架的渲染。", - - // "20210922更新_1.16.5" - "toolSwitchableSlots":"toolSwitch工具选择范围", - "The slots that the Tool Switch tweak is allowed to put tools to.\nNote that Tool Switch can also switch to other slots in the hotbar,\nif they already have the preferred tool, but it will only\nswap new tools to these slots":"工具选择的物品栏调整为允许选择的物品栏位。\n请注意,工具选择也可以切换到快捷栏中的其他物品栏位,\n如果已经拥有首选工具,只会将新工具切换到这些物品栏位", - "macHorizontalScroll":"macScroll | MAC修复", - "If you are on Mac/OSX, this applies the same fix/change\nas the hscroll mod, while not breaking all the scroll handling\nin malilib-based mods.":"如果您使用的是 Mac,这将应用与 hscroll mod 相同的修复/更改,\n同时不会破坏基于 malilib 的 mod 中的所有滚动处理。", - "Allows the edge-most client-loaded chunks to render.\nVanilla doesn't allow rendering chunks that don't have\nall the adjacent chunks loaded, meaning that the edge-most chunk\nof the client's loaded won't render in vanilla.\n§lThis is also very helpful in the Free Camera mode!§r":"允许客户端渲染边缘区域的加载区块。不允许渲染没有加载的所有相邻块的区块,\n这意味着客户端加载的最边缘区块不会渲染。这在灵魂出窍模式下也非常有用!", - "writeMapsAsImages":"writeMaps | 地图导出", - "Writes all the currently available maps as images\nto the 'config/tweakeroo/map_images//' directory":"将所有当前可用的地图作为图像写入到 \n'config/tweakeroo/map images//' 目录", - "Disables all Armor Stand entity rendering":"禁用所有盔甲架的实体渲染", - "Disables chunk (re-)rendering. This will make any block changes non-visible\\nuntil this is disabled again and F3 + A is used to refresh the world rendering.\\nThis might help with low fps in places with lots of block changes in some situations,\\nwhere the block changes are not really relevant at that time.":"禁用方块多次渲染。这将使任何方块的更新不可见,\n直到再次禁用它并使用 F3 + A 刷新世界渲染。 \n在某些情况下,这可能有助于在有大量块更改的地方降低 fps,\n此时方块更新与真正的更新无关。", - "Enables periodically holding attack for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldAttackInterval\nand the duration in periodicHoldAttackDuration\n§6Note: You should not use the normal hold attack\n§6or the periodic attack at the same time":"在一定的时间内保持左键状态。 \n在[通用设置]->[左键按住间隔] 中配置时间间隔,\n在[左键按住时间]中配置持续时间\n§6注意:你不应该同时使用长按左键或左键连点", - "Enables periodically holding use for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldUseInterval\nand the duration in periodicHoldUseDuration\\n§6Note: You should not use the normal hold use\n§6or the periodic use at the same time":"在一定的时间内保持右键状态。 \n在[通用设置]->[右键按住间隔] 中配置时间间隔,\n在[右键按住时间]中配置持续时间\n§6注意:你不应该同时使用长按右键或右键连点", - - // "20211204更新_1.17.1正式版" - //通用功能 - "snapAimOnlyCloseToAngle":"snapAim | 预设角度内锁定视角", - "If enabled, then the snap aim only snaps to the angle\nwhen the internal angle is within a certain distance of it.\nThe threshold can be set in snapAimThreshold":"启用该功能后那么视角锁定功能\n将仅在一定阈值内的角度时锁定该角度。\n角度阈值可以在snapAimThreshold中设置", - "snapAimThresholdPitch":"snapAim | 角度阈值(垂直方向)", - "The angle threshold inside which the player rotation will\nbe snapped to the snap angle.":"当玩家的视角在这个角度阈值内时,\n玩家的视角旋转将被捕获到固定角度。", - "snapAimThresholdYaw":"snapAim | 角度阈值(水平方向)", - "The angle threshold inside which the player rotation will\nbe snapped to the snap angle.":"当玩家的视角在这个角度阈值内时,\n玩家的视角旋转将被捕获到固定角度。", - - //配置表单 - "blockBreakRestrictionListType":"blockBreak | 方块破坏规则限制方式", - "The restriction list type for the Block Type Break Restriction tweak":"使用方块破坏规则时的限制方式", - "blockBreakRestrictionBlackList":"blockBreak | 方块破坏规则黑名单", - "The blocks that are NOT allowed to be broken while the Block Break Restriction tweak is enabled,\nif the blockBreakRestrictionListType is set to Black List":"如果“方块破坏规则限制方式”设置为黑名单,\n那么使用方块破坏规则时将无法破坏此类方块", - "blockBreakRestrictionWhiteList":"blockBreak | 方块破坏规则白名单", - "The only blocks that can be broken while the Block Break Restriction tweak is enabled,\nif the blockBreakRestrictionListType is set to White List":"如果“方块破坏规则限制方式”设置为白名单,\n那么使用方块破坏规则时将只可破坏此类方块", - "handRestockListType":"handRestock | 自动补货限制方式", - "The restriction list type for the Hand Restock tweak":"使用自动补货时的限制方式", - "handRestockBlackList":"handRestock | 自动补货黑名单", - "The items that are NOT allowed to be restocked with the Hand Restock tweak,\nif the handRestockListType is set to Black List":"如果“自动补货限制方式”设置为黑名单,\n那么自动补货时将无法补充此类物品", - "handRestockWhiteList":"handRestock | 自动补货白名单", - "The only allowed items that can be restocked with the Hand Restock tweak,\nif the handRestockListType is set to White List":"如果“自动补货限制方式”设置为白名单,\n那么自动补货时将只能补充此类物品", - - //工具开关 - "tweakBlockTypeBreakRestriction":"BlockTypeBreak | 方块破坏规则", - "Restricts which blocks you are able to break (manually).\nSee the corresponding 'blockBreakRestriction*' configs in the Lists category.":"使用您定制的方块破坏规则。\n在配置表单中的'blockBreakRestriction'更改您的配置。", - "If enabled, then the level of Respiration and Aqua Affinity enchantments,\nand having the Fire Resistance effect active,\nwill greatly increase the visibility under lava.":"如果启用该功能,\n那么水下呼吸附魔的等级,\n以及防火效果的激活,\n将大大增加岩浆下的视野。", - - //通用功能快捷键 - "sitDownNearbyPets":"sitDown | 坐下!", - "Makes all nearby pets sit down":"让附近所有的宠物坐下", - "standUpNearbyPets":"standUp | 起来!", - "Makes all nearby pets stand up":"让附近所有的宠物站起",//全体起立!我向周围的猫猫狗狗宣布!\n从今天起这个地方叫lbw广场!\nby-yuki - - //禁用类功能 - "disableScoreboardRendering":"Scoreboard | 禁用计分板显示", - "Removes the sidebar scoreboard rendering":"禁用侧面的计分板显示", - "disableShulkerBoxTooltip":"SBoxTooltip | 禁用潜影盒原版显示", - "Disables the vanilla text tooltip for Shulker Box contents":"关闭潜影盒内容的原版文字显示", - - // "20220130更新_1.18.1正式版" - //通用功能 - "If enabled, then the Flexible Block Placement and the\nAccurate Block Placement use the protocol implemented in Carpet mod.\n§6Note: This is required for any block rotations to work, other than\n§6blocks that only care about the block side you click on (Hoppers, Logs etc.)":"如果启用,那么灵活放置和精确放置将会使用地毯mod实现。\n§6注意:任何方块旋转都需要这样做,\n§6除了方向只依赖于你在侧面点击的方块(漏斗、原木等)", - "fastLeftClickAllowTools":"LeftClickTools | 左键连点工具兼容", - "Allow the Fast Left Click to work in survival\nalso while holding tool items":"在生存当中开启左键快速点击将兼容工具\n§b金合欢:你们挖区块都不开连点的吗?", - "If enabled, then the Fast Block Placement feature will always remember\nthe orientation of the first block you place.\nWithout this, the orientation will only be remembered\nwith the Flexible Block Placement enabled and active.":"如果启用,那么快速放置功能将始终记住你放置的第一个方块的方向。\n如果禁用,方向只会在启用并激活灵活放置的情况下被记住。", - "If enabled, then the Flexible Block Placement status\nwill be remembered from the first placed block,\nas long as the use key (right click) is held down.\nBasically you don't have to keep holding all the flexible\nactivation keys to fast place all the blocks in the same orientation.":"如果启用,那么灵活放置状态将从第一个放置的方块\n开始记住朝向,只要按住使用键(右键单击)。基本上,\n您不必一直按住灵活放置的快捷键即可将所有方块快速放置在同一方向。", - "blockTypeBreakRestrictionWarn":"blockBreakWarn | 破坏限制告警", - "Selects which type of warning message to show (if any)\nwhen the Block Type Break Restriction feature prevents breaking a block":"当“方块类型破坏限制”阻止破坏方块时,\n将显示哪种类型的警告消息(如果有的话)", - "entityTypeAttackRestrictionWarn":"entityAttackWarn | 攻击限制告警", - "Selects which type of warning message to show (if any)\nwhen the Entity Type Attack Restriction feature prevents attacking an entity":"当“实体类型攻击限制”阻止攻击实体时,\n将显示哪种类型的警告消息(如果有的话)", - "flyDecelerationFactor":"flyDeceleration | 飞行阻力因素", - "This adjusts how quickly the player will stop if the\n'customFlyDeceleration' tweak is enabled":"如果启用“飞行减速”功能,\n将调整玩家创造飞行时的停止速度(数值越大惯性越大)", - "toolSwitchIgnoredSlots":"toolSwitch | 工具选择忽略槽位", - "The slots where the Tool Switch tweak does not work when they are active.":"写入自动工具选择的忽略槽位\n当使用这几个槽位点击想要破坏的方块时\n自动工具选择将不会起作用\n书写样例:1-4", - - //修复 - "Elytra landing fix by Earthcomputer and Nessie.\nThe deployment fix is now in vanilla, so this only affects landing now.":"鞘翅着陆被Earthcomputer和Nessie修复\n原版现在修复了起飞,所以该功能只影响了降落", - - //配置表单 - "blockTypeBreakRestrictionListType":"blockBreak | 方块破坏规则限制方式", - "blockTypeBreakRestrictionBlackList":"blockBreak | 方块破坏规则黑名单", - "blockTypeBreakRestrictionWhiteList":"blockBreak | 方块破坏规则白名单", - "entityTypeAttackRestrictionListType":"entityAttack | 实体攻击规则限制方式", - "The restriction list type for the Entity Type Attack Restriction tweak":"使用实体攻击规则时的限制方式", - "entityTypeAttackRestrictionBlackList":"entityAttack | 实体攻击规则黑名单", - "The entities that are NOT allowed to be attacked while the Entity Attack Restriction tweak is enabled,\nif the entityAttackRestrictionListType is set to Black List":"当实体攻击限制启用时,如果实体攻击限制方式设置为黑名单,\n那么这是不可以被攻击的实体", - "entityTypeAttackRestrictionWhiteList":"entityAttack | 实体攻击规则白名单", - "The only entities that can be attacked while the Entity Attack Restriction tweak is enabled,\nif the entityAttackRestrictionListType is set to White List":"当实体攻击限制启用时,如果实体攻击限制方式设置为白名单,\n那么这是唯一可以被攻击的实体", - "entityWeaponMapping":"entityWeapon | 武器切换规则", - "Mapping for what weapon should be used with the\n'tweakWeaponSwitch' tweak.\n'' will be used when no other mapping is defined.\n'' will not trigger a weapon switch.":"通过打开“武器自动选择”选项来选择应该使用的武器。\n- :将在没有定义其他实体时使用\n- :不会触发武器切换", - - //通用功能快捷键 - "toggleCarpetAccuratePlacementProtocol":"toggleCarpet | 切换地毯精确放置协议", - "Toggles the value of the Generic -> 'carpetAccuratePlacementProtocol' option":"开关通用中的地毯精确放置协议", - - //禁用 - "§6disableBatSpawning§r":"§6BatSpawning | 禁用蝙蝠生成§r", - "Disables Bat spawning in single player\n":"禁止在单人游戏中生成蝙蝠\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "disableBeaconBeamRendering":"BeaconBeam | 关闭信标光柱渲染", - "Disables Beacon beam rendering":"关闭信标光柱渲染", - "disableConstantChunkSaving":"ChunkSaving | 禁用区块持续保存", - "Disables the game saving up to 20 chunks every tick\nall the time, in addition to the normal auto-save cycle.":"除了正常的自动保存外,禁止游戏每tick保存20个区块。", - "disableCreativeMenuInfestedBlocks":"festedBlocks | 创造不可搜索虫蚀方块", - "Removes infested stone blocks from the creative search inventory":"从创造搜索清单中移除被虫蚀的石头方块", - "Prevent everything except player entities from getting ticked\n":"防止除了玩家实体之外的所有东西被选中\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "disableFirstPersonEffectParticles":"FirstPerson | 禁用第一人称粒子", - "Removes the potion effect particles/swirlies in first person\n(from the player itself)":"在第一人称(从玩家本身)移除药剂的粒子效果", - "disableNetherPortalSound":"NetherPortal | 禁用地狱门声音", - "Disables the Nether Portal sound":"禁用地狱门声音", - "Disable Observers from triggering at all\n":"禁用侦测器\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "disableShovelPathing":"ShovelPathing | 禁止制作土径", - "Disables converting grass etc. to Path Blocks with a shovel":"用铲子不能将草方块等其他方块转换为土径块", - "Prevent all TileEntities from getting ticked\n":"阻止所有的方块实体被加入运算。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - "Prevents villager trades from ever locking, by always incrementing\nthe max uses as well when the recipe uses is incremented\n":"通过在交易时增加最大次数限制来防止村民锁定交易。\n§6注意: 在多人游戏中该功能可能不完全可用或完全不可用。§r", - - //工具 - "tweakCustomFlyDeceleration":"CustomFly | 飞行减速", - "Allows changing the fly deceleration in creative or spectator mode.\nThis is mainly meant for faster deceleration ie. less \"glide\"\nwhen releasing the movement keys.\nSee Generic -> flyDecelerationRampValue":"允许在创造模式或旁观者模式下改变飞行减速程度,\n这主要是指更快的减速。当释放移动键时,滑翔的距离将更少。\n减速系数:通用 ->飞行阻力因素", - "tweakEntityTypeAttackRestriction":"EntityAttack | 实体攻击限制", - "Restricts which entities you are able to attack (manually).\nSee the corresponding 'entityAttackRestriction*' configs in the Lists category.":"手动限制可以攻击的实体。\n请参阅列表中相应的“实体攻击规则限制方式”", - "tweakEmptyShulkerBoxesStack":"§6EmptyShulker | 空潜影盒堆叠§r", - "tweakEmptyShulkerBoxesStackOnGround":"§6EmptyS.B.Stack | 空盒掉落物合并§r", - "tweakFillCloneLimit":"§6FillCloneLimit | 更改填充方块上限§r", - "tweakInventoryPreview":"§6InventoryPreview | 容器预览§r", - "tweakSculkPulseLength":"§6SculkPulseLength | 调整潜声植物脉冲§r", - "tweakStructureBlockLimit":"§6StructureLimit | 更改结构方块范围上限§r", - "tweakWeaponSwitch":"WeaponSwitch | 武器自动选择", - "Enables automatically switching to a weapon for the targeted entity":"根据目标实体的不同自动切换武器", - - // "20220731更新_1.19.1正式版" - "itemUsePacketCheckBypass":"itemUse | 物品使用校验", - "Bypass the new distance/coordinate check that was added in 1.18.2.\n\nThat check breaks the \"accurate placement protocol\" and causes\nany blocks placed with a rotation (or other property) request to just become ghost blocks.\n\nThere is basically no need to ever disable this.\nThe check didn't even exist ever before 1.18.2.":"该功能绕过了1.18.2中新添加的距离/坐标校验。\n该校验破坏了“精确放置协议”的功能\n并导致任何带有旋转(或其他属性)\n请求放置的方块变成了幽灵方块\n基本上没有必要禁用这个校验。\n因为在1.18.2之前,这个校验甚至都不存在", - "disableBossBar":"BossBar | 禁用boss血条", - "Disables boss bar rendering":"禁用boss血条的显示", - "disableStatusEffectHud":"EffectHud | 禁用buff显示", - "Disables the status effect HUD rendering (which is usually\nin the top right corner of the screen)":"禁用状态效果的HUD渲染(通常在屏幕的右上角)", - - - // "20230617更新_1.20.1正式版" - "customInventoryGuiScale":"InventoryGui | 自定义容器比例", - "The GUI scale value to use for inventory screens, if\n§etweakCustomInventoryScreenScale§r is enabled.":"如果启用了§e“自定义容器比例”§r,则可以调整容器GUI比例。", - "tweakCustomInventoryScreenScale":"InventoryGui | 自定义容器比例", - "Allows using a custom GUI scale for any inventory screen.\nSee Generic -> §ecustomInventoryGuiScale§r for the scale value":"允许使用自定义容器比例。调整参数菜单:通用功能 -> §e“自定义容器比例”§r", - "disableSkyDarkness":"SkyDarkness | 禁用天空黑暗", - "Disables the sky darkness below y = 63\n\n(By moving the threshold y to 2 blocks below the bottom of the world instead)":"禁用y = 63以下的天空黑暗\n§e可以理解为灵魂出窍增强§r\n(通过将触发阈值y移动到世界底部以下2格)", - - "tweakeroo.gui.title.configs": "Tweakeroo 设置界面 | 汉化:醉梦巅峰&新兵Sinbing - 20230619" -} \ No newline at end of file diff --git a/src/main/resources/assets/tweakeroo/lang/zh_tw.json b/src/main/resources/assets/tweakeroo/lang/zh_tw.json deleted file mode 100644 index e26001ee..00000000 --- a/src/main/resources/assets/tweakeroo/lang/zh_tw.json +++ /dev/null @@ -1,742 +0,0 @@ -{ - "tweakeroo.gui.button.config_gui.disable_hotkeys": "禁用類功能快捷鍵", - "tweakeroo.gui.button.config_gui.disable_toggle": "禁用類功能", - "tweakeroo.gui.button.config_gui.disables": "禁用類功能", - "tweakeroo.gui.button.config_gui.fixes": "修復", - "tweakeroo.gui.button.config_gui.generic": "通用功能", - "tweakeroo.gui.button.config_gui.generic_hotkeys": "通用功能快捷鍵", - "tweakeroo.gui.button.config_gui.lists": "設定表單", - "tweakeroo.gui.button.config_gui.placement": "方塊放置模式", - "tweakeroo.gui.button.config_gui.tweaks": "工具", - "tweakeroo.gui.button.config_gui.tweak_hotkeys": "工具快捷鍵", - "tweakeroo.gui.button.config_gui.tweak_toggles": "工具開關", - - "tweakeroo.gui.button.misc.command_block.set_name": "命名", - "tweakeroo.gui.button.misc.command_block.update_execution": "循環: %s", - "tweakeroo.gui.button.misc.command_block.update_execution.off": "循環: §c關閉", - "tweakeroo.gui.button.misc.command_block.update_execution.looping": "循環", - "tweakeroo.gui.button.misc.command_block.hover.update_execution": "是否允許每個Tick內進行多次觸發", - - - "tweakeroo.hotkeys.category.disable_toggle_hotkeys": "禁用快捷鍵切換", - "tweakeroo.hotkeys.category.generic_hotkeys": "通用快捷鍵", - "tweakeroo.hotkeys.category.tweak_toggle_hotkeys": "開啟快捷鍵切換", - - "tweakeroo.label.placement_restriction_mode.column": "列", - "tweakeroo.label.placement_restriction_mode.diagonal": "對角線", - "tweakeroo.label.placement_restriction_mode.face": "面", - "tweakeroo.label.placement_restriction_mode.layer": "層", - "tweakeroo.label.placement_restriction_mode.line": "線", - "tweakeroo.label.placement_restriction_mode.plane": "平面", - - "tweakeroo.label.config_comment.single_player_only": "", - //§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r 在原文後加\n自動新增下面內容 - - "tweakeroo.label.snap_aim_mode.both": "旋轉與翻轉", - "tweakeroo.label.snap_aim_mode.pitch": "翻轉", - "tweakeroo.label.snap_aim_mode.yaw": "旋轉", - - "tweakeroo.message.death_coordinates": "§6你死亡了§r @ [§b%d, %d, %d§r] 在 §a%s", - "tweakeroo.message.focusing_game": "§6對焦§f 遊戲視窗 ", - "tweakeroo.message.potion_effects_running_out": "§6警告:%s 種藥水效果將於 %s 秒後消失§r", - "tweakeroo.message.repair_mode.swapped_repairable_item_to_slot": "將可修復的物品移至第 %s 格中", - "tweakeroo.message.set_after_clicker_count_to": "將快速點擊的次數修改為 %s", - "tweakeroo.message.set_breaking_grid_size_to": "設定破壞範圍 %s", - "tweakeroo.message.set_breaking_restriction_mode_to": "設定破壞模式 %s", - "tweakeroo.message.set_fly_speed_preset_to": "調整預設的飛行速度 %s (速度: %s)", - "tweakeroo.message.set_fly_speed_to": "將飛行速度由 %s 調整至 %s", - "tweakeroo.message.set_hotbar_slot_cycle_max_to": "設定快捷欄循環的最大值 %s", - "tweakeroo.message.set_hotbar_slot_randomizer_max_to": "設定快捷欄的最大隨機欄位至 %s", - "tweakeroo.message.set_placement_grid_size_to": "調整放置區域 %s", - "tweakeroo.message.set_placement_limit_to": "方塊放置數量限制為 %s", - "tweakeroo.message.set_placement_restriction_mode_to": "設定方塊放置模式為 %s", - "tweakeroo.message.set_snap_aim_pitch_step_to": "已將朝向對齊工具的俯仰角度間距設定為 %s", - "tweakeroo.message.set_snap_aim_yaw_step_to": "已將朝向對齊工具的旋轉角度間距設定為 %s", - "tweakeroo.message.set_zoom_fov_to": "設定視角範圍為 %s", - "tweakeroo.message.sign_text_copied": "已複製告示牌文字", - "tweakeroo.message.snapped_to_pitch": "將仰角的朝向角度對齊為 %s", - "tweakeroo.message.snapped_to_yaw": "將旋轉的朝向角度對齊為 %s", - "tweakeroo.message.swapped_low_durability_item_for_better_durability": "已經將低耐久物品自動切換為高耐久物品", - "tweakeroo.message.swapped_low_durability_item_for_dummy_item": "將低耐久物品自動切換為虛擬物品", - "tweakeroo.message.swapped_low_durability_item_off_players_hand": "移除玩家手中的低耐久物品", - "tweakeroo.message.toggled": "將 %s 切換為 %s", - "tweakeroo.message.toggled_after_clicker_on": "切換連點器 %s, 點擊頻率 %s", - "tweakeroo.message.toggled_breaking_grid_on": "調整破壞網格區域 %s, 區域範圍 %s", - "tweakeroo.message.toggled_fly_speed_on": "調整飛行速度為 %s, 初始速度 %s, 目前速度 %s", - "tweakeroo.message.toggled_fast_placement_mode_on": "切換快速放置模式 %s, 模式為 %s", - "tweakeroo.message.toggled_placement_grid_on": "調整放置網格區域 %s, 區域範圍 %s", - "tweakeroo.message.toggled_placement_limit_on": "調整放置數量 %s, 數量為 %s", - "tweakeroo.message.toggled_slot_cycle_on": "切換快捷欄循環為 %s, 最大欄位為 %s", - "tweakeroo.message.toggled_slot_randomizer_on": "切換快捷欄隨機為 %s, 最大欄位為 %s", - "tweakeroo.message.toggled_snap_aim_on_both": "對齊旋轉與翻轉角度 %s, 旋轉角度為 %s, 翻轉角度為 %s", - "tweakeroo.message.toggled_snap_aim_on_pitch": "對齊翻轉角度為 %s, 翻轉角度為 %s", - "tweakeroo.message.toggled_snap_aim_on_yaw": "對齊旋轉角度為 %s, 旋轉角度為 %s", - "tweakeroo.message.toggled_zoom_on": "調整縮放視角 %s, 視角範圍為: %s", - "tweakeroo.message.unfocusing_game": "§6失焦§f 遊戲視窗", - "tweakeroo.message.value.off": "關閉", - "tweakeroo.message.value.on": "開啟", - "tweakeroo.message.warning.block_type_break_restriction": "§6方塊破壞類型限制調整為防止破壞方塊", - "tweakeroo.message.warning.entity_type_attack_restriction": "§6實體攻擊類型限制調整為防止攻擊實體", - - - - // "通用功能快捷鍵 " - "accurateBlockPlacementInto":"accurateInto | 精準放置模式", - "The key to activate the accurate block placement\nmode/overlay for placing the block facing\ninto the clicked block face":"啟用精確放置的快捷鍵,使用後方塊將放置於點擊的塊面上", - "accurateBlockPlacementReverse":"accurateReverse | 精準放置(反向)", - "The key to activate the accurate block placement\nmode/overlay for placing the block facing\nthe opposite way from what it would normally be":"啟用精確放置的快捷鍵,使用後方塊將反向放置於點擊的塊面上", - "breakingRestrictionModeColumn":"breaking | 破壞範圍限制 直線 ", - "Switch the Breaking Restriction mode to the Column mode":"將破壞範圍限制在 目前直線。", - "breakingRestrictionModeDiagonal":"breaking | 破壞範圍限制 對角線 ", - "Switch the Breaking Restriction mode to the Diagonal mode":"將破壞範圍限制在 對角線。", - "breakingRestrictionModeFace":"breaking | 破壞範圍限制 面朝", - "Switch the Breaking Restriction mode to the Face mode":"將破壞範圍限制在 面朝方向。", - "breakingRestrictionModeLayer":"breaking | 破壞範圍限制 水平面", - "Switch the Breaking Restriction mode to the Layer mode":"將破壞範圍限制在 同水平面上。", - "breakingRestrictionModeLine":"breaking | 破壞範圍限制 稜邊", - "Switch the Breaking Restriction mode to the Line mode":"將破壞範圍限制在 放置方塊的稜邊上。", - "breakingRestrictionModePlane":"breaking | 破壞範圍限制 平面", - "Switch the Breaking Restriction mode to the Plane mode":"將破壞範圍限制在 同平面上。", - "copySignText":"copySignText | 告示牌文本複製", - "Copies the text from an already-placed sign.\nThat text can be used with the tweakSignCopy tweak.":"開啟後上一個告示牌中輸入的文本將作為初始值輸入至下一個告示牌。", - "elytraCamera":"elytraCamera | 環顧四周", - "The key to lock the current real player rotations, only allowing the\ninputs (mouse) to affect separate \"camera rotations\" used only for the rendering\nwhile this key is active.\nMeant for freely looking down/around while elytra flying straight.":"按住此快捷鍵會鎖定玩家目前的視角方向,\n使玩家滑鼠輸入僅改變攝影機視角而不改變移動方向。 \n應用此功能需要開啟§6[工具開關]-[環顧四周]§f", - "flexibleBlockPlacementAdjacent":"flexible | 方塊靈活放置(相鄰)", - "The key to activate the flexible block placement\nmode/overlay for placing the block in an adjacent position":"按下以啟用靈活放置模式,按下該按鍵時可將方塊放置在目前方塊的 相鄰 的位置。", - "flexibleBlockPlacementOffset":"flexible | 方塊靈活放置(稜角)", - "The key to activate the flexible block placement\nmode/overlay for placing the block in a\noffset or diagonal position":"按下以啟用靈活放置模式,按下該按鍵時可將方塊放置在目前方塊的 斜角或隔空 的位置。", - "flexibleBlockPlacementRotation":"flexible | 方塊靈活放置(旋轉)", - "The key to activate the flexible block placement\nmode/overlay for placing the block with\na rotation/facing":"按下以啟用靈活放置模式,按下該按鍵時可將方塊以選擇的方向放置。 \n註:要使此項功能能夠正常使用,\n通常需要在伺服器開啟§6Carpet§f的§e精確放置協議§f的環境下\n同時啟用§6Tweakeroo§f的§e地毯精確放置協議§f功能。", - "flyPreset1":"flyPreset1 | 飛行預設1", - "Switch to fly preset 1":"按下此快捷鍵以切換至飛行速度預設1", - "flyPreset2":"flyPreset2 | 飛行預設2", - "Switch to fly preset 2":"切換至飛行預設2", - "flyPreset3":"flyPreset3 | 飛行預設3", - "Switch to fly preset 3":"切換至飛行預設3", - "flyPreset4":"flyPreset4 | 飛行預設4", - "Switch to fly preset 4":"切換至飛行預設4", - "hotbarScroll":"hotbarScroll | 物品欄循環使用", - "The key to hold to allow scrolling the hotbar\nthrough the player inventory rows":"使用快捷鍵切換功能開關。 \n啟用該選項會在玩家每次使用完物品後自動切換至物品欄下一物品,\n切換範圍可在§6[通用功能]-[物品欄循環最大值]§f中設定。", - "hotbarSwapBase":"hotbarSwapBase | 顯示背包內容物", - "The base key to show the hotbar/inventory overlay":"按下快捷鍵時,將顯示背包內容物。 \n顯示位置可在§6[通用功能]-[背包顯示位置]§f處更改", - "hotbarSwap1":"hotbarSwap1 | 頂層快捷切換", - "Swap the hotbar with the top-most inventory row":"按下快捷鍵時,將物品欄與背包頂層一行交換", - "hotbarSwap2":"hotbarSwap2 | 中層快捷切換", - "Swap the hotbar with the middle inventory row":"按下快捷鍵時,將物品欄與背包中層一行交換", - "hotbarSwap3":"hotbarSwap3 | 底層快捷切換", - "Swap the hotbar with the bottom-most inventory row":"按下快捷鍵時,將物品欄與背包底層一行交換", - "inventoryPreview":"§6inventoryPreview | 容器預覽§f", - "The key to activate the inventory preview feature":"按下快捷鍵時,可預覽容器內的物品。 \n§6此項通常僅在單人時生效。§f", - "openConfigGui":"openConfigGui | 打開設定界面", - "The key open the in-game config GUI":"打開§6Tweakeroo§f設定界面的快捷鍵。", - "placementYMirror":"placementYMirror | Y軸鏡像放置", - "The key to mirror the targeted y-position within the block":"按下快捷鍵時,將方塊以Y軸鏡像的方式放置出來。\n需要開啟§6[工具開關]-[Y軸鏡像放置]§f。", - "playerInventoryPeek":"§6InventoryPeek | 玩家背包預覽§f", - "The key to activate the player inventory peek/preview feature":"按下快捷鍵時,可預覽準心指向的玩家的背包。 \n§6此項通常僅在單人時生效。§f", - "placementRestrictionModeColumn":"fastPlacement | 方塊放置限制 直線", - "Switch the Placement Restriction mode to the Column mode":"將快速放置的方塊放置範圍限制在 目前直線。", - "placementRestrictionModeDiagonal":"fastPlacement | 方塊放置限制 對角線", - "Switch the Placement Restriction mode to the Diagonal mode":"將快速放置的方塊放置範圍限制在 對角線 \n§6注意:此功能無法憑空放置方塊。§f", - "placementRestrictionModeFace":"fastPlacement | 方塊放置限制 面朝", - "Switch the Placement Restriction mode to the Face mode":"將快速放置的方塊放置範圍限制在 面朝方向。", - "placementRestrictionModeLayer":"fastPlacement | 方塊放置限制 水平面", - "Switch the Placement Restriction mode to the Layer mode":"將快速放置的方塊放置範圍限制在 同水平面上。", - "placementRestrictionModeLine":"fastPlacement | 方塊放置限制 稜邊", - "Switch the Placement Restriction mode to the Line mode":"將快速放置的方塊放置範圍限制在 放置方塊的稜邊上。", - "placementRestrictionModePlane":"fastPlacement | 方塊放置限制 平面", - "Switch the Placement Restriction mode to the Plane mode":"將快速放置的方塊放置範圍限制在 同平面上。", - "skipAllRendering":"skipAllRender | 跳過全部渲染", - "Toggles skipping _all_ rendering":"使用快捷鍵切換開啟/關閉。 \n開啟此項後,所有的渲染運算都會被跳過。", - "skipWorldRendering":"skipWorldRender | 跳過世界渲染", - "Toggles skipping world rendering":"使用快捷鍵切換開啟/關閉。 \n開啟此項後,所有關於世界的渲染運算都會被跳過。", - "toolPick":"toolPick | 自動選擇工具", - "Switches to the effective tool for the targeted block":"按下快捷鍵後切換到適合採集目前方塊的工具。", - "zoomActivate":"zoomActivate | 啟用望遠鏡", - "Zoom activation hotkey":"望遠鏡啟用快速鍵。", - - // "工具開關" - "carpetAccuratePlacementProtocol":"carpetAccurate | Carpet精確放置協議", - "If enabled, then the Flexible Block Placement and the\nAccurate Block Placement use the protocol implemented\nin the recent carpet mod versions":"啟用後,靈活放置的精確放置功能將基於Carpet協議實現。\n使用Carpet協議能夠讓你在伺服器上也可以精確放置。\n§6Carpet協議需要伺服器安裝有Carpet MOD§f", - "fastPlacementRememberOrientation":"fastPlacement | 快速放置記憶", - "If enabled, then the fast placement mode will always remember\nthe orientation of the first block you place.\nWithout this, the orientation will only be remembered\nwith the flexible placement enabled and active.":"啟用後,快速放置會記憶放置的第一個方塊的方向,\n使後面的方塊與其朝向相同。\n否則只有使用方塊靈活放置時,才會記住方向。", - "rememberFlexibleFromClick":"rememberFlexible | 靈活放置記憶", - "If enabled, then the flexible block placement status\nwill be remembered from the first placed block,\nas long as the use key is held down.":"如果啟用,靈活放置將會記憶第一個方塊的放置狀態", - "tweakAccurateBlockPlacement":"AccurateBlock | 精準放置模式", - "Enables a simpler version of Flexible placement, similar to\nthe Carpet mod, so basically either facing into or out\nfrom the block face clicked on.":"啟用後需要在§6[通用功能快捷鍵]§f中設定快速鍵,\n按住快速鍵啟用後會使方塊朝向為滑鼠對著的麵。\n§6該功能在多人遊戲中使用需要開啟carpet精確放置協議。§f", - "tweakAfterClicker":"AfterClicker | 放置後點擊", - "Enables a \"after clicker\" tweak, which does automatic right\nclicks on the just-placed block.\nUseful for example for Repeaters (setting the delay).\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"啟用該功能後,它會對剛剛放置的方塊快速右鍵一定次數,\n這在放置一盒四擋中繼器時非常有用。\n按住快捷鍵時滾動滾輪可以調整放置後右鍵的次數。\n§6注意:如開啟了§eCarpet精確放置協議§6此功能會無法正常生效。§f", - "tweakAimLock":"AimLock | 視角鎖定", - "Enables an aim lock, locking the yaw and pitch rotations\nto the current values.\nThis is separate from the snap aim lock,\nwhich locks them to the snapped value.\nThis allows locking them \"freely\" to the current value.":"開啟後會鎖定目前視角。", - "tweakAngelBlock":"AngelBlock | 憑空放置", - "Enables an \"Angel Block\" tweak, which allows\nplacing blocks in mid-air in Creative mode":"此功能將讓你能夠在空中放置方塊。\n§6該功能僅在創造模式生效。§f", - "tweakBlockReachOverride":"BlockReachOverride | 方塊放置間距", - "Overrides the block reach distance with\nthe one set in Generic -> blockReachDistance":"在通用當功能中的“blockReachDistance”設定放置距離\n將覆蓋預設的放置距離", - "tweakBreakingGrid":"BreakingGrid | 破壞間距限制", - "When enabled, you can only break blocks in\na grid pattern, with a configurable interval.\nTo quickly adjust the interval, scroll while\nholding down the tweak toggle keybind.":"當啟用時,您只能等距的破壞方塊。\n按住快捷鍵時滾動滑輪可以快速調整設定。", - "tweakBreakingRestriction":"BreakingRestriction | 破壞範圍限制", - "Enables the Breaking Restriction mode\n (Plane, Layer, Face, Column, Line, Diagonal).\nBasically only allows you to break blocks\nin those patterns, while holding down the attack key.":"啟用破壞範圍限制時,將你挖掘的範圍限制在\n一個水平面、直線、平面、對角線、稜邊上。", - "tweakChatBackgroundColor":"ChatBackgroundColor | 聊天背景顏色", - "Overrides the default chat background color\nwith the one from Generics -> 'chatBackgroundColor'":"將聊天欄的背景顏色設定為§6[通用功能]-[聊天背景顏色]§f中所選擇的顏色。", - "tweakChatPersistentText":"ChatPersistentText | 聊天草稿儲存", - "Stores the text from the chat input text field\nand restores it when the chat is opened again":"關閉聊天欄時不會將已輸入的內容清空,而是作為草稿儲存。", - "tweakChatTimestamp":"ChatTimestamp | 聊天時間顯示", - "Adds timestamps to chat messages":"在每一條訊息前顯示訊息發送的時間", - "tweakCommandBlockExtraFields":"CommandBlock | 指令方塊額外選項", - "Adds extra fields to the Command Block GUI, for settings\nthe name of the command block, and seeing the stats results":"在指令方塊的GUI中新增額外的部分,用於設定指令方塊的名稱,並查看運行結果。", - "tweakCustomFlatPresets":"CustomFlatPresets | 自訂世界預設", - "Allows adding custom flat world presets to the list.\nThe presets are defined in Lists -> flatWorldPresets":"開啟此選項後會在§6[生成世界]-[超平坦]-[預設]§f中新增自訂的預設。\n自訂預設可在§6[設定表單]-[自訂世界預設]§f中編輯新增。", - "tweakElytraCamera":"ElytraCamera | 環顧四周", - "Allows locking the real player rotations while holding the 'elytraCamera' activation key.\nThe controls will then only affect the separate 'camera rotations' for the rendering/camera.\nMeant for things like looking down/around while elytra flying nice and straight.":"啟用此功能後需要在§6[通用功能快捷鍵]-[環顧四周]§f中設定啟用快捷鍵。\n按住此快捷鍵會鎖定玩家目前的視角方向,\n使玩家滑鼠輸入僅改變攝影機視角而不改變移動方向。\n這讓玩家能夠在飛行環顧四周,觀賞風景。", - "§6tweakEmptyShulkerBoxesStack§r":"§6EmptyShulker | 空界伏盒堆疊§r", - "Enables empty Shulker Boxes stacking up to 64.\nNOTE: They will also stack inside inventories!\nOn servers this will cause desyncs/glitches\nunless the server has a mod that does the same.\nIn single player this changes shulker box based system behaviour.\n":"開啟功能後界伏盒可以進行堆疊。\n注意:界伏盒在撿起後也會堆疊在玩家的背包內!\n而這將導致伺服器出現問題,\n除非伺服器有插件與其相容。在單人遊戲中,這項功能改變了界伏盒的屬性。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "§6tweakEmptyShulkerBoxesStackOnGround§r":"§6EmptyS.B.Stack | 空盒掉落物合併§r", - "Enables empty Shulker Boxes stacking up to 64\nwhen as items on the ground\n":"該功能使空界伏盒能夠在地面上以掉落物的形式合併,\n合併上限為一組(64個)。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "tweakExplosionReducedParticles":"ExplosionReduced | 爆炸粒子最佳化", - "If enabled, then all explosion particles will use the\nEXPLOSION_NORMAL particle instead of possibly\nthe EXPLOSION_LARGE or EXPLOSION_HUGE particles":"啟用後,所有爆炸的粒子效果將使用“中等”體積的粒子,\n而不產生“大型”和“巨型”體積的粒子。\n這能在大量TNT爆炸時提高你的幀數。", - "tweakF3Cursor":"F3Cursor | 使用F3準心", - "Enables always rendering the F3 screen cursor":"啟用後螢幕準心為按住F3時的樣式。", - "tweakFakeSneaking":"FakeSneaking | 偽潛行", - "Enables \"fake sneaking\" ie. prevents you from falling from edges\nwithout slowing down the movement speed":"啟用後,你將不會從方塊邊緣落下,類似潛行但不會降低移動速度。", - "tweakFastBlockPlacement":"FastBlockPlacement | 方塊快速放置", - "Enables fast/convenient block placement when moving\nthe cursor over new blocks":"當準心移動到新方塊上時放置一次,已達到快速放置的效果。\n該功能擁有多種限制器,可以在§6[通用功能快捷鍵]§f中查看快速鍵設定(預設為Z+1~6)。", - "tweakFastLeftClick":"FastLeftClick | 左鍵快速點擊", - "Enables automatic fast left clicking while holding down\nthe attack button (left click).\nThe number of clicks per tick is set in the Generic configs.":"可以在一遊戲刻中點擊多次左鍵。\n點擊速度可在§6[通用功能]§f中進行設定,預設為一遊戲刻2點擊次。", - "tweakFastRightClick":"FastRightClick | 右鍵快速點擊", - "Enables automatic fast right clicking while holding down\nthe use button (right click).\nThe number of clicks per tick is set in the Generic configs.":"可以在一遊戲刻中點擊多次右鍵。\n點擊速度可在§6[通用功能]§f中進行設定,預設為一遊戲刻2點擊次。。", - "§6tweakFillCloneLimit§r":"§6FillCloneLimit | 更改填充方塊上限§r", - "Enables overriding the /fill and /clone command\nblock limits in single player.\nThe new limit can be set in the Generic configs,\nin the 'fillCloneLimit' config value\n":"該功能可在單人模式當中覆寫fill指令可影響的方塊數量的限制\n新的數量可在通用功能的“fillClone | 填充方塊上限”的設定數值中設定。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "tweakFlySpeed":"FlySpeed | 飛行速度控制", - "Enables overriding the fly speed in creative or spectator mode\nand using some presets for it":"開啟後可以調整飛行速度,包括創造模式、旁觀者、靈魂出竅時的飛行速度。\n此功能擁有4個預設槽,可在§6[通用功能]§f中設定。\n槽位切換快捷鍵需要在§6[通用功能快捷鍵]§f中進行設定,預設為空。", - "tweakFlexibleBlockPlacement":"FlexibleBlock | 方塊靈活放置", - "Enables placing blocks in different orientations\nor with an offset, while holding down the\nhotkeys for those modes.":"按住此功能快捷鍵時,可以以不同的方向或角度放置方塊。\n快捷鍵可在§6[通用功能快捷鍵]§f中進行設定。(預設為Ctrl&Alt)", - "tweakFreeCamera":"FreeCamera | 靈魂出竅", - "Enables a free camera mode, similar to spectator mode,\nbut where the player will remain in place where\nyou first activate the free camera mode":"啟用靈魂出竅後,你可以在身邊隨意控制視角,就像旁觀者一樣。\n但你實際的交互範圍並不會隨著視角改變。\n此功能在§6[通用功能]§f內有兩個附屬選項。", - "tweakFreeCameraMotion":"FreeCameraMotion | 靈魂/身體操作切換", - "When the Free Camera mode is enabled, if this feature is also enabled,\nthe movement inputs will affect the camera entity instead of the actual player.\nThis option is provided so that it's also possible to control\nthe actual player while in Free Camera mode, by disabling this option.\nNormally, if you just want to control the camera entity while in Free camera mode,\nthen just set the same hotkey for both features.":"使用此功能可以在靈魂出竅時移動玩家而不移動視角。", - "tweakGammaOverride":"GammaOverride | 伽馬覆寫", - "Overrides the video settings gamma value with\nthe one set in the Generic configs":"啟用後會將Gamma覆寫為設定值,當Gamma大於10時即可實現無限夜視的效果。\n覆寫值可於§6[通用功能]-[伽馬值設定]§f設定。\n(gamma也叫灰度係數,是亮度和對比度的輔助功能。)", - "tweakHandRestock":"HandRestock | 自動補貨", - "Enables swapping a new stack to the main or the offhand\nwhen the previous stack runs out":"啟用後會在目前物品將使用完前自動補充一組新物品手上。\n此功能在§6[通用功能]§f內有兩個附屬設定。", - "tweakHoldAttack":"HoldAttack | 長按左鍵", - "Emulates holding down the attack button":"模擬長按攻擊鍵的效果。", - "tweakHoldUse":"HoldUse | 長按右鍵", - "Emulates holding down the use button":"模擬長按使用鍵的效果。", - "tweakHotbarScroll":"HotbarScroll | 物品欄滾動", - "Enables the hotbar swapping via scrolling feature":"可以通過滾動功能調節物品欄", - "tweakHotbarSlotCycle":"HotbarCycle | 物品欄循環滾動", - "Enables cycling the selected hotbar slot after each placed\nblock, up to the set max slot number.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"此功能會在放置方塊後循環選中下一格物品欄。\n你可以在§6[通用功能]§f中設定循環範圍上限。", - "tweakHotbarSlotRandomizer":"HotbarRandom | 物品欄隨機滾動", - "Enables randomizing the selected hotbar slot after each placed\nblock, up to the set max slot number.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"此功能會在放置方塊後隨機選中一格物品欄。\n你可以在§6[通用功能]§f中設定隨機範圍上限。", - "tweakHotbarSwap":"HotbarSwap | 切換物品欄", - "Enables the hotbar swapping via hotkeys feature":"透過在§6[通用功能快捷鍵]§f中設定的快捷鍵來快速切換背包與物品欄。", - "§6tweakInventoryPreview§r":"§6InventoryPreview | 容器預覽§r", - "Enables an inventory preview while having the cursor over\na block or an entity with an inventory and holding down\nthe configured hotkey.\n":"當游標停留容器讓快上並按下快捷鍵時,啟用容器預覽。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "tweakItemUnstackingProtection":"ItemUnstacking | 不可堆疊物品保護", - "If enabled, then items configured in Lists -> unstackingItems\nwon't be allowed to spill out when using.\nThis is meant for example to prevent throwing buckets\ninto lava when filling them.":"啟用後在背包已滿時你將不會製造新的不可堆疊物品。\n例如:在你收集岩漿桶時,他可以避免背包滿時丟出岩漿桶。\n可在§6[設定表單]-[不可堆疊物品]§f中設定不可堆疊物品列表。", - "tweakLavaVisibility":"LavaVisibility | 岩漿夜視", - "If enabled and the player has a Respiration helmet and/or\nWather Breathing active, the lava fog is greatly reduced.":"啟用後當你裝備擁有§6水下呼吸§f魔咒的頭盔時,\n你可以在岩漿中看的更加清晰。", - "tweakMapPreview":"MapPreview | 地圖預覽", - "If enabled, then holding shift over maps in an inventory\nwill render a preview of the map":"啟用後,在背包內按下shift可以預覽地圖。", - "tweakMovementKeysLast":"MovementKeysLast | 移動方向輸入覆蓋", - "If enabled, then opposite movement keys won't cancel each other,\nbut instead the last pressed key is the active input.":"啟用此功能後,同時按下兩個反方向的移動鍵時,\n不再相互抵消,而是向後輸入的方向移動。", - "tweakPeriodicAttack":"PeriodicAttack | 週期性單擊左鍵", - "Enables periodic attacks (left clicks)\nConfigure the interval in Generic -> periodicAttackInterval":"單擊左鍵的時間間隔可以在§6[通用功能]-[單擊左鍵間隔]§f中調整。", - "tweakPeriodicUse":"PeriodicUse | 週期性單擊右鍵", - "Enables periodic uses (right clicks)\nConfigure the interval in Generic -> periodicUseInterval":"單擊右鍵的時間間隔可以在§6[通用功能]-[單擊右鍵間隔]§f中調整。", - "tweakPermanentSneak":"PermanentSneak | 一直潛行", - "If enabled, the player will be sneaking the entire time":"啟用後會一直保持潛行狀態。\n§6注意:此功能為貨真價實的潛行,會降低移動速度。§f\n§6不降低移動速度的功能為§eFakeSneak偽潛行§6。§f", - "tweakPermanentSprint":"PermanentSprint | 一直奔跑", - "If enabled, the player will be always sprinting when moving forward":"如果啟用,玩家將會一直保持奔跑狀態", - "tweakPlacementGrid":"PlacementGrid | 放置間距限制", - "When enabled, you can only place blocks in\na grid pattern, with a configurable interval.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"當啟用時,您只能等距的破壞方塊。\n按住快捷鍵時滾動滑輪可以快速調整設定。", - "tweakPlacementLimit":"PlacementLimit | 放置數量限制", - "When enabled, you can only place a set number\nof blocks per use/right click.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"啟用後,每次放置只可以放置一定數量的方塊。\n單次放置方塊的數量限制可以在§6[通用功能]-[放置數量限制]§f進行修改。", - "tweakPlacementRestriction":"PlacementRestriction | 放置範圍限制", - "Enables the Placement Restriction mode\n (Plane, Layer, Face, Column, Line, Diagonal)":"啟用放置範圍限制時,將你能放置方塊的範圍限制在\n一個水平面、直線、平面、對角線、稜邊上。", - "tweakPlacementRestrictionFirst":"PlacementRes.First | 限制放置位置", - "Restricts block placement so that you can only\nplace blocks against the same block type\nyou first clicked on":"限制方塊的放置位置,你只能在第一次點擊的相同方塊上放置方塊。", - "tweakPlacementRestrictionHand":"PlacementRes.Hand | 限制放置方塊", - "Restricts block placement so that you can only\nplace blocks against the same block type\nyou are holding in your hand":"你只能放置和點擊方塊相同的方塊。", - "tweakPlayerInventoryPeek":"PlayerInv.Peek | 玩家背包預覽", - "Enables a player inventory peek/preview, while holding the\nconfigured hotkey key for it.":"開啟後你可以使用§6容器預覽§f快捷鍵預覽玩家背包。 \n§6此項通常僅在單人時生效。§f", - "tweakPotionWarning":"PotionWarning | 效果不足警報", - "Prints a warning message to the hotbar when\nnon-ambient potion effects are about to run out":"當非環境提供的(非烽火台)效果即將消失時,在物品欄上方顯示警報提醒。", - "tweakPrintDeathCoordinates":"PrintDeath | 發送死亡坐標", - "Enables printing the player's coordinates to chat on death.\nThis feature is originally from usefulmod by nessie.":"開啟後在你死亡時會在聊天欄發送死亡坐標,此坐標僅自己可見。\n這個功能最初來源於nessie的usefulmod", - "tweakPickBeforePlace":"PickBeforePlace | 自動匹配放置", - "If enabled, then before each block placement, the same block\nis switched to hand that you are placing against":"開啟後在放置時會把右鍵點擊的方塊從背包中自動取到手上並放置。", - "tweakPlayerListAlwaysVisible":"PlayerList | 一直顯示玩家列表", - "If enabled, then the player list is always rendered without\nhaving to hold down the key (tab by default)":"如果啟用,玩家列表將會一直顯示而不需要按住按鍵(預設為TAB)", - "tweakRemoveOwnPotionEffects":"RemovePotionEffects | 移除藥水動畫", - "Removes the potion effect particles from the\nplayer itself in first person mode":"啟用後會在第一人稱視角中移除藥水的效果粒子。", - "tweakRenderInvisibleEntities":"RenderInvisible | 不可見實體渲染", - "When enabled, invisible entities are rendered like\nthey would be in spectator mode.":"啟用後不可見的實體會渲染為類似旁觀者的半透明狀態。", - "tweakRenderLimitEntities":"RenderLimitEntities | 限制實體渲染", - "Enables limiting the number of certain types of entities\nto render per frame. Currently XP Orbs and Item entities\nare supported, see Generic configs for the limits.":"啟用後可以限制每幀渲染的特定實體的數量。\n渲染數量可以在§6[通用功能]§f中分別進行設定。\n§6目前支持限制經驗球和掉落物實體。§f", - "tweakRepairMode":"RepairMode | 經驗修補模式", - "If enabled, then fully repaired items held in hand will\nbe swapped to damaged items that have Mending on them.":"啟用此功能時,會把耐久不滿並帶有經驗修補的裝備自動切換到手中。", - "tweakShulkerBoxDisplay":"S.B.Display | 界伏盒預覽", - "Enables the Shulker Box contents display when hovering\nover them in an inventory and holding shift":"滑鼠懸停在背包中的界伏盒上時,按下shift將可以預覽界伏盒中的內容。", - "tweakSignCopy":"SignCopy | 告示牌複製", - "When enabled, placed signs will use the text from\nthe previously placed sign.\nCan be combined with tweakNoSignGui to quickly place copies\nof a sign, by enabling that tweak after making the first sign.":"開啟後放置告示牌時將自動填充上一個告示牌的文本本。\n該功能可以與§6[禁用類功能]-[禁用告示牌GUI]§f配合使用。", - "tweakSnapAim":"SnapAim | 輔助瞄準", - "Enabled a snap aim tweak, to make the player face to pre-set exact yaw rotations":"啟用輔助瞄準後,玩家的視角每次只能移動預先設定的角度(預設為45度)\n角度可以在§6[通用設定]§f中進行更改。", - "tweakSnapAimLock":"SnapAimLock | 輔助瞄準鎖定", - "Enables a snap aim lock, locking the yaw and/or pitch rotations\nto the currently snapped value":"啟用後會鎖定玩家視角的水準移動。\n§6該功能需要開啟輔助瞄準後才能生效。§f", - "tweakSpectatorTeleport":"SpectatorTeleport | 旁觀者傳送", - "Allows spectators to teleport to other spectators.\nThis is originally from usefulmod by nessie.":"啟用後你可以在旁觀者模式時傳送到其他旁觀者的位置上。\n該功能來源於nessie的usefulmod中", - "§6tweakStructureBlockLimit§r":"§6StructureLimit | 更改結構方塊範圍上限§r", - "Allows overriding the structure block limit.\nThe new limit is set in Generic -> structureBlockMaxSize\n":"啟用後會更改結構方塊的範圍上限。\n你可以在§6[通用功能]§f中設定結構方塊的範圍上限。(預設值: 128)\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "tweakSwapAlmostBrokenTools":"SwapBrokenTools | 工具防損壞", - "If enabled, then any damageable items held in the hand that\nare about to break will be swapped to fresh ones":"開啟此功能後,耐久將要耗盡的工具會被替換為更高耐久的工具。", - "tweakTabCompleteCoordinate":"TabComplete | 坐標補全升級", - "If enabled, then tab-completing coordinates while not\nlooking at a block, will use the player's position\ninstead of adding the ~ character.":"開啟此功能後,在坐標補全時如果準心沒有指向方塊,\n則會使用玩家坐標補全而不是相對坐標(~ ~ ~)。", - "tweakToolSwitch":"ToolSwitch | 工具自動選擇", - "Enables automatically switching to an effective tool for the targeted block":"開啟後將在挖掘方塊時自動切換為有效工具。", - "tweakYMirror":"YMirror | Y軸鏡像放置", - "Mirrors the targeted y-position within the block bounds.\nThis is basically for placing slabs or stairs\nin the opposite top/bottom state from normal,\nif you have to place them against another slab for example.":"啟用後按下快捷鍵時,方塊將放置為Y軸鏡像的姿勢。\n這功能主要是為了放置上下相反的半磚和樓梯。\n快捷鍵預設為空,需要在§6[通用功能快捷鍵]-[Y軸鏡像放置]§f中設定。", - "tweakZoom":"Zoom | 啟用望遠鏡", - "Enables using the zoom hotkey to, well, zoom in":"啟用後需要在§6[通用功能快捷鍵]-[啟用望遠鏡]§f中設定快捷鍵來使用望遠鏡。", - - - // "設定表單" - "fastPlacementItemListType":"fast | 快速放置限制方式", - "The item restriction type for the Fast Block Placement tweak":"用於限制§6快速放置方塊§f的列表類型。", - "fastPlacementItemBlackList":"fast | 快速放置黑名單", - "The items that are NOT allowed to be used for the Fast Block Placement tweak,\nif the fastPlacementItemListType is set to Black List":"如果§6快速放置限制類型§f為黑名單,\n該列表中的方塊均不可用於快速放置。", - "fastPlacementItemWhiteList":"fast | 快速放置白名單", - "The items that are allowed to be used for the Fast Block Placement tweak,\nif the fastPLacementItemListType is set to White List":"如果§6快速放置限制類型§f為白名單,\n那麼只有該列表中的方塊可用於快速放置。", - "fastRightClickBlockListType":"fast | 快速右鍵方塊限制方式", - "The targeted block restriction type for the Fast Right Click tweak":"用於限制§6右鍵快速點擊§f的列表類型。", - "fastRightClickBlockBlackList":"fast | 快速右鍵方塊黑名單", - "The blocks that are NOT allowed to be right clicked on with\nthe Fast Right Click tweak, if the fastRightClickBlockListType is set to Black List":"如果§6快速右鍵方塊限制類型§f為黑名單,\n該列表中的方塊均不可用於右鍵快速點擊。", - "fastRightClickBlockWhiteList":"fast | 快速右鍵方塊白名單", - "The blocks that are allowed to be right clicked on with\nthe Fast Right Click tweak, if the fastRightClickBlockListType is set to White List":"如果§6快速右鍵方塊限制類型§f為白名單,\n那麼只有該列表中的方塊可用於右鍵快速點擊。", - "fastRightClickListType":"fast | 快速右鍵物品限制方式", - "The item restriction type for the Fast Right Click tweak":"用於限制§6右鍵快速點擊§f的列表類型。", - "fastRightClickBlackList":"fast | 快速右鍵物品黑名單", - "The items that are NOT allowed to be used for the Fast Right Click tweak,\nif the fastRightClickListType is set to Black List":"如果§6快速右鍵物品限制類型§f為黑名單,\n手持該列表中物品時不會使用右鍵快速點擊。", - "fastRightClickWhiteList":"fast | 快速右鍵物品白名單", - "The items that are allowed to be used for the Fast Right Click tweak,\nif the fastRightClickListType is set to White List":"如果§6快速右鍵物品限制類型§f為白名單,\n只有手持該列表中物品時能夠使用右鍵快速點擊。", - "flatWorldPresets":"flatWorld | 世界預設設定", - "Custom flat world preset strings.\nThese are in the format: name;blocks_string;biome;generation_features;icon_item\nThe blocks string format is the vanilla format, such as: 62*minecraft:dirt,minecraft:grass\nThe biome can be the registry name, or the int ID\nThe icon item name format is minecraft:iron_nugget":"自訂世界預設。格式為:名稱;方塊類型;生物生態系;地形;圖示(使用英文符號)。\n比如:\"62*minecraft:dirt,minecraft:grass\"\n生物生態系可以使用數字ID或文字格式,圖示請使用原版格式,如: minecraft:iron_nugget", - "potionWarningListType":"potion | 效果不足警報限制方式", - "The list type for potion warning effects":"用於限制§6效果不足警報§f的列表類型。。", - "potionWarningBlackList":"potion | 效果不足警報黑名單", - "The potion effects that will not be warned about":"不會被提醒的藥水效果列表。", - "potionWarningWhiteList":"potion | 效果不足警報白名單", - "The only potion effects that will be warned about":"會被提醒的藥水效果列表。", - "repairModeSlots":"repair | 經驗修補模式的應用範圍", - "The slots the repair mode should use\nValid values: mainhand, offhand, head, chest, legs, feet":"經驗修補模式應用的範圍。\n有效值:\n> 主手(mainhand)\n> 副手(offhand)\n> 頭部(head)\n> 胸部(chest)\n> 腿部(legs)\n> 鞋子(feet)", - "unstackingItems":"unstacking | 不可堆疊保護列表", - "The items that should be considered for the\n'tweakItemUnstackingProtection' tweak":"功能§6不可堆疊物品保護§f所保護的物品。", - - - // "修復" - "clientChunkEntityDupeFix":"client | 使用者端幽靈實體修復", - "Fixes the client world chunks essentially duping their\nentities when chunk packets are received":"修復了使用者端區塊載入時封包過多出現幽靈實體的情況。", - "elytraFix":"elytraFix | 鞘翅修復", - "Elytra deployment/landing fix by Earthcomputer and Nessie":"修復鞘翅的展開與著陸。\n方案由Earthcomputer和Nessie提供", - "profilerChartFix":"profilerChart | 圖表修復", - "Adds a fix for the debug profiler pie chart, that broke in MC 1.14.4":"為除錯頁面在1.14.4版本中失效的餅圖進行了修復。", - "ravagerClientBlockBreakFix":"ravager | 劫毀獸幽靈方塊修復", - "Fixes Ravagers breaking blocks on the client side,\nwhich causes annoying ghost blocks/block desyncs":"修復了使用者端在襲擊後產生的幽靈方塊等奇怪的東西", - "tileEntityUnloadOptimization":"tileEntity | 方塊實體卸載最佳化", - "Optimizes the removal of unloading TileEntities from the World lists.\nThis can greatly improve performance if there are lots of\nTileEntities loaded and/or unloading at once.":"最佳化了從世界中刪除並卸載方塊實體的功能。\n如果有大量的方塊實體同時載入和/或卸載,這可以大大改善性能。", - - - // "通用功能" - "afterClickerClickCount":"afterClicker | 放置後點擊次數", - "The number of right clicks to do per placed block when\ntweakAfterClicker is enabled":"當放置方塊後,右鍵點擊的次數。", - "blockReachDistance":"blockReach | 方塊放置距離", - "The block reach distance to use if the\noverride tweak is enabled.\nThe maximum the server allows is 8 for placing, 6 for breaking.":"更改你的手長,讓你能夠放置\\破壞更遠的方塊。\n伺服器最多允許的距離為:八格放置與六格破壞\n §4注意:該功能不屬於原版+TAS可實現或公平的功能,而且有很大的作弊爭議。§f\n§4使用此功能前請詢問伺服器管理是否允許此功能使用。§f", - "breakingGridSize":"breaking | 破壞間隔調節", - "The grid interval size for the grid breaking mode.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"破壞間隔距離設定,按住此功能快捷鍵時滑動滾輪可以快速調整。", - "breakingRestrictionMode":"breaking | 破壞模式限制方式調節", - "The Breaking Restriction mode to use (hotkey-selectable)":"選擇要使用的破壞限制模式。(也可使用快捷鍵選擇)", - "chatBackgroundColor":"chatBack | 聊天背景顏色", - "The background color for the chat messages,\nif 'tweakChatBackgroundColor' is enabled":"設定聊天欄背景顏色,需要開啟§6聊天背景顏色§6功能使用。", - "chatTimeFormat":"chatTime | 聊天時間格式", - "The time format for chat messages, if tweakChatTimestamp is enabled\nUses the Java SimpleDateFormat format specifiers.":"§6聊天時間顯示§f功能所顯示的時間格式。\n請使用Java的簡易日期格式。", - "clientPlacementRotation":"clientPlacement | 使用者端放置旋轉", - "Enable single player and client side placement rotations,\nsuch as Accurate Placement working in single player without Carpet mod":"允許在單人遊戲中放置旋轉後的方塊。\n功能類似\"精確放置\"但這不需要§eCarpet MOD§f。", - "elytraCameraIndicator":"elytraCamera | 顯示仰角指示器", - "Whether or not to render the real pitch angle\nindicator when the elytra camera mode is active":"當使用§6四周環顧§f時,顯示仰角指示器。", - "fastBlockPlacementCount":"fastBlock | 快速放置數量", - "The maximum number of blocks to place per game tick\nwith the Fast Block Placement tweak":"§6方塊快速放置§f功能在每遊戲刻能夠放置方塊的最大數量。", - "fastLeftClickCount":"fastLeft | 左鍵快速點擊頻率", - "The number of left clicks to do per game tick when\ntweakFastLeftClick is enabled and the attack button is held down":"設定§6左鍵快速點擊§f的點擊頻率,數字為每遊戲刻點擊的次數。", - "fastRightClickCount":"fastRight | 右鍵快速點擊頻率", - "The number of right clicks to do per game tick when\ntweakFastRightClick is enabled and the use button is held down":"設定§6右鍵快速點擊§f的點擊頻率,數字為每遊戲刻點擊的次數。", - "fillCloneLimit":"fillClone | 填充方塊上限", - "The new /fill and /clone block limit in single player,\nif the tweak to override them is enabled":"設定§6更改填充方塊上限§f功能的填充/複製指令方塊上限。\n§6注意:此功能在多人遊戲中不生效。", - "flexibleBlockPlacementOverlayColor":"flexibleBlock | 靈活放置GUI顏色", - "The color of the currently pointed-at\nregion in block placement the overlay":"設定§6方塊靈活放置§f功能啟用時方塊上覆蓋層的顏色。", - "flySpeedPreset1":"flySpeed | 飛行速度預設1", - "The fly speed for preset 1":"飛行速度的預設值1。", - "flySpeedPreset2":"flySpeed | 飛行速度預設2", - "The fly speed for preset 2":"飛行速度的預設值2。", - "flySpeedPreset3":"flySpeed | 飛行速度預設3", - "The fly speed for preset 3":"飛行速度的預設值3。", - "flySpeedPreset4":"flySpeed | 飛行速度預設4", - "The fly speed for preset 4":"飛行速度的預設值4。", - "freeCameraMotionToggle":"free | 靈魂出竅綁定操作切換", - "If enabled, then toggling on/off the Free Camera mode\nwill also automatically toggle on/off the free camera motion feature":"開啟此功能後,§6靈魂出竅§f的開關會與§6靈魂/身體操作切換§f的開關綁定在一起。\n也就是說,你每次開啟靈魂出竅後會預設操控身體而不是視角。", - "gammaOverrideValue":"gammaOverride | 覆寫伽馬設定", - "The gamma value to use when the override option is enabled":"啟用§6伽馬覆寫§f後,所覆寫的伽馬值。", - "handRestockPre":"handRestockPre | 預先補貨", - "If enabled, then hand restocking happens\nbefore the stack runs out":"開啟後會在手上的物品耗盡前提前補充新的物品。", - "hotbarSlotCycleMax":"hotbarSlot | 物品欄循環上限", - "This is the last hotbar slot to use/cycle through\nif the hotbar slot cycle tweak is enabled.\nBasically the cycle will jump back to the first slot\nwhen going over the maximum slot number set here.":"設定§6物品欄循環滾動§f可以滾動到的最後一個欄位。\n當超過設定的最大值時,會返回第一個欄位。", - "hotbarSlotRandomizerMax":"hotbarSlot | 物品欄隨機上限", - "This is the last hotbar slot to use if the hotbar slot randomizer\ntweak is enabled. Basically the selected hotbar slot will be randomly\npicked from 1 to this maximum slot after an item use.":"設定§6物品欄隨機滾動§f可以滾動到的最後一個欄位。\n當超過設定的最大值時,會返回第一個欄位。", - "hotbarSwapOverlayAlignment":"hotbarSwap | 背包顯示位置", - "The positioning of the hotbar swap overlay":"設定顯示背包內容物預覽的位置。", - "hotbarSwapOverlayOffsetX":"hotbarSwap | 背包顯示X軸偏移", - "The horizontal offset of the hotbar swap overlay":"設定顯示背包內容物預覽的水準偏移量。", - "hotbarSwapOverlayOffsetY":"hotbarSwap | 背包顯示Y軸偏移", - "The vertical offset of the hotbar swap overlay":"設定顯示背包內容物預覽的垂直偏移量。", - "itemSwapDurabilityThreshold":"itemSwap | 工具耐久閾值", - "This is the durability threshold (in uses left)\nfor the low-durability item swap feature.\nNote that items with low total durability will go lower\nand be swapped at 5%% left.":"啟用§6工具防損壞§f後,低於該耐久的工具會被自動交換。", - "lavaVisibilityOptifineCompat":"lavaVisibility | 相容性岩漿夜視", - "Use an alternative version of the Lava Visibility,\nwhich is Optifine compatible (but more hacky).\nImplementation credit to Nessie.":"這是岩漿夜視的另一個版本,該版本可以與Optifine相容(但他更illegal)。\n此功能由Nessie提供。", - "mapPreviewSize":"mapPreviewSize | 地圖預覽尺寸", - "The size of the rendered map previews":"使用§6地圖預覽§f時地圖的尺寸。", - "periodicAttackInterval":"periodicAttack | 單擊左鍵間隔", - "The number of game ticks between automatic attacks (left clicks)":"在§6週期性單擊左鍵§f功能中,相鄰兩次單擊的間隔時間。(單位gt)", - "periodicUseInterval":"periodicUse | 單擊右鍵間隔", - "The number of game ticks between automatic uses (right clicks)":"在§6週期性單擊右鍵§f功能中,相鄰兩次單擊的間隔時間。(單位gt)", - "permanentSneakAllowInGUIs":"permanentSneak | 界面下永久潛行", - "If true, then the permanent sneak tweak will\nalso work while GUIs are open":"開啟此功能後即便你打開了遊戲內的任何界面,你仍然會保持潛行的狀態。", - "placementGridSize":"placementGridSize | 放置間距大小", - "The grid interval size for the grid placement mode.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"當啟用了§6放置間距限制§f功能時,設定放置間距的大小。\n按住該功能快捷鍵時滑動滾輪可以快速調整。", - "placementLimit":"placementLimit | 放置數量限制", - "The number of blocks you are able to place at maximum per\nright click, if tweakPlacementLimit is enabled.\nTo quickly adjust the value, scroll while\nholding down the tweak toggle keybind.":"當啟用了§6放置數量限制§f功能時,設定每次放置的方塊數量。\n按住該功能快捷鍵時滑動滾輪可以快速調整。", - "placementRestrictionMode":"placement | 放置模式限制", - "The Placement Restriction mode to use (hotkey-selectable)":"使用的放置模式限制(可使用快速鍵調節)", - "placementRestrictionTiedToFast":"placement | 放置範圍限制綁定", - "When enabled, the Placement Restriction mode will toggle\nits state of/off when you toggle the Fast Placement mode.":"啟用此功能後,當開啟/關閉§6方塊快速放置§f時,§6放置範圍限制§f將同步開啟/關閉。", - "potionWarningBeneficialOnly":"potion | 僅顯示正面效果警報", - "Only warn about potion effects running out that are marked as \"beneficial\"":"開啟後僅顯示正面效果的§6效果不足警報§f。", - "potionWarningThreshold":"potionWarning | 效果警報閾值", - "The remaining duration of potion effects (in ticks)\nafter which the warning will start showing":"當開啟§6效果不足警報§f時,當身上的效果剩餘時間小於此值時會對玩家發出提示。", - "renderLimitItem":"renderLimitItem | 掉落物數量限制", - "Maximum number of item entities rendered per frame.\nUse -1 for normal behaviour, ie. to disable this limit.":"設定§6限制實體渲染§f功能對§e掉落物§f的最大渲染數量。\n填寫-1代表不限制數量,即禁用此限制。", - "renderLimitXPOrb":"renderLimitXPOrb | 經驗球數量限制", - "Maximum number of XP orb entities rendered per frame.\nUse -1 for normal behaviour, ie. to disable this limit.":"設定§6限制實體渲染§f功能對§e經驗球§f的最大渲染數量。\n填寫-1代表不限制數量,即禁用此限制。", - "shulkerDisplayBgColor":"shulkerDisplay | 彩色界伏盒預覽", - "Enables tinting/coloring the Shulker Box display\nbackground texture with the dye color of the box":"將§6界伏盒預覽§f功能預覽界面的背景顏色設定為界伏盒的顏色。", - "shulkerDisplayRequireShift":"shulkerDisplay | 界伏盒預覽", - "Whether or not holding shift is required for the Shulker Box preview":"界伏盒預覽是否需要按住shift鍵", - "slotSyncWorkaround":"slotSync | 同步物品槽", - "This prevents the server from overriding the durability or\nstack size on items that are being used quickly for example\nwith the fast right click tweak.":"開啟此項可以放置在伺服器上快速使用時,\n物品的堆疊數或耐久度顯示與實際不符。", - "snapAimIndicator":"snapAim | 瞄準輔助指示器", - "Whether or not to render the snap aim angle indicator":"是否顯示瞄準輔助指示器。", - "snapAimIndicatorColor":"snapAim | 瞄準輔助指示器顏色", - "The color for the snap aim indicator background":"§6瞄準輔助指示器§f的背景顏色。", - "snapAimMode":"snapAimMode | 瞄準輔助模式", - "Snap aim mode: yaw, or pitch, or both":"切換瞄準輔助模式:水平角或俯仰角,或都顯示。", - "snapAimPitchOvershoot":"snapAim | 瞄準輔助翻轉過限", - "Whether or not to allow overshooting the pitch angle\nfrom the normal +/- 90 degrees up to +/- 180 degrees":"是否允許翻轉角度大於正常的+/-90度 \n達到過限的+/-180度", - "snapAimPitchStep":"snapAim | 瞄準輔助水平角模式", - "The pitch angle step of the snap aim tweak":"§6瞄準輔助§f顯示翻轉角度指示器。", - "snapAimYawStep":"snapAim | 瞄準輔助俯仰角模式", - "The yaw angle step of the snap aim tweak":"§6瞄準輔助§f顯示旋轉角度指示器。", - "structureBlockMaxSize":"structureBlock | 結構方塊範圍限制", - "The maximum dimensions for a Structure Block's saved area":"修改§6更改結構方塊範圍上限§f功能結構方塊能儲存的最大範圍。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "zoomFov":"zoomFov | 縮放時視角", - "The FOV value used for the zoom feature":"設定使用望遠鏡時的視野角度。", - - - // "禁用類" - "disableBlockBreakingParticles":"Block | 禁用方塊破碎粒子", - "Removes the block breaking particles.\n(This is originally from usefulmod by nessie.)":"移除當方塊破碎時產生的粒子效果。(由nessie製作)", - "disableDoubleTapSprint":"DoubleTapSprint | 禁用雙擊疾跑", - "Disables the double-tap-forward-key sprinting":"禁用後雙擊前進鍵時不會觸發疾跑。", - "disableBossFog":"BossFog | 禁用Boss煙霧渲染", - "Removes the fog that boss mobs cause":"移除boss所產生的煙霧效果。", - "disableClientEntityUpdates":"ClientEntity | 禁用實體更新", - "Disables ALL except player entity updates on the client.\nThis is mainly meant for situations where you need to be\nable to do stuff to fix excessive entity count related problems":"禁用使用者端中除了玩家外所有實體的更新。\n當你需要去處理實體過多環境下的情況時,這可以降低使用者端的渲染壓力。", - "disableDeadMobRendering":"DeadMob | 禁用怪物屍體渲染", - "Prevents rendering dead mobs (entities that are at 0 health)":"不渲染死亡的怪物(生命值為0的實體),但這並不影響你與屍體交互。", - "disableDeadMobTargeting":"DeadMob | 禁用怪物屍體交互", - "Prevents targeting entities that are at 0 health.\nThis fixes for example hitting already dead mobs.":"防止鎖定生命值處於0的實體,開啟後你將不會打到已死亡的怪物身上。\n §4注意:該功能不屬於原版+TAS可實現或公平的功能。§f\n§4使用此功能前請詢問伺服器管理是否允許此功能使用。§f", - "disableEntityRendering":"Entity | 禁用實體渲染", - "Disables ALL except player entity rendering.\nThis is mainly meant for situations where you need to be\nable to do stuff to fix excessive entity count related problems":"禁用使用者端中除了玩家外所有實體的渲染。\n當你需要去處理實體過多環境下的情況時,這可以極大地降低使用者端的渲染壓力。", - "§6disableEntityTicking§r":"§6Entity | 禁用實體運算§r", - "Prevent everything except player entities from getting ticked":"禁止除玩家以外的所有實體運算。", - "disableFallingBlockEntityRendering":"FallingBlock | 禁用掉落方塊渲染", - "If enabled, then falling block entities won't be rendered at all":"開啟後掉落中的方塊將不會被渲染。", - "disableInventoryEffectRendering":"InventoryEffect | 禁用背包中效果", - "Removes the potion effect rendering from the inventory GUIs":"移除了背包中藥水、附魔效果的渲染。", - "disableItemSwitchRenderCooldown":"ItemSwitch | 禁用裝備動畫", - "If true, then there won't be any cooldown/equip animation\nwhen switching the held item or using the item.":"開啟後在你切換或使用物品時將不會有任何的冷卻/裝備動畫。", - "disableMobSpawnerMobRendering":"MobSpawnerMob | 禁用怪物生成渲染", - "Removes the entity rendering from mob spawners":"移除了怪物生成時的實體渲染。", - "disableNetherFog":"NetherFog | 禁用地獄迷霧", - "Removes the fog in the Nether":"移除地獄空中的迷霧。", - "§6disableObserver§r":"§6Observer | 禁用偵測器§r", - "Disable Observers from triggering at all":"完全禁止偵測器被觸發。", - "disableOffhandRendering":"Offhand | 禁用副手渲染", - "Disables the offhand item from getting rendered":"禁用副手持有物品時對副手的渲染。", - "disableParticles":"Particles | 禁用所有粒子", - "Disables all particles":"禁用所有的粒子效果。", - "disablePortalGuiClosing":"PortalGuiClosing | 禁止傳送門關閉GUI", - "If enabled, then you can still open GUIs while in a Nether Portal":"如果啟用,你可以在傳送門中開啟各種界面。", - "disableRainEffects":"RainEffects | 禁用下雨效果", - "Disables rain rendering and sounds":"禁用下雨時的視覺效果與聲音。", - "disableRenderDistanceFog":"Render | 禁用遠處迷霧", - "Disables the fog that increases around the render distance":"禁用視距邊緣的迷霧。", - "disableSignGui":"SignGui | 禁用告示牌GUI", - "Prevent the Sign edit GUI from opening":"禁用告示牌打開時的編輯界面。", - "disableSlimeBlockSlowdown":"SlimeBlock | 禁用黏液塊減速", - "Removes the slowdown from walking on Slime Blocks.\n(This is originally from usefulmod by nessie.)":"消除了在黏液塊上移動時減速效果。\n此功能來自nessie製作的usefulmod。", - "disableTileEntityRendering":"TileEntity | 禁用方塊實體渲染", - "Prevents all TileEntity renderers from rendering":"阻止所有的方塊實體渲染。", - "§6disableTileEntityTicking§r":"§6TileEntity | 禁用方塊實體計算§r", - "Prevent all TileEntities from getting ticked":"阻止所有的方塊實體被加入運算。", - "§6disableVillagerTradeLocking§r":"§6Villager | 禁用村民交易鎖定§r", - "Prevents villager trades from ever locking, by always incrementing\nthe max uses as well when the recipe uses is incremented":"透過在交易時增加最大次數限制來防止村民鎖定交易。", - "disableWallUnsprint":"WallUnsprint | 禁用牆壁剎車", - "Touching a wall doesn't drop you out from sprint mode":"開啟後在疾跑時撞上牆壁也不會停止疾跑狀態。。", - - - // "主選單" - "Advanced Keybind settings":"高級按鍵綁定設定", - "Activate On:":"啟用", - "Allow empty keybind:":"允許綁定為空", - "Allow extra keys:":"允許額外的綁定", - "Order Sensitive:":"順序敏感", - "Excluzmdfsive AdvancSinbinged":"檢測版本問題", - "Cancel further processing:":"取消下一步處理", - "Exclusive:":"排他性", - "Context:":"連鎖", - "- Left click to configure":"-點擊左鍵設定", - "- Right click to reset to defaults":"-右鍵重設設定", - "Advanced Keybind Settings for placementRestrictionModeline":"高級快速鍵綁定設定的位置限制模式", - - - - // "20200812更新":"這只是一個更新TAG", - // 通用設定更新 - "freeCameraPlayerMovement":"freeCamPlayer | 靈魂/身體操作切換", - "When enabled, the movement inputs in the Free Camera mode\nwill move the actual client player instead of the camera":"當啟用時,在靈魂出竅模式下的移動輸入將移動實際的使用者端的視角而不是相機\n也就是說,當你開啟這個功能時,你操縱的是角色本體", - "Toggle the Generic -> freeCameraPlayerMovement option":"切換通用功能中的\"freeCamPlayer | 靈魂/身體操作切換\"選項", - "zoomAdjustMouseSensitivity":"zoomAdjustMouse | 調整縮放靈敏度", - "If enabled, then the mouse sensitivity is reduced\nwhile the zoom feature is enabled and the zoom key is active":"開啟此項後,在按下§6[啟用望遠鏡]§f快捷鍵時,會降低滑鼠靈敏度。", - "periodicHoldAttackDuration":"periodicHoldAttack | 左鍵按住時間", - "The number of game ticks to hold down attack":"這個數字是玩家持續按住左鍵的時間。(單位:遊戲刻)", - "periodicHoldAttackInterval":"periodicHoldAttack | 左鍵按住間隔", - "The number of game ticks between starting to hold down attack (left click)":"這個數字是間隔多久按住一次。(單位:遊戲刻)", - "periodicHoldUseDuration":"periodicHoldAttack | 右鍵按住時間", - "The number of game ticks to hold down use":"這個數字是玩家持續按住右鍵的時間。(單位:遊戲刻)", - "periodicHoldUseInterval":"periodicHoldAttack | 右鍵按住間隔", - "The number of game ticks between starting to hold down use (right click)":"這個數字是間隔多久按住一次。(單位:遊戲刻)", - // 列表更新 - "creativeExtraItems":"creativeExtra | 額外物品清單", - "Extra items that should be appended to the creative inventory.\nCurrently these will appear in the Transportation category.\nIn the future the group per added item will be customizable.":"在創造模式物品菜單中的[交通運輸]中新增額外物品。", - // 功能開啟設定更新 - "tweakCreativeExtraItems":"CreativeExtra | 創造額外物品", - "Adds custom items to item groups.\nSee Lists -> 'creativeExtraItems' to control which items are added to the groups.\nNote: Currently these will be added to the Transportation group\n(because it has the elast items), but in the future\nthe groups will be configurable per added item":"開啟後會在創造模式物品菜單中的[交通運輸]中新增額外物品。\n預設為指令方塊與結構方塊一類。\n你也可以在§6[設定表單]-[額外物品清單]§f中自行額外新增。", - "tweakFakeSneakPlacement":"FakeSneakPlacement | 屏蔽方塊交互", - "This tweak offsets the click position to the adjacent air block\nfrom the block that you actually click on.\nThis basically allows you to place blocks against blocks\nthat have a click action, such as opening inventory GUIs,\nwithout having to sneak. Note that this doesn't not actually\nfake sneaking in any way, just the apparent effect is similar.":"該功能將你的點擊位置從可交互的方塊上調整到了他旁邊的空氣上,\n這讓你可以在可交互的方塊旁邊直接放置方塊而不打開互動界面。\n注意:這不是真正的偽潛行,只是看起來效果一樣。", - "tweakPeriodicHoldAttack":"PeriodicHoldAttack | 週期性長按左鍵", - "Enables periodically holding attack for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldAttackInterval\nand the duration in periodicHoldAttackDuration\n§6Note: You should not use the normal hold attack§r\n§6or the periodic attack at the same time§r":"循環週期與單次按住時間可以在§6[通用功能]§f中調整。\n§6注意:請不要將此功能與長按左鍵一同使用。§f", - "tweakPeriodicHoldUse":"PeriodicHoldUse | 週期性長按右鍵", - "Enables periodically holding use for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldUseInterval\nand the duration in periodicHoldUseDuration\\n§6Note: You should not use the normal hold use§r\n§6or the periodic use at the same time§r":"循環週期與單次按住時間可以在§6[通用功能]§f中調整。\n§6注意:請不要將此功能與長按右鍵一同使用。§f", - "tweakRenderEdgeChunks":"RenderEdgeChunks | 渲染邊界區塊", - "Allows the edge-most client-loaded chunks to render.\nVanilla doesn't allow rendering chunks that don't have\nall the adjacent chunks loaded, meaning that the edge-most chunk\nof the client's loaded won't render in vanilla.\nThis is also very helpful in the Free Camera mode!":"允許渲染載入強度為“邊界”的區塊,這在靈魂出竅狀態下比較有用。\n原版中不允許渲染載入強度為“邊界”的區塊,導致使用者端載入的大部分邊緣區塊不能正常顯示。", - // 通用設定快捷鍵更新 - "toggleGrabCursor":"toggleGrabCursor | 切換滑鼠", - "Grabs or ungrabs the mouse cursor, depending on the current state":"將滑鼠從目前視窗切換到外部視窗,在外部視窗的滑鼠操作不影響遊戲內操作。", - - // "20200920更新":"這只是一個更新TAG", - // 通用設定更新 - "freeCameraPlayerInputs":"freeCam | 靈魂出竅玩家操作", - "When enabled, the attacks and use actions\n(ie. left and right clicks) in Free Camera mode are\nlet through to the actual player.":"啟用後,你才能在靈魂出竅狀態下控制自己。", - "slotSyncWorkaroundAlways":"slotSync | 一直同步物品槽", - "Enables the slot sync workaround at all times when the use key\nis held, not only when using fast right click or fast block placement.\nThis is mainly for other mods that may quickly use items when\nholding down use, such as Litematica's Easy Place mode.":"啟用這種工作方式後,會在按住右鍵時持續同步,\n例如使用§6方塊快速放置§f或§6右鍵快速點擊§f時。\n這在你使用當按住右鍵時會快速使用物品的其他MOD時會很有用,\n比如§elitematica§f的§6輕鬆放置功能§f。", - // 功能開啟設定更新 - "tweakSneak_1.15.2":"Sneak1.15.2 | 潛行恢復", - "Restores the 1.15.2 sneaking behavior":"恢復了1.15.2的潛行行為", - // 通用設定快捷鍵更新 - "freeCameraPlayerInputs":"freeCam | 靈魂出竅玩家操作", - "Toggle the Generic -> freeCameraPlayerInputs option":"用於切換[通用設定]-[靈魂出竅玩家操作]功能的開啟與關閉。", - "swapElytraChestplate":"swapElytra | 鞘翅胸甲", - "Swaps the currently equipped item in the chest slot between an Elytra and a Chest Plate":"按下快捷鍵時,更換胸部裝備為鞘翅/胸甲。", - - // "20210227更新":"這只是一個更新TAG1.16.4", - "handRestockPreThreshold":"handRestock | 自動補貨閾值", - "The stack size threshold at which Hand Restock will happen\nin the pre-restock mode":"在自動補貨模式下的補貨閾值", - "disableAxeStripping":"AxeStripping | 禁用斧頭去皮", - "Disables stripping logs with an axe":"禁用斧頭對原木右鍵會使原木變為去皮原木的操作", - "disableNauseaEffect":"NauseaEffect | 禁用噁心效果", - "Disables the nausea visual effects":"禁用噁心所導致的視覺效果", - "disableWorldViewBob":"WorldViewBob | 禁用視角搖晃", - "Disables the view bob wobble effect of the world, but not the hand":"禁用移動時的視角搖晃效果,不是禁用手部搖晃。", - - - // "20210227更新":"這只是一個更新TAG-1.17", - "disableArmorStandRendering":"ArmorStand | 禁用盔甲架渲染", - "Disabled all Armor Stand entity rendering":"禁用了所有盔甲架實體的渲染", - "tweakHangableEntityBypass":"HangableEntity | 忽略懸掛實體", - "Allows not targeting hangable entities (Item Frames and Paintings).\nThe Generic -> hangableEntityBypassInverse option can be used to control\nwhether you must be sneaking or not sneaking to be able to target the entity.":"啟用此功能將改變玩家與懸掛類實體(展示框和畫)的交互方式。\n開啟後預設忽略與懸掛類實體的交互,\n可在§6[通用功能]-[懸掛實體交互方式]§f設定與懸掛類實體的交互方法。", - "§6tweakSculkPulseLength§r":"§6SculkPulseLength | 調整潛聲植物脈衝§r", - "Allows modifying the Sculk Sensor pulse length. Set the pulse length in Generic -> sculkSensorPulseLength\n":"允許修改潛聲感測器的脈衝長度,在通用設定sculkSensorPulseLength中進行調整。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "hangableEntityBypassInverse":"hangableEntity | 懸掛實體交互方式", - "If the hangableEntityTargetingBypass tweak is enabled,\nthen this controls whether the player must be or must not be\nsneaking to be able to target the hangable entity (Item Frame or Painting).\n > true - Sneaking = ignore/bypass the entity\n > false - Sneaking = target the entity":"此功能需要啟用§6忽略懸掛實體§f。\n> §2開啟時§f 潛行=忽略實體\n> §4關閉時§f 潛行=交互實體", - "sculkSensorPulseLength":"sculkSensor | 潛聲植物脈衝長度", - "The pulse length for Sculk Sensors, if the 'tweakSculkPulseLength' tweak is enabled.":"啟用§6調整潛聲植物脈衝§f時,該數值為潛聲植物發出的脈衝長度。(單位:遊戲刻)", - - - // "20210612更新_1.17正式版" - // "禁用" - "disableChunkRendering":"Chunk | 禁用區塊渲染", - "Disables chunk (re-)rendering. This will make any block changes non-visible\nuntil this is disable again and F3 + A is used to refresh the world rendering.\nThis might help with low fps in places with lot of block change.":"禁用區塊渲染,這會導致所有方塊不可見。\n恢復渲染需要在禁用此功能後使用 F3 + A 重新渲染世界。\n這可能會讓你在大量方塊改變時擁有不那麼低的幀數。", - "disableClientLightUpdates":"Client | 禁用使用者端光照更新", - "Disables all client-side light updates":"禁用使用者端的所有光照更新。", - "disableRenderingScaffolding":"Renderingscaffold | 禁用腳手架渲染", - "Disables rendering of Scaffolding Blocks":"禁用腳手架的渲染。", - - // "20210922更新_1.16.5" - "toolSwitchableSlots":"toolSwitch工具選擇範圍", - "The slots that the Tool Switch tweak is allowed to put tools to.\nNote that Tool Switch can also switch to other slots in the hotbar,\nif they already have the preferred tool, but it will only\nswap new tools to these slots":"工具選擇的物品欄調整為允許選擇的物品欄位。\n請注意,工具選擇也可以切換到快捷欄中的其他物品欄位,\n如果已經擁有首選工具,只會將新工具切換到這些物品欄位", - "macHorizontalScroll":"macScroll | MAC修復", - "If you are on Mac/OSX, this applies the same fix/change\nas the hscroll mod, while not breaking all the scroll handling\nin malilib-based mods.":"如果您使用的是 Mac,這將應用與 hscroll mod 相同的修復/更改,\n同時不會破壞基於 malilib 的 mod 中的所有滾動處理。", - "Allows the edge-most client-loaded chunks to render.\nVanilla doesn't allow rendering chunks that don't have\nall the adjacent chunks loaded, meaning that the edge-most chunk\nof the client's loaded won't render in vanilla.\n§lThis is also very helpful in the Free Camera mode!§r":"允許使用者端渲染邊緣區域的載入區塊。不允許渲染沒有載入的所有相鄰塊的區塊,\n這意味著使用者端載入的最邊緣區塊不會渲染。這在靈魂出竅模式下也非常有用!", - "writeMapsAsImages":"writeMaps | 地圖導出", - "Writes all the currently available maps as images\nto the 'config/tweakeroo/map_images//' directory":"將所有目前可用的地圖作為圖像寫入到 \n'config/tweakeroo/map images//' 目錄", - "Disables all Armor Stand entity rendering":"禁用所有盔甲架的實體渲染", - "Disables chunk (re-)rendering. This will make any block changes non-visible\\nuntil this is disabled again and F3 + A is used to refresh the world rendering.\\nThis might help with low fps in places with lots of block changes in some situations,\\nwhere the block changes are not really relevant at that time.":"禁用方塊多次渲染。這將使任何方塊的更新不可見,\n直到再次禁用它並使用 F3 + A 刷新世界渲染。 \n在某些情況下,這可能有助於在有大量塊更改的地方降低 fps,\n此時方塊更新與真正的更新無關。", - "Enables periodically holding attack for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldAttackInterval\nand the duration in periodicHoldAttackDuration\n§6Note: You should not use the normal hold attack\n§6or the periodic attack at the same time":"在一定的時間內保持左鍵狀態。 \n在[通用設定]->[左鍵按住間隔] 中設定時間間隔,\n在[左鍵按住時間]中設定持續時間\n§6注意:你不應該同時使用長按左鍵或左鍵連點", - "Enables periodically holding use for a configurable amount of time.\nConfigure the interval in Generic -> periodicHoldUseInterval\nand the duration in periodicHoldUseDuration\\n§6Note: You should not use the normal hold use\n§6or the periodic use at the same time":"在一定的時間內保持右鍵狀態。 \n在[通用設定]->[右鍵按住間隔] 中設定時間間隔,\n在[右鍵按住時間]中設定持續時間\n§6注意:你不應該同時使用長按右鍵或右鍵連點", - - // "20211204更新_1.17.1正式版" - //通用功能 - "snapAimOnlyCloseToAngle":"snapAim | 預設角度內鎖定視角", - "If enabled, then the snap aim only snaps to the angle\nwhen the internal angle is within a certain distance of it.\nThe threshold can be set in snapAimThreshold":"啟用該功能後那麼視角鎖定功能\n將僅在一定閾值內的角度時鎖定該角度。\n角度閾值可以在snapAimThreshold中設定", - "snapAimThresholdPitch":"snapAim | 角度閾值(垂直方向)", - "The angle threshold inside which the player rotation will\nbe snapped to the snap angle.":"當玩家的視角在這個角度閾值內時,\n玩家的視角旋轉將被捕獲到固定角度。", - "snapAimThresholdYaw":"snapAim | 角度閾值(水平方向)", - "The angle threshold inside which the player rotation will\nbe snapped to the snap angle.":"當玩家的視角在這個角度閾值內時,\n玩家的視角旋轉將被捕獲到固定角度。", - - //設定表單 - "blockBreakRestrictionListType":"blockBreak | 方塊破壞規則限制方式", - "The restriction list type for the Block Type Break Restriction tweak":"使用方塊破壞規則時的限制方式", - "blockBreakRestrictionBlackList":"blockBreak | 方塊破壞規則黑名單", - "The blocks that are NOT allowed to be broken while the Block Break Restriction tweak is enabled,\nif the blockBreakRestrictionListType is set to Black List":"如果“方塊破壞規則限制方式”設定為黑名單,\n那麼使用方塊破壞規則時將無法破壞此類方塊", - "blockBreakRestrictionWhiteList":"blockBreak | 方塊破壞規則白名單", - "The only blocks that can be broken while the Block Break Restriction tweak is enabled,\nif the blockBreakRestrictionListType is set to White List":"如果“方塊破壞規則限制方式”設定為白名單,\n那麼使用方塊破壞規則時將只可破壞此類方塊", - "handRestockListType":"handRestock | 自動補貨限制方式", - "The restriction list type for the Hand Restock tweak":"使用自動補貨時的限制方式", - "handRestockBlackList":"handRestock | 自動補貨黑名單", - "The items that are NOT allowed to be restocked with the Hand Restock tweak,\nif the handRestockListType is set to Black List":"如果“自動補貨限制方式”設定為黑名單,\n那麼自動補貨時將無法補充此類物品", - "handRestockWhiteList":"handRestock | 自動補貨白名單", - "The only allowed items that can be restocked with the Hand Restock tweak,\nif the handRestockListType is set to White List":"如果“自動補貨限制方式”設定為白名單,\n那麼自動補貨時將只能補充此類物品", - - //工具開關 - "tweakBlockTypeBreakRestriction":"BlockTypeBreak | 方塊破壞規則", - "Restricts which blocks you are able to break (manually).\nSee the corresponding 'blockBreakRestriction*' configs in the Lists category.":"使用您制定的方塊破壞法。\n在設定表單中的'blockBreakRestriction'更改您的設定。", - "If enabled, then the level of Respiration and Aqua Affinity enchantments,\nand having the Fire Resistance effect active,\nwill greatly increase the visibility under lava.":"如果啟用該功能,\n那麼水下呼吸附魔的等級,\n以及抗火效果的啟用,\n將大大增加岩漿下的視野。", - - //通用功能快捷鍵 - "sitDownNearbyPets":"sitDown | 坐下!", - "Makes all nearby pets sit down":"讓附近所有的寵物坐下", - "standUpNearbyPets":"standUp | 起來!", - "Makes all nearby pets stand up":"讓附近所有的寵物站起",//全體起立!我向周圍的貓貓狗狗宣布!\n從今天起這個地方叫lbw廣場!\nby-yuki - - //禁用類功能 - "disableScoreboardRendering":"Scoreboard | 禁用計分板顯示", - "Removes the sidebar scoreboard rendering":"禁用側面的計分板顯示", - "disableShulkerBoxTooltip":"SBoxTooltip | 禁用界伏盒原版顯示", - "Disables the vanilla text tooltip for Shulker Box contents":"關閉界伏盒內容的原版文字顯示", - - // "20220130更新_1.18.1正式版" - //通用功能 - "If enabled, then the Flexible Block Placement and the\nAccurate Block Placement use the protocol implemented in Carpet mod.\n§6Note: This is required for any block rotations to work, other than\n§6blocks that only care about the block side you click on (Hoppers, Logs etc.)":"如果啟用,那麼靈活放置和精確放置將會使用地毯mod實現。\n§6注意:任何方塊旋轉都需要這樣做,\n§6除了方向只依賴於你在側面點擊的方塊(漏斗、原木等)", - "fastLeftClickAllowTools":"LeftClickTools | 左鍵連點工具相容", - "Allow the Fast Left Click to work in survival\nalso while holding tool items":"在生存當中開啟左鍵快速點擊將相容工具\n§b金合歡:你們挖區塊都不開連點的嗎?", - "If enabled, then the Fast Block Placement feature will always remember\nthe orientation of the first block you place.\nWithout this, the orientation will only be remembered\nwith the Flexible Block Placement enabled and active.":"如果啟用,那麼快速放置功能將始終記住你放置的第一個方塊的方向。\n如果禁用,方向只會在啟用並啟用靈活放置的情況下被記住。", - "If enabled, then the Flexible Block Placement status\nwill be remembered from the first placed block,\nas long as the use key (right click) is held down.\nBasically you don't have to keep holding all the flexible\nactivation keys to fast place all the blocks in the same orientation.":"如果啟用,那麼靈活放置狀態將從第一個放置的方塊\n開始記住朝向,只要按住使用鍵(右鍵單擊)。基本上,\n您不必一直按住靈活放置的快捷鍵即可將所有方塊快速放置在同一方向。", - "blockTypeBreakRestrictionWarn":"blockBreakWarn | 破壞限制告警", - "Selects which type of warning message to show (if any)\nwhen the Block Type Break Restriction feature prevents breaking a block":"當“方塊類型破壞限制”阻止破壞方塊時,\n將顯示哪種類型的警告訊息(如果有的話)", - "entityTypeAttackRestrictionWarn":"entityAttackWarn | 攻擊限制告警", - "Selects which type of warning message to show (if any)\nwhen the Entity Type Attack Restriction feature prevents attacking an entity":"當“實體類型攻擊限制”阻止攻擊實體時,\n將顯示哪種類型的警告訊息(如果有的話)", - "flyDecelerationFactor":"flyDeceleration | 飛行阻力因素", - "This adjusts how quickly the player will stop if the\n'customFlyDeceleration' tweak is enabled":"如果啟用“飛行減速”功能,\n將調整玩家創造飛行時的停止速度(數值越大慣性越大)", - "toolSwitchIgnoredSlots":"toolSwitch | 工具選擇忽略槽位", - "The slots where the Tool Switch tweak does not work when they are active.":"寫入自動工具選擇的忽略槽位\n當使用這幾個槽位點擊想要破壞的方塊時\n自動工具選擇將不會起作用\n書寫樣例:1-4", - - //修復 - "Elytra landing fix by Earthcomputer and Nessie.\nThe deployment fix is now in vanilla, so this only affects landing now.":"鞘翅著陸被Earthcomputer和Nessie修復\n原版現在修復了起飛,所以該功能只影響了降落", - - //設定表單 - "blockTypeBreakRestrictionListType":"blockBreak | 方塊破壞規則限制方式", - "blockTypeBreakRestrictionBlackList":"blockBreak | 方塊破壞規則黑名單", - "blockTypeBreakRestrictionWhiteList":"blockBreak | 方塊破壞規則白名單", - "entityTypeAttackRestrictionListType":"entityAttack | 實體攻擊規則限制方式", - "The restriction list type for the Entity Type Attack Restriction tweak":"使用實體攻擊規則時的限制方式", - "entityTypeAttackRestrictionBlackList":"entityAttack | 實體攻擊規則黑名單", - "The entities that are NOT allowed to be attacked while the Entity Attack Restriction tweak is enabled,\nif the entityAttackRestrictionListType is set to Black List":"當實體攻擊限制啟用時,如果實體攻擊限制方式設定為黑名單,\n那麼這是不可以被攻擊的實體", - "entityTypeAttackRestrictionWhiteList":"entityAttack | 實體攻擊規則白名單", - "The only entities that can be attacked while the Entity Attack Restriction tweak is enabled,\nif the entityAttackRestrictionListType is set to White List":"當實體攻擊限制啟用時,如果實體攻擊限制方式設定為白名單,\n那麼這是唯一可以被攻擊的實體", - "entityWeaponMapping":"entityWeapon | 武器切換規則", - "Mapping for what weapon should be used with the\n'tweakWeaponSwitch' tweak.\n'' will be used when no other mapping is defined.\n'' will not trigger a weapon switch.":"透過打開“武器自動選擇”選項來選擇應該使用的武器。\n- :將在沒有定義其他實體時使用\n- :不會觸發武器切換", - - //通用功能快捷鍵 - "toggleCarpetAccuratePlacementProtocol":"toggleCarpet | 切換地毯精確放置協議", - "Toggles the value of the Generic -> 'carpetAccuratePlacementProtocol' option":"開關通用中的地毯精確放置協議", - - //禁用 - "§6disableBatSpawning§r":"§6BatSpawning | 禁用蝙蝠生成§r", - "Disables Bat spawning in single player\n":"禁止在單人遊戲中生成蝙蝠\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "disableBeaconBeamRendering":"BeaconBeam | 關閉烽火台光柱渲染", - "Disables Beacon beam rendering":"關閉烽火台光柱渲染", - "disableConstantChunkSaving":"ChunkSaving | 禁用區塊持續儲存", - "Disables the game saving up to 20 chunks every tick\nall the time, in addition to the normal auto-save cycle.":"除了正常的自動儲存外,禁止遊戲每tick儲存20個區塊。", - "disableCreativeMenuInfestedBlocks":"festedBlocks | 創造不可搜索蟲蝕方塊", - "Removes infested stone blocks from the creative search inventory":"從創造搜索清單中移除被蟲蝕的石頭方塊", - "Prevent everything except player entities from getting ticked\n":"防止除了玩家實體之外的所有東西被選中\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "disableFirstPersonEffectParticles":"FirstPerson | 禁用第一人稱粒子", - "Removes the potion effect particles/swirlies in first person\n(from the player itself)":"在第一人稱(從玩家本身)移除藥劑的粒子效果", - "disableNetherPortalSound":"NetherPortal | 禁用地獄門聲音", - "Disables the Nether Portal sound":"禁用地獄門聲音", - "Disable Observers from triggering at all\n":"禁用偵測器\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "disableShovelPathing":"ShovelPathing | 禁止製作土徑", - "Disables converting grass etc. to Path Blocks with a shovel":"用鏟子不能將草方塊等其他方塊轉換為土徑塊", - "Prevent all TileEntities from getting ticked\n":"阻止所有的方塊實體被加入運算。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - "Prevents villager trades from ever locking, by always incrementing\nthe max uses as well when the recipe uses is incremented\n":"透過在交易時增加最大次數限制來防止村民鎖定交易。\n§6注意: 在多人遊戲中該功能可能不完全可用或完全不可用。§r", - - //工具 - "tweakCustomFlyDeceleration":"CustomFly | 飛行減速", - "Allows changing the fly deceleration in creative or spectator mode.\nThis is mainly meant for faster deceleration ie. less \"glide\"\nwhen releasing the movement keys.\nSee Generic -> flyDecelerationRampValue":"允許在創造模式或旁觀者模式下改變飛行減速程度,\n這主要是指更快的減速。當釋放移動鍵時,滑翔的距離將更少。\n減速係數:通用 ->飛行阻力因素", - "tweakEntityTypeAttackRestriction":"EntityAttack | 實體攻擊限制", - "Restricts which entities you are able to attack (manually).\nSee the corresponding 'entityAttackRestriction*' configs in the Lists category.":"手動限制可以攻擊的實體。\n請參閱列表中相應的“實體攻擊規則限制方式”", - "tweakEmptyShulkerBoxesStack":"§6EmptyShulker | 空界伏盒堆疊§r", - "tweakEmptyShulkerBoxesStackOnGround":"§6EmptyS.B.Stack | 空盒掉落物合併§r", - "tweakFillCloneLimit":"§6FillCloneLimit | 更改填充方塊上限§r", - "tweakInventoryPreview":"§6InventoryPreview | 容器預覽§r", - "tweakSculkPulseLength":"§6SculkPulseLength | 調整潛聲植物脈衝§r", - "tweakStructureBlockLimit":"§6StructureLimit | 更改結構方塊範圍上限§r", - "tweakWeaponSwitch":"WeaponSwitch | 武器自動選擇", - "Enables automatically switching to a weapon for the targeted entity":"根據目標實體的不同自動切換武器", - - // "20220731更新_1.19.1正式版" - "itemUsePacketCheckBypass":"itemUse | 物品使用校驗", - "Bypass the new distance/coordinate check that was added in 1.18.2.\n\nThat check breaks the \"accurate placement protocol\" and causes\nany blocks placed with a rotation (or other property) request to just become ghost blocks.\n\nThere is basically no need to ever disable this.\nThe check didn't even exist ever before 1.18.2.":"該功能繞過了1.18.2中新新增的距離/坐標校驗。\n該校驗破壞了“精確放置協議”的功能\n並導致任何帶有旋轉(或其他屬性)\n請求放置的方塊變成了幽靈方塊\n基本上沒有必要禁用這個校驗。\n因為在1.18.2之前,這個校驗甚至都不存在", - "disableBossBar":"BossBar | 禁用boss血條", - "Disables boss bar rendering":"禁用boss血條的顯示", - "disableStatusEffectHud":"EffectHud | 禁用buff顯示", - "Disables the status effect HUD rendering (which is usually\nin the top right corner of the screen)":"禁用狀態效果的HUD渲染(通常在螢幕的右上角)", - - - // "20230617更新_1.20.1正式版" - "customInventoryGuiScale":"InventoryGui | 自訂容器比例", - "The GUI scale value to use for inventory screens, if\n§etweakCustomInventoryScreenScale§r is enabled.":"如果啟用了§e“自訂容器比例”§r,則可以調整容器GUI比例。", - "tweakCustomInventoryScreenScale":"InventoryGui | 自訂容器比例", - "Allows using a custom GUI scale for any inventory screen.\nSee Generic -> §ecustomInventoryGuiScale§r for the scale value":"允許使用自訂容器比例。調整參數菜單:通用功能 -> §e“自訂容器比例”§r", - "disableSkyDarkness":"SkyDarkness | 禁用天空黑暗", - "Disables the sky darkness below y = 63\n\n(By moving the threshold y to 2 blocks below the bottom of the world instead)":"禁用y = 63以下的天空黑暗\n§e可以理解為靈魂出竅增強§r\n(透過將觸發閾值y移動到世界底部以下2格)", - - "tweakeroo.gui.title.configs": "Tweakeroo 設定界面 | 漢化:醉夢巔峰&新兵Sinbing - 20230619" -} \ No newline at end of file diff --git a/versions/1.14.4-fabric/build.gradle b/versions/1.14.4-fabric/build.gradle index 5406d295..9297916b 100644 --- a/versions/1.14.4-fabric/build.gradle +++ b/versions/1.14.4-fabric/build.gradle @@ -307,24 +307,6 @@ replaceToken { processResources { outputs.upToDateWhen { false } - [ - ["itemscroller" , mcVersion > 12006], - ["litematica" , mcVersion > 12006], - ["malilib" , mcVersion > 12006], - ["masa_gadget_mod_minihud_i18n", mcVersion > 12006], - ["minihud" , mcVersion > 12006], - ["tweakeroo" , false], - ].forEach { item -> - String identifier = item[0] - boolean shouldExclude = item[1] - - if (shouldExclude) { - filesMatching("assets/${identifier}/lang/*.json") { - exclude() - } - } - } - [ "fabric.mod.json" : ["fabric"], "META-INF" : ["forge", "neoforge"],